diff --git a/content/Mechanics/Rule References/Acid.md b/content/Mechanics/Rule References/Acid.md deleted file mode 100755 index 3f2ae88af..000000000 --- a/content/Mechanics/Rule References/Acid.md +++ /dev/null @@ -1,28 +0,0 @@ -# Acid - -**Source** [_Core Rulebook pg. 628_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid. - -## Equipment - -[Acid Flask](https://2e.aonprd.com/Equipment.aspx?ID=74), [Acid Spitter](https://2e.aonprd.com/Equipment.aspx?ID=1121), [Brine Dragon Scale](https://2e.aonprd.com/Equipment.aspx?ID=2625), [Clinging Ooze Snare](https://2e.aonprd.com/Equipment.aspx?ID=1470), [Corrosive](https://2e.aonprd.com/Equipment.aspx?ID=292), [Corrosive Engravings](https://2e.aonprd.com/Equipment.aspx?ID=2175), [Dezullon Fountain](https://2e.aonprd.com/Equipment.aspx?ID=1883), [Eroding Bullet](https://2e.aonprd.com/Equipment.aspx?ID=1192), [Ooze Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1900), [Pickled Demon Tongue](https://2e.aonprd.com/Equipment.aspx?ID=2414), [Sulfur Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1257), [Wand of Caustic Effluence](https://2e.aonprd.com/Equipment.aspx?ID=1467), [Wand of Noisome Acid](https://2e.aonprd.com/Equipment.aspx?ID=2284) - -## Feats - -[Breath of Hungry Death](https://2e.aonprd.com/Feats.aspx?ID=3894) - -## Hazards - -[Acid Strongbox Trap](https://2e.aonprd.com/Hazards.aspx?ID=115), [Bestial Transformation](https://2e.aonprd.com/Hazards.aspx?ID=413) - -## Item Curses - -[Degenerating](https://2e.aonprd.com/ItemCurses.aspx?ID=5) - -## Monsters - -[Adult Black Dragon](https://2e.aonprd.com/Monsters.aspx?ID=128), [Ancient Black Dragon](https://2e.aonprd.com/Monsters.aspx?ID=129), [Crawling Slurry](https://2e.aonprd.com/Monsters.aspx?ID=1796), [Tarn Linnorm](https://2e.aonprd.com/Monsters.aspx?ID=286), [Young Black Dragon](https://2e.aonprd.com/Monsters.aspx?ID=127) - -## Spells - -[Acid Arrow](https://2e.aonprd.com/Spells.aspx?ID=2), [Acid Splash](https://2e.aonprd.com/Spells.aspx?ID=3), [Acid Storm](https://2e.aonprd.com/Spells.aspx?ID=564), [Acidic Burst](https://2e.aonprd.com/Spells.aspx?ID=565), [Blinding Foam](https://2e.aonprd.com/Spells.aspx?ID=1279), [Brine Dragon Bile](https://2e.aonprd.com/Spells.aspx?ID=1382), [Cataclysm](https://2e.aonprd.com/Spells.aspx?ID=32), [Corrosive Body](https://2e.aonprd.com/Spells.aspx?ID=888) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Agile.md b/content/Mechanics/Rule References/Agile.md deleted file mode 100755 index f6b626cee..000000000 --- a/content/Mechanics/Rule References/Agile.md +++ /dev/null @@ -1,12 +0,0 @@ -# Agile - -**Source** [_Core Rulebook pg. 282_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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](https://2e.aonprd.com/Feats.aspx?ID=1738), [Crane Wing](https://2e.aonprd.com/Feats.aspx?ID=430), [Fire Talon](https://2e.aonprd.com/Feats.aspx?ID=2269), [Flowing Wave](https://2e.aonprd.com/Feats.aspx?ID=2980), [Lashing Branch](https://2e.aonprd.com/Feats.aspx?ID=461), [Shadow Grasp](https://2e.aonprd.com/Feats.aspx?ID=1745), [Stumbling Swing](https://2e.aonprd.com/Feats.aspx?ID=1735), [Tiger Claw](https://2e.aonprd.com/Feats.aspx?ID=436), [Wind Crash](https://2e.aonprd.com/Feats.aspx?ID=463), [Wolf Jaw](https://2e.aonprd.com/Feats.aspx?ID=437) - -## Weapons - -[Air Repeater](https://2e.aonprd.com/Weapons.aspx?ID=188), [Bayonet](https://2e.aonprd.com/Weapons.aspx?ID=186), [Black Powder Knuckle Dusters](https://2e.aonprd.com/Weapons.aspx?ID=214), [Bladed Gauntlet](https://2e.aonprd.com/Weapons.aspx?ID=253), [Blowgun](https://2e.aonprd.com/Weapons.aspx?ID=66), [Boarding Axe](https://2e.aonprd.com/Weapons.aspx?ID=155), [Butterfly Sword](https://2e.aonprd.com/Weapons.aspx?ID=275), [Buugeng](https://2e.aonprd.com/Weapons.aspx?ID=142), [Clan Dagger](https://2e.aonprd.com/Weapons.aspx?ID=13), [Claw Blade](https://2e.aonprd.com/Weapons.aspx?ID=124), [Corset Knife](https://2e.aonprd.com/Weapons.aspx?ID=278), [Dagger](https://2e.aonprd.com/Weapons.aspx?ID=3), [Dagger Pistol](https://2e.aonprd.com/Weapons.aspx?ID=216), [Dandpatta](https://2e.aonprd.com/Weapons.aspx?ID=260), [Dart](https://2e.aonprd.com/Weapons.aspx?ID=68), [Dart Umbrella](https://2e.aonprd.com/Weapons.aspx?ID=175), [Dogslicer](https://2e.aonprd.com/Weapons.aspx?ID=49), [Exquisite Sword Cane](https://2e.aonprd.com/Weapons.aspx?ID=132), [Exquisite Sword Cane Sheath](https://2e.aonprd.com/Weapons.aspx?ID=133), [Fangwire](https://2e.aonprd.com/Weapons.aspx?ID=143), [Feng Huo Lun](https://2e.aonprd.com/Weapons.aspx?ID=283), [Fighting Fan](https://2e.aonprd.com/Weapons.aspx?ID=284), [Filcher's Fork](https://2e.aonprd.com/Weapons.aspx?ID=51), [Fire Poi](https://2e.aonprd.com/Weapons.aspx?ID=117), [Fist](https://2e.aonprd.com/Weapons.aspx?ID=1), [Flying Talon](https://2e.aonprd.com/Weapons.aspx?ID=255), [Flyssa](https://2e.aonprd.com/Weapons.aspx?ID=285), [Forked Bipod](https://2e.aonprd.com/Weapons.aspx?ID=184), [Gauntlet](https://2e.aonprd.com/Weapons.aspx?ID=4), [Hand Adze](https://2e.aonprd.com/Weapons.aspx?ID=144), [Hatchet](https://2e.aonprd.com/Weapons.aspx?ID=27), [Juggling Club](https://2e.aonprd.com/Weapons.aspx?ID=111), [Kama](https://2e.aonprd.com/Weapons.aspx?ID=54), [Karambit](https://2e.aonprd.com/Weapons.aspx?ID=289), [Katar](https://2e.aonprd.com/Weapons.aspx?ID=14), [Knuckle Duster](https://2e.aonprd.com/Weapons.aspx?ID=185), [Kris](https://2e.aonprd.com/Weapons.aspx?ID=264), [Kukri](https://2e.aonprd.com/Weapons.aspx?ID=56), [Light Hammer](https://2e.aonprd.com/Weapons.aspx?ID=29), [Light Mace](https://2e.aonprd.com/Weapons.aspx?ID=5), [Light Pick](https://2e.aonprd.com/Weapons.aspx?ID=30), [Lion Scythe](https://2e.aonprd.com/Weapons.aspx?ID=247), [Main-gauche](https://2e.aonprd.com/Weapons.aspx?ID=32), [Nightstick](https://2e.aonprd.com/Weapons.aspx?ID=131), [Orc Knuckle Dagger](https://2e.aonprd.com/Weapons.aspx?ID=58), [Piranha Kiss](https://2e.aonprd.com/Weapons.aspx?ID=239), [Poi](https://2e.aonprd.com/Weapons.aspx?ID=112), [Polytool](https://2e.aonprd.com/Weapons.aspx?ID=300), [Reinforced Frame](https://2e.aonprd.com/Weapons.aspx?ID=230), [Sai](https://2e.aonprd.com/Weapons.aspx?ID=59), [Sap](https://2e.aonprd.com/Weapons.aspx?ID=37), [Sawtooth Saber](https://2e.aonprd.com/Weapons.aspx?ID=65), [Scourge](https://2e.aonprd.com/Weapons.aspx?ID=89), [Shauth Blade](https://2e.aonprd.com/Weapons.aspx?ID=157), [Shortsword](https://2e.aonprd.com/Weapons.aspx?ID=43), [Shuriken](https://2e.aonprd.com/Weapons.aspx?ID=79), [Sickle](https://2e.aonprd.com/Weapons.aspx?ID=9), [Spiked Gauntlet](https://2e.aonprd.com/Weapons.aspx?ID=11), [Starknife](https://2e.aonprd.com/Weapons.aspx?ID=44), [Stiletto Pen](https://2e.aonprd.com/Weapons.aspx?ID=137), [Sword Cane](https://2e.aonprd.com/Weapons.aspx?ID=127), [Tamchal Chakram](https://2e.aonprd.com/Weapons.aspx?ID=154), [Tekko-Kagi](https://2e.aonprd.com/Weapons.aspx?ID=304), [Tengu Gale Blade](https://2e.aonprd.com/Weapons.aspx?ID=128), [Throwing Knife](https://2e.aonprd.com/Weapons.aspx?ID=243), [Thunder Sling](https://2e.aonprd.com/Weapons.aspx?ID=343), [Tonfa](https://2e.aonprd.com/Weapons.aspx?ID=245), [Visap](https://2e.aonprd.com/Weapons.aspx?ID=268), [Wakizashi](https://2e.aonprd.com/Weapons.aspx?ID=129), [War Razor](https://2e.aonprd.com/Weapons.aspx?ID=307), [Wheel Blades](https://2e.aonprd.com/Weapons.aspx?ID=231), [Wheel Spikes](https://2e.aonprd.com/Weapons.aspx?ID=232), [Whipstaff](https://2e.aonprd.com/Weapons.aspx?ID=308), [Wish Knife](https://2e.aonprd.com/Weapons.aspx?ID=151), [Wrist Launcher](https://2e.aonprd.com/Weapons.aspx?ID=355) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Air.md b/content/Mechanics/Rule References/Air.md deleted file mode 100755 index 93e587cdd..000000000 --- a/content/Mechanics/Rule References/Air.md +++ /dev/null @@ -1,36 +0,0 @@ -# Air - -**Source** [_Core Rulebook pg. 628_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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 - -[Aerial Cloak](https://2e.aonprd.com/Equipment.aspx?ID=2575), [Atmospheric Staff](https://2e.aonprd.com/Equipment.aspx?ID=2576), [Blight Breath](https://2e.aonprd.com/Equipment.aspx?ID=2577), [Bottled Air](https://2e.aonprd.com/Equipment.aspx?ID=250), [Clockwork Diving Suit](https://2e.aonprd.com/Equipment.aspx?ID=1144), [Draconic Toxin Bottle](https://2e.aonprd.com/Equipment.aspx?ID=2378), [Effervescent Decoction](https://2e.aonprd.com/Equipment.aspx?ID=1608), [Everair Mask](https://2e.aonprd.com/Equipment.aspx?ID=2565), [Extra Lung](https://2e.aonprd.com/Equipment.aspx?ID=2578), [Fan of Soothing Winds](https://2e.aonprd.com/Equipment.aspx?ID=2579), [Fan of the Four Winds](https://2e.aonprd.com/Equipment.aspx?ID=2405), [Five-Feather Wreath](https://2e.aonprd.com/Equipment.aspx?ID=1013), [Frost Breath](https://2e.aonprd.com/Equipment.aspx?ID=2581), [Jaathoom's Scarf](https://2e.aonprd.com/Equipment.aspx?ID=2582), [Nightbreeze Machine](https://2e.aonprd.com/Equipment.aspx?ID=1154), [Nimbus Breath](https://2e.aonprd.com/Equipment.aspx?ID=2583), [Sky Serpent Bolt](https://2e.aonprd.com/Equipment.aspx?ID=1376), [Skyrider Sword](https://2e.aonprd.com/Equipment.aspx?ID=1432), [Spiral Chimes](https://2e.aonprd.com/Equipment.aspx?ID=2584), [Spun Cloud](https://2e.aonprd.com/Equipment.aspx?ID=2585), [Storm Arrow](https://2e.aonprd.com/Equipment.aspx?ID=169), [Storm Breath](https://2e.aonprd.com/Equipment.aspx?ID=2586), [Tornado Trompo](https://2e.aonprd.com/Equipment.aspx?ID=1741), [Wayfinder](https://2e.aonprd.com/Equipment.aspx?ID=470), [Whirlwind Vial](https://2e.aonprd.com/Equipment.aspx?ID=1954), [Wind at Your Back](https://2e.aonprd.com/Equipment.aspx?ID=2201), [Wind Ocarina](https://2e.aonprd.com/Equipment.aspx?ID=2131), [Wisp Chain](https://2e.aonprd.com/Equipment.aspx?ID=2587) - -## Feats - -[Aerial Boomerang](https://2e.aonprd.com/Feats.aspx?ID=4206), [Air Cushion](https://2e.aonprd.com/Feats.aspx?ID=4207), [Air Shroud](https://2e.aonprd.com/Feats.aspx?ID=4210), [Ash Strider](https://2e.aonprd.com/Feats.aspx?ID=4301), [Body of Air](https://2e.aonprd.com/Feats.aspx?ID=4218), [Clear as Air](https://2e.aonprd.com/Feats.aspx?ID=4212), [Crowned in Tempest's Fury](https://2e.aonprd.com/Feats.aspx?ID=4219), [Cyclonic Ascent](https://2e.aonprd.com/Feats.aspx?ID=4214), [Desert Wind](https://2e.aonprd.com/Feats.aspx?ID=4302), [Favorable Winds](https://2e.aonprd.com/Feats.aspx?ID=2336), [Ferocious Gust](https://2e.aonprd.com/Feats.aspx?ID=2652), [Flinging Updraft](https://2e.aonprd.com/Feats.aspx?ID=4213), [Four Winds](https://2e.aonprd.com/Feats.aspx?ID=4208), [Ghosts in the Storm](https://2e.aonprd.com/Feats.aspx?ID=4216), [Infinite Expanse of Bluest Heaven](https://2e.aonprd.com/Feats.aspx?ID=4220), [Lightning Dash](https://2e.aonprd.com/Feats.aspx?ID=4211), [Lightning Rod](https://2e.aonprd.com/Feats.aspx?ID=4305), [Rising Hurricane](https://2e.aonprd.com/Feats.aspx?ID=4307), [Storm Spiral](https://2e.aonprd.com/Feats.aspx?ID=4215), [Tree of Duality](https://2e.aonprd.com/Feats.aspx?ID=4310), [Walk on the Wind](https://2e.aonprd.com/Feats.aspx?ID=3760), [Whisper on the Wind](https://2e.aonprd.com/Feats.aspx?ID=4209), [Wild Winds Gust](https://2e.aonprd.com/Feats.aspx?ID=478), [Wiles on the Wind](https://2e.aonprd.com/Feats.aspx?ID=4217), [Wind-Tossed Spell](https://2e.aonprd.com/Feats.aspx?ID=2993), [Wind-Tossed Spell](https://2e.aonprd.com/Feats.aspx?ID=4352) - -## Focus Spells - -[Disperse into Air](https://2e.aonprd.com/Spells.aspx?ID=416), [Dust Storm](https://2e.aonprd.com/Spells.aspx?ID=603), [Parch](https://2e.aonprd.com/Spells.aspx?ID=602), [Powerful Inhalation](https://2e.aonprd.com/Spells.aspx?ID=1305), [Pushing Gust](https://2e.aonprd.com/Spells.aspx?ID=444), [Speaking Sky](https://2e.aonprd.com/Spells.aspx?ID=824), [Steal the Sky](https://2e.aonprd.com/Spells.aspx?ID=825), [Storm Lord](https://2e.aonprd.com/Spells.aspx?ID=477), [Stormwind Flight](https://2e.aonprd.com/Spells.aspx?ID=478), [Tempest Surge](https://2e.aonprd.com/Spells.aspx?ID=479), [Thunderburst](https://2e.aonprd.com/Spells.aspx?ID=764), [Unfolding Wind Blitz](https://2e.aonprd.com/Spells.aspx?ID=1250), [Unfolding Wind Buffet](https://2e.aonprd.com/Spells.aspx?ID=1251), [Unfolding Wind Crash](https://2e.aonprd.com/Spells.aspx?ID=1252), [Updraft](https://2e.aonprd.com/Spells.aspx?ID=1304), [Wild Winds Stance](https://2e.aonprd.com/Spells.aspx?ID=489), [Wind Jump](https://2e.aonprd.com/Spells.aspx?ID=490) - -## Hazards - -[Air Rift](https://2e.aonprd.com/Hazards.aspx?ID=55) - -## Monsters - -[Adult Cloud Dragon](https://2e.aonprd.com/Monsters.aspx?ID=625), [Air Mephit](https://2e.aonprd.com/Monsters.aspx?ID=192), [Air Wisp](https://2e.aonprd.com/Monsters.aspx?ID=1142), [Ancient Cloud Dragon](https://2e.aonprd.com/Monsters.aspx?ID=626), [Anemos](https://2e.aonprd.com/Monsters.aspx?ID=2614), [Belker](https://2e.aonprd.com/Monsters.aspx?ID=648), [Blustering Gale](https://2e.aonprd.com/Monsters.aspx?ID=2615), [Cloud Giant](https://2e.aonprd.com/Monsters.aspx?ID=224), [Comozant Wyrd](https://2e.aonprd.com/Monsters.aspx?ID=2616), [Despairing Pall](https://2e.aonprd.com/Monsters.aspx?ID=2617), [Djinni](https://2e.aonprd.com/Monsters.aspx?ID=212), [Dust Mephit](https://2e.aonprd.com/Monsters.aspx?ID=659), [Elemental Hurricane](https://2e.aonprd.com/Monsters.aspx?ID=181), [Flickerwisp](https://2e.aonprd.com/Monsters.aspx?ID=1036), [Ice Mephit](https://2e.aonprd.com/Monsters.aspx?ID=660), [Inmyeonjo](https://2e.aonprd.com/Monsters.aspx?ID=1414), [Invisible Stalker](https://2e.aonprd.com/Monsters.aspx?ID=179), [Jaathoom Shuyookh](https://2e.aonprd.com/Monsters.aspx?ID=2620), [Jann Shuyookh](https://2e.aonprd.com/Monsters.aspx?ID=2688), [Kirin](https://2e.aonprd.com/Monsters.aspx?ID=1207), [Living Thunderclap](https://2e.aonprd.com/Monsters.aspx?ID=647), [Living Whirlwind](https://2e.aonprd.com/Monsters.aspx?ID=178), [Melody On The Wind](https://2e.aonprd.com/Monsters.aspx?ID=649), [Muurfeli](https://2e.aonprd.com/Monsters.aspx?ID=873), [Peng](https://2e.aonprd.com/Monsters.aspx?ID=1406), [Picture-in-Cloud](https://2e.aonprd.com/Monsters.aspx?ID=2619), [Sand Wolf](https://2e.aonprd.com/Monsters.aspx?ID=2531), [Spark Bat](https://2e.aonprd.com/Monsters.aspx?ID=646), [Storm Hag](https://2e.aonprd.com/Monsters.aspx?ID=1186), [Storm Lord](https://2e.aonprd.com/Monsters.aspx?ID=180), [Thunderbird](https://2e.aonprd.com/Monsters.aspx?ID=825), [Uthul](https://2e.aonprd.com/Monsters.aspx?ID=398), [Veiled Current](https://2e.aonprd.com/Monsters.aspx?ID=2618), [Veldenar](https://2e.aonprd.com/Monsters.aspx?ID=2621), [Voidglutton](https://2e.aonprd.com/Monsters.aspx?ID=1041), [Whimwyrm](https://2e.aonprd.com/Monsters.aspx?ID=2211), [Will-o’-Wisp](https://2e.aonprd.com/Monsters.aspx?ID=414), [Young Cloud Dragon](https://2e.aonprd.com/Monsters.aspx?ID=624), [Zephyr Hawk](https://2e.aonprd.com/Monsters.aspx?ID=177) - -## Planes - -[Plane of Air](https://2e.aonprd.com/Planes.aspx?ID=4) - -## Rituals - -[Sky Signs](https://2e.aonprd.com/Rituals.aspx?ID=102) - -## Spells - -[Air Bubble](https://2e.aonprd.com/Spells.aspx?ID=5), [Air Walk](https://2e.aonprd.com/Spells.aspx?ID=6), [Airburst](https://2e.aonprd.com/Spells.aspx?ID=857), [Airlift](https://2e.aonprd.com/Spells.aspx?ID=1303), [Ash Cloud](https://2e.aonprd.com/Spells.aspx?ID=865), [Blast of the Bellows](https://2e.aonprd.com/Spells.aspx?ID=1433), [Blastback](https://2e.aonprd.com/Spells.aspx?ID=1312), [Blazing Dive](https://2e.aonprd.com/Spells.aspx?ID=869), [Bralani Referendum](https://2e.aonprd.com/Spells.aspx?ID=1219), [Buffeting Winds](https://2e.aonprd.com/Spells.aspx?ID=1109), [Cataclysm](https://2e.aonprd.com/Spells.aspx?ID=32), [Cleanse Air](https://2e.aonprd.com/Spells.aspx?ID=1313), [Cloud Dragon's Cloak](https://2e.aonprd.com/Spells.aspx?ID=1314), [Cyclone Rondo](https://2e.aonprd.com/Spells.aspx?ID=1301), [Deep Breath](https://2e.aonprd.com/Spells.aspx?ID=1315), [Elemental Annihilation Wave](https://2e.aonprd.com/Spells.aspx?ID=902), [Elemental Confluence](https://2e.aonprd.com/Spells.aspx?ID=903), [Flame Vortex](https://2e.aonprd.com/Spells.aspx?ID=911), [Gale Blast](https://2e.aonprd.com/Spells.aspx?ID=917), [Gentle Breeze](https://2e.aonprd.com/Spells.aspx?ID=1316), [Gritty Wheeze](https://2e.aonprd.com/Spells.aspx?ID=1092), [Gust of Wind](https://2e.aonprd.com/Spells.aspx?ID=143), [Lashunta's Life Bubble](https://2e.aonprd.com/Spells.aspx?ID=1273), [Petal Storm](https://2e.aonprd.com/Spells.aspx?ID=967), [Phantom Orchestra](https://2e.aonprd.com/Spells.aspx?ID=1317), [Pressure Zone](https://2e.aonprd.com/Spells.aspx?ID=1318), [Propulsive Breeze](https://2e.aonprd.com/Spells.aspx?ID=1319), [Punishing Winds](https://2e.aonprd.com/Spells.aspx?ID=240), [Shock to the System](https://2e.aonprd.com/Spells.aspx?ID=1320), [Slashing Gust](https://2e.aonprd.com/Spells.aspx?ID=1321), [Stifling Stillness](https://2e.aonprd.com/Spells.aspx?ID=1322), [Storm of Vengeance](https://2e.aonprd.com/Spells.aspx?ID=313), [Tempest Cloak](https://2e.aonprd.com/Spells.aspx?ID=1323), [Unseasonable Squall](https://2e.aonprd.com/Spells.aspx?ID=640), [Vacuum](https://2e.aonprd.com/Spells.aspx?ID=1324), [Voice on the Breeze](https://2e.aonprd.com/Spells.aspx?ID=1325), [Wall of Wind](https://2e.aonprd.com/Spells.aspx?ID=367), [Whirlwind](https://2e.aonprd.com/Spells.aspx?ID=1033), [Wind Walk](https://2e.aonprd.com/Spells.aspx?ID=376), [Wisdom of the Winds](https://2e.aonprd.com/Spells.aspx?ID=1326), [Zephyr Slip](https://2e.aonprd.com/Spells.aspx?ID=1327) \ No newline at end of file diff --git a/content/Mechanics/Rule References/All-Around Vision.md b/content/Mechanics/Rule References/All-Around Vision.md deleted file mode 100755 index 08433bffc..000000000 --- a/content/Mechanics/Rule References/All-Around Vision.md +++ /dev/null @@ -1,4 +0,0 @@ -# All-Around Vision - -**Source** [_Bestiary pg. 342_](https://2e.aonprd.com/Sources.aspx?ID=2) -This monster can see in all directions simultaneously, and therefore can't be [flanked](https://2e.aonprd.com/Rules.aspx?ID=458). \ No newline at end of file diff --git a/content/Mechanics/Rule References/Arcane.md b/content/Mechanics/Rule References/Arcane.md deleted file mode 100755 index c1b7f203d..000000000 --- a/content/Mechanics/Rule References/Arcane.md +++ /dev/null @@ -1,28 +0,0 @@ -# Arcane - -**Source** [_Core Rulebook pg. 628_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is [magical](https://2e.aonprd.com/Traits.aspx?ID=103). - -## Actions - -[Breath Weapon](https://2e.aonprd.com/Actions.aspx?ID=767), [Change Shape](https://2e.aonprd.com/Actions.aspx?ID=730), [Drain Bonded Item](https://2e.aonprd.com/Actions.aspx?ID=13) - -## Equipment - -[Aroden's Hearthstone](https://2e.aonprd.com/Equipment.aspx?ID=673), [Demilich Eye Gem](https://2e.aonprd.com/Equipment.aspx?ID=489), [Gelid Shard](https://2e.aonprd.com/Equipment.aspx?ID=2369), [Genius Diadem](https://2e.aonprd.com/Equipment.aspx?ID=595), [Hat of the Magi](https://2e.aonprd.com/Equipment.aspx?ID=443), [Hunter's Dawn](https://2e.aonprd.com/Equipment.aspx?ID=674), [Kaldemash's Lament](https://2e.aonprd.com/Equipment.aspx?ID=1890), [Lich Soul Cage](https://2e.aonprd.com/Equipment.aspx?ID=488), [Master Magus Ring](https://2e.aonprd.com/Equipment.aspx?ID=2327), [Mindlance](https://2e.aonprd.com/Equipment.aspx?ID=1891), [Nexian Sealing Blade](https://2e.aonprd.com/Equipment.aspx?ID=2521), [Orb of Dragonkind](https://2e.aonprd.com/Equipment.aspx?ID=616), [Rattling Bolt](https://2e.aonprd.com/Equipment.aspx?ID=2522), [Ring of Minor Arcana](https://2e.aonprd.com/Equipment.aspx?ID=478), [Ring of Wizardry](https://2e.aonprd.com/Equipment.aspx?ID=462), [Robe of the Archmagi](https://2e.aonprd.com/Equipment.aspx?ID=464), [Rune of Sin](https://2e.aonprd.com/Equipment.aspx?ID=999), [Solar Shellflower](https://2e.aonprd.com/Equipment.aspx?ID=1892), [Soul Cage](https://2e.aonprd.com/Equipment.aspx?ID=1545), [Spark Dancer](https://2e.aonprd.com/Equipment.aspx?ID=1893), [Sunken Pistol](https://2e.aonprd.com/Equipment.aspx?ID=1180), [Tears of the Last Azlanti](https://2e.aonprd.com/Equipment.aspx?ID=676), [Thundercrasher](https://2e.aonprd.com/Equipment.aspx?ID=1894) - -## Feats - -[Arcane Evolution](https://2e.aonprd.com/Feats.aspx?ID=609), [Arcane Propulsion](https://2e.aonprd.com/Feats.aspx?ID=3100), [Call Implement](https://2e.aonprd.com/Feats.aspx?ID=3704), [Core Cannon](https://2e.aonprd.com/Feats.aspx?ID=3110), [Counterspell](https://2e.aonprd.com/Feats.aspx?ID=633), [Dragon's Rage Breath](https://2e.aonprd.com/Feats.aspx?ID=148), [Elemental Assault](https://2e.aonprd.com/Feats.aspx?ID=2580), [Fused Staff](https://2e.aonprd.com/Feats.aspx?ID=2864), [Kobold Breath](https://2e.aonprd.com/Feats.aspx?ID=1272), [Lunging Spellstrike](https://2e.aonprd.com/Feats.aspx?ID=2871), [Meteoric Spellstrike](https://2e.aonprd.com/Feats.aspx?ID=2872), [Miraculous Repair](https://2e.aonprd.com/Feats.aspx?ID=3935), [Pact of Draconic Fury](https://2e.aonprd.com/Feats.aspx?ID=3825), [Planar Sidestep](https://2e.aonprd.com/Feats.aspx?ID=3936), [Sever Magic](https://2e.aonprd.com/Feats.aspx?ID=3729), [Shielded Tome](https://2e.aonprd.com/Feats.aspx?ID=2862), [Spirit Sheath](https://2e.aonprd.com/Feats.aspx?ID=2852), [Sustaining Steel](https://2e.aonprd.com/Feats.aspx?ID=2874), [Thaumaturge's Demesne](https://2e.aonprd.com/Feats.aspx?ID=3723), [True Gaze](https://2e.aonprd.com/Feats.aspx?ID=2816), [Unlimited Demesne](https://2e.aonprd.com/Feats.aspx?ID=3734) - -## Focus Spells - -[Call of the Grave](https://2e.aonprd.com/Spells.aspx?ID=522) - -## Monsters - -[Roiling Incant](https://2e.aonprd.com/Monsters.aspx?ID=1277) - -## Spells - -[Frost's Touch](https://2e.aonprd.com/Spells.aspx?ID=1274) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Aura.md b/content/Mechanics/Rule References/Aura.md deleted file mode 100755 index 32443ddca..000000000 --- a/content/Mechanics/Rule References/Aura.md +++ /dev/null @@ -1,8 +0,0 @@ -# Aura - -**Source** [_Bestiary pg. 342_](https://2e.aonprd.com/Sources.aspx?ID=2) -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](https://2e.aonprd.com/MonsterAbilities.aspx?ID=17) if they have been around each other for a long time. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Clumsy.md b/content/Mechanics/Rule References/Clumsy.md deleted file mode 100755 index 45a9bd98f..000000000 --- a/content/Mechanics/Rule References/Clumsy.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -aliases: - - Clumsy 1 - - Clumsy 2 - - Clumsy 3 ---- - -# Clumsy - -**Source** [_Core Rulebook pg. 618_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using [Acrobatics](https://2e.aonprd.com/Skills.aspx?ID=1), [Stealth](https://2e.aonprd.com/Skills.aspx?ID=15), and [Thievery](https://2e.aonprd.com/Skills.aspx?ID=17). - -[[Frightened|Frightened 1]] \ No newline at end of file diff --git a/content/Mechanics/Rule References/Cold.md b/content/Mechanics/Rule References/Cold.md deleted file mode 100755 index acaab9cc2..000000000 --- a/content/Mechanics/Rule References/Cold.md +++ /dev/null @@ -1,32 +0,0 @@ -# Cold - -**Source** [_Core Rulebook pg. 629_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold. - -## Curses - -[Blackfrost](https://2e.aonprd.com/Curses.aspx?ID=51) - -## Equipment - -[Arctic Vigor](https://2e.aonprd.com/Equipment.aspx?ID=1288), [Cold Comfort](https://2e.aonprd.com/Equipment.aspx?ID=1259), [Cryomister](https://2e.aonprd.com/Equipment.aspx?ID=1108), [Four-Ways Dogslicer](https://2e.aonprd.com/Equipment.aspx?ID=733), [Freeze Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1898), [Freezing Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=713), [Frost](https://2e.aonprd.com/Equipment.aspx?ID=296), [Frost Brand](https://2e.aonprd.com/Equipment.aspx?ID=387), [Frost Breath](https://2e.aonprd.com/Equipment.aspx?ID=2581), [Frost Vial](https://2e.aonprd.com/Equipment.aspx?ID=77), [Frost Worm Snare](https://2e.aonprd.com/Equipment.aspx?ID=1129), [Gelid Shard](https://2e.aonprd.com/Equipment.aspx?ID=2369), [Ice Slick Snare](https://2e.aonprd.com/Equipment.aspx?ID=1471), [North Wind's Night Verse](https://2e.aonprd.com/Equipment.aspx?ID=1068), [Rime Crystal](https://2e.aonprd.com/Equipment.aspx?ID=2238), [Shadow Ash](https://2e.aonprd.com/Equipment.aspx?ID=1723), [Tome of Scintillating Sleet](https://2e.aonprd.com/Equipment.aspx?ID=2184), [Wand of Clinging Rime](https://2e.aonprd.com/Equipment.aspx?ID=2274), [Wand of the Snowfields](https://2e.aonprd.com/Equipment.aspx?ID=757) - -## Feats - -[Barrier of Boreal Frost](https://2e.aonprd.com/Feats.aspx?ID=4278), [Deep Freeze](https://2e.aonprd.com/Feats.aspx?ID=3075), [Glacial Prison](https://2e.aonprd.com/Feats.aspx?ID=4276), [Lingering Chill](https://2e.aonprd.com/Feats.aspx?ID=3751), [Winter Sleet](https://2e.aonprd.com/Feats.aspx?ID=4271), [Winter's Clutch](https://2e.aonprd.com/Feats.aspx?ID=4269) - -## Focus Spells - -[Clinging Ice](https://2e.aonprd.com/Spells.aspx?ID=793), [Diamond Dust](https://2e.aonprd.com/Spells.aspx?ID=597), [Entropic Wheel](https://2e.aonprd.com/Spells.aspx?ID=1137), [Interstellar Void](https://2e.aonprd.com/Spells.aspx?ID=756), [Redistribute Potential](https://2e.aonprd.com/Spells.aspx?ID=1138), [Tempest Touch](https://2e.aonprd.com/Spells.aspx?ID=763), [Winter Bolt](https://2e.aonprd.com/Spells.aspx?ID=596) - -## Hazards - -[Freezing Floor Tiles](https://2e.aonprd.com/Hazards.aspx?ID=57), [Mist Projector](https://2e.aonprd.com/Hazards.aspx?ID=406), [Stygian Fires](https://2e.aonprd.com/Hazards.aspx?ID=285), [Test of Endurance](https://2e.aonprd.com/Hazards.aspx?ID=287) - -## Monsters - -[Adlet](https://2e.aonprd.com/Monsters.aspx?ID=1054), [Adult Silver Dragon](https://2e.aonprd.com/Monsters.aspx?ID=155), [Adult White Dragon](https://2e.aonprd.com/Monsters.aspx?ID=140), [Ainamuuren](https://2e.aonprd.com/Monsters.aspx?ID=1721), [Ancient Silver Dragon](https://2e.aonprd.com/Monsters.aspx?ID=156), [Ancient White Dragon](https://2e.aonprd.com/Monsters.aspx?ID=141), [Benthic Reaver](https://2e.aonprd.com/Monsters.aspx?ID=2403), [Blackfrost Prophet](https://2e.aonprd.com/Monsters.aspx?ID=2498), [Blackfrost Zombie](https://2e.aonprd.com/Monsters.aspx?ID=2497), [Blizzardborn](https://2e.aonprd.com/Monsters.aspx?ID=665), [Bul-Gae](https://2e.aonprd.com/Monsters.aspx?ID=1411), [Calathgar](https://2e.aonprd.com/Monsters.aspx?ID=576), [Frost Drake](https://2e.aonprd.com/Monsters.aspx?ID=163), [Frost Giant](https://2e.aonprd.com/Monsters.aspx?ID=222), [Frost Troll](https://2e.aonprd.com/Monsters.aspx?ID=831), [Frost Worm](https://2e.aonprd.com/Monsters.aspx?ID=677), [Ice Golem](https://2e.aonprd.com/Monsters.aspx?ID=683), [Ice Linnorm](https://2e.aonprd.com/Monsters.aspx?ID=285), [Ice Mummy](https://2e.aonprd.com/Monsters.aspx?ID=1885), [Ice Yai](https://2e.aonprd.com/Monsters.aspx?ID=747), [Icewyrm](https://2e.aonprd.com/Monsters.aspx?ID=666), [Icicle Snake](https://2e.aonprd.com/Monsters.aspx?ID=663), [Kun](https://2e.aonprd.com/Monsters.aspx?ID=1403), [Ledalusca](https://2e.aonprd.com/Monsters.aspx?ID=1217), [Peng](https://2e.aonprd.com/Monsters.aspx?ID=1406), [Sthira](https://2e.aonprd.com/Monsters.aspx?ID=1419), [Umbraex](https://2e.aonprd.com/Monsters.aspx?ID=2361), [Umonlee](https://2e.aonprd.com/Monsters.aspx?ID=839), [Wendigo](https://2e.aonprd.com/Monsters.aspx?ID=409), [Winter Hag](https://2e.aonprd.com/Monsters.aspx?ID=1187), [Young Silver Dragon](https://2e.aonprd.com/Monsters.aspx?ID=154), [Young White Dragon](https://2e.aonprd.com/Monsters.aspx?ID=139) - -## Spells - -[Cataclysm](https://2e.aonprd.com/Spells.aspx?ID=32), [Chilling Darkness](https://2e.aonprd.com/Spells.aspx?ID=36), [Chilling Spray](https://2e.aonprd.com/Spells.aspx?ID=678), [Cone of Cold](https://2e.aonprd.com/Spells.aspx?ID=47), [Eclipse Burst](https://2e.aonprd.com/Spells.aspx?ID=96), [Freezing Rain](https://2e.aonprd.com/Spells.aspx?ID=1388), [Frigid Flurry](https://2e.aonprd.com/Spells.aspx?ID=916), [Frost Pillar](https://2e.aonprd.com/Spells.aspx?ID=1389), [Frost's Touch](https://2e.aonprd.com/Spells.aspx?ID=1274), [Ice Storm](https://2e.aonprd.com/Spells.aspx?ID=695), [Mantle of the Frozen Heart](https://2e.aonprd.com/Spells.aspx?ID=946), [Moonburst](https://2e.aonprd.com/Spells.aspx?ID=1081), [Moonlight Ray](https://2e.aonprd.com/Spells.aspx?ID=1082), [Polar Ray](https://2e.aonprd.com/Spells.aspx?ID=224), [Purifying Icicle](https://2e.aonprd.com/Spells.aspx?ID=1122), [Ray of Frost](https://2e.aonprd.com/Spells.aspx?ID=245), [Rime Slick](https://2e.aonprd.com/Spells.aspx?ID=632), [Snowball](https://2e.aonprd.com/Spells.aspx?ID=540), [Swallow Light](https://2e.aonprd.com/Spells.aspx?ID=1209), [Wall of Ice](https://2e.aonprd.com/Spells.aspx?ID=364) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Concentrate.md b/content/Mechanics/Rule References/Concentrate.md deleted file mode 100755 index 6137e8fd5..000000000 --- a/content/Mechanics/Rule References/Concentrate.md +++ /dev/null @@ -1,32 +0,0 @@ -# Concentrate - -**Source** [_Core Rulebook pg. 630_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -An action with this trait requires a degree of mental concentration and discipline. - -## Actions - -[Arcane Cascade](https://2e.aonprd.com/Actions.aspx?ID=756), [Badger Rage](https://2e.aonprd.com/Actions.aspx?ID=14), [Blend into the Night](https://2e.aonprd.com/Actions.aspx?ID=1489), [Bolster Confidence](https://2e.aonprd.com/Actions.aspx?ID=1485), [Borrow an Arcane Spell](https://2e.aonprd.com/Actions.aspx?ID=32), [Camp Management](https://2e.aonprd.com/Actions.aspx?ID=1484), [Change Shape](https://2e.aonprd.com/Actions.aspx?ID=700), [Change Shape](https://2e.aonprd.com/Actions.aspx?ID=701), [Change Shape](https://2e.aonprd.com/Actions.aspx?ID=730), [Clue In](https://2e.aonprd.com/Actions.aspx?ID=545), [Coerce](https://2e.aonprd.com/Actions.aspx?ID=52), [Collect Spirit Remnant](https://2e.aonprd.com/Actions.aspx?ID=1160), [Command an Animal](https://2e.aonprd.com/Actions.aspx?ID=58), [Cover Tracks](https://2e.aonprd.com/Actions.aspx?ID=65), [Dawnflower's Blessing](https://2e.aonprd.com/Actions.aspx?ID=1487), [Decipher Writing](https://2e.aonprd.com/Actions.aspx?ID=22), [Demoralize](https://2e.aonprd.com/Actions.aspx?ID=53), [Detect Magic](https://2e.aonprd.com/Actions.aspx?ID=513), [Devise a Stratagem](https://2e.aonprd.com/Actions.aspx?ID=546), [Discover](https://2e.aonprd.com/Actions.aspx?ID=481), [Dismiss](https://2e.aonprd.com/Actions.aspx?ID=74), [Enhance Campfire](https://2e.aonprd.com/Actions.aspx?ID=1492), [Enhance Weapons](https://2e.aonprd.com/Actions.aspx?ID=1482), [Enter the Harrow Court](https://2e.aonprd.com/Actions.aspx?ID=2041), [Fling Magic](https://2e.aonprd.com/Actions.aspx?ID=1233), [Follow the Expert](https://2e.aonprd.com/Actions.aspx?ID=514), [Forgive Foe](https://2e.aonprd.com/Actions.aspx?ID=1438), [Hunt Prey](https://2e.aonprd.com/Actions.aspx?ID=10), [Identify Alchemy](https://2e.aonprd.com/Actions.aspx?ID=44), [Identify Magic](https://2e.aonprd.com/Actions.aspx?ID=24), [Impersonate](https://2e.aonprd.com/Actions.aspx?ID=46), [Influence](https://2e.aonprd.com/Actions.aspx?ID=480), [Intensify Vulnerability](https://2e.aonprd.com/Actions.aspx?ID=1228), [Intimidating Posture](https://2e.aonprd.com/Actions.aspx?ID=1494), [Investigate](https://2e.aonprd.com/Actions.aspx?ID=516), [Learn a Spell](https://2e.aonprd.com/Actions.aspx?ID=25), [Learn from a Companion](https://2e.aonprd.com/Actions.aspx?ID=1477), [Lie](https://2e.aonprd.com/Actions.aspx?ID=47), [Make an Impression](https://2e.aonprd.com/Actions.aspx?ID=50), [Manifest Eidolon](https://2e.aonprd.com/Actions.aspx?ID=757), [Map the Area](https://2e.aonprd.com/Actions.aspx?ID=479), [Mesmerizing Performance](https://2e.aonprd.com/Actions.aspx?ID=380) , [Perform](https://2e.aonprd.com/Actions.aspx?ID=59), [Pointed Question](https://2e.aonprd.com/Actions.aspx?ID=549), [Prepare Campsite](https://2e.aonprd.com/Actions.aspx?ID=1471), [Prove Peace](https://2e.aonprd.com/Actions.aspx?ID=625), [Provide Aid](https://2e.aonprd.com/Actions.aspx?ID=1479), [Psychic Defense](https://2e.aonprd.com/Actions.aspx?ID=1235), [Pursue a Lead](https://2e.aonprd.com/Actions.aspx?ID=544), [Rage](https://2e.aonprd.com/Actions.aspx?ID=3), [Ready](https://2e.aonprd.com/Actions.aspx?ID=82), [Recall Knowledge](https://2e.aonprd.com/Actions.aspx?ID=26), [Recenter](https://2e.aonprd.com/Actions.aspx?ID=1236), [Reconnoiter](https://2e.aonprd.com/Actions.aspx?ID=477), [Refocus](https://2e.aonprd.com/Actions.aspx?ID=71), [Repeat a Spell](https://2e.aonprd.com/Actions.aspx?ID=517), [Request](https://2e.aonprd.com/Actions.aspx?ID=51), [Scout](https://2e.aonprd.com/Actions.aspx?ID=518), [Search](https://2e.aonprd.com/Actions.aspx?ID=519), [Seek](https://2e.aonprd.com/Actions.aspx?ID=84), [Seething Frenzy](https://2e.aonprd.com/Actions.aspx?ID=761), [Sense Motive](https://2e.aonprd.com/Actions.aspx?ID=85), [Set Alarms](https://2e.aonprd.com/Actions.aspx?ID=1493), [Share Senses](https://2e.aonprd.com/Actions.aspx?ID=759), [Sustain a Spell](https://2e.aonprd.com/Actions.aspx?ID=73), [Sustain an Activation](https://2e.aonprd.com/Actions.aspx?ID=99), [Tap Ley Line](https://2e.aonprd.com/Actions.aspx?ID=773), [Tell Campfire Story](https://2e.aonprd.com/Actions.aspx?ID=1481), [Track](https://2e.aonprd.com/Actions.aspx?ID=66), [Undead Guardians](https://2e.aonprd.com/Actions.aspx?ID=1490), [Water Hazards](https://2e.aonprd.com/Actions.aspx?ID=1491), [Wilderness Survival](https://2e.aonprd.com/Actions.aspx?ID=1483), [Wyrm's Breath](https://2e.aonprd.com/Actions.aspx?ID=769) - -## Activities - -[Detect Magic](https://2e.aonprd.com/Activities.aspx?ID=3), [Follow the Expert](https://2e.aonprd.com/Activities.aspx?ID=4), [Investigate](https://2e.aonprd.com/Activities.aspx?ID=6), [Repeat a Spell](https://2e.aonprd.com/Activities.aspx?ID=7), [Scout](https://2e.aonprd.com/Activities.aspx?ID=8), [Search](https://2e.aonprd.com/Activities.aspx?ID=9) - -## Feats - -[Accompany](https://2e.aonprd.com/Feats.aspx?ID=1644), [Animal Rage](https://2e.aonprd.com/Feats.aspx?ID=151), [Aquatic Adaptation](https://2e.aonprd.com/Feats.aspx?ID=2308), [Archer's Aim](https://2e.aonprd.com/Feats.aspx?ID=1889), [Aura Sight](https://2e.aonprd.com/Feats.aspx?ID=3770), [Automatic Writing](https://2e.aonprd.com/Feats.aspx?ID=3771), [Awesome Blow](https://2e.aonprd.com/Feats.aspx?ID=167), [Bat Form](https://2e.aonprd.com/Feats.aspx?ID=3552), [Beastmaster's Call](https://2e.aonprd.com/Feats.aspx?ID=1907), [Benevolent Spirit Deck](https://2e.aonprd.com/Feats.aspx?ID=4157), [Blazing Aura](https://2e.aonprd.com/Feats.aspx?ID=2564), [Blessed Spell](https://2e.aonprd.com/Feats.aspx?ID=1912), [Blood in the Air](https://2e.aonprd.com/Feats.aspx?ID=3190), [Bon Mot](https://2e.aonprd.com/Feats.aspx?ID=2114), [Bone Swarm](https://2e.aonprd.com/Feats.aspx?ID=3543), [Call and Response](https://2e.aonprd.com/Feats.aspx?ID=1645), [Call Bonded Item](https://2e.aonprd.com/Feats.aspx?ID=1836), [Cast Down](https://2e.aonprd.com/Feats.aspx?ID=281), [Cast Out](https://2e.aonprd.com/Feats.aspx?ID=3455), [Cat Nap](https://2e.aonprd.com/Feats.aspx?ID=2314), [Catchy Tune](https://2e.aonprd.com/Feats.aspx?ID=2637), [Caterwaul](https://2e.aonprd.com/Feats.aspx?ID=1267), [Cleansing Light](https://2e.aonprd.com/Feats.aspx?ID=3981), [Come and Get Me](https://2e.aonprd.com/Feats.aspx?ID=157), [Command Undead](https://2e.aonprd.com/Feats.aspx?ID=277), [Community Knowledge](https://2e.aonprd.com/Feats.aspx?ID=3962), [Conceal Spell](https://2e.aonprd.com/Feats.aspx?ID=640), [Connect the Dots](https://2e.aonprd.com/Feats.aspx?ID=1462), [Consecrate Spell](https://2e.aonprd.com/Feats.aspx?ID=3637), [Coordinated Distraction](https://2e.aonprd.com/Feats.aspx?ID=2210), [Core Cannon](https://2e.aonprd.com/Feats.aspx?ID=3110), [Courageous Advance](https://2e.aonprd.com/Feats.aspx?ID=1638), [Courageous Assault](https://2e.aonprd.com/Feats.aspx?ID=1649), [Courageous Onslaught](https://2e.aonprd.com/Feats.aspx?ID=1658), [Courageous Opportunity](https://2e.aonprd.com/Feats.aspx?ID=1646), [Cruelty](https://2e.aonprd.com/Feats.aspx?ID=1673), [Cryptic Spell](https://2e.aonprd.com/Feats.aspx?ID=3761), [Crystal Luminescence](https://2e.aonprd.com/Feats.aspx?ID=3963), [Current Spell](https://2e.aonprd.com/Feats.aspx?ID=1714), [Current Spell](https://2e.aonprd.com/Feats.aspx?ID=4344), [Dance of Thunder](https://2e.aonprd.com/Feats.aspx?ID=3199), [Dead Reckoning](https://2e.aonprd.com/Feats.aspx?ID=2219), [Deadeye](https://2e.aonprd.com/Feats.aspx?ID=3191), [Defensive Coordination](https://2e.aonprd.com/Feats.aspx?ID=1641), [Defensive Recovery](https://2e.aonprd.com/Feats.aspx?ID=294), [Determination](https://2e.aonprd.com/Feats.aspx?ID=415), [Detonating Spell](https://2e.aonprd.com/Feats.aspx?ID=3632), [Devil in Plain Sight](https://2e.aonprd.com/Feats.aspx?ID=2452), [Disarming Smile](https://2e.aonprd.com/Feats.aspx?ID=4116), [Dragon Transformation](https://2e.aonprd.com/Feats.aspx?ID=172), [Dragon's Rage Breath](https://2e.aonprd.com/Feats.aspx?ID=148), [Duo's Aim](https://2e.aonprd.com/Feats.aspx?ID=3262), [Eat Fortune](https://2e.aonprd.com/Feats.aspx?ID=1315), [Ebb and Flow](https://2e.aonprd.com/Feats.aspx?ID=1706), [Echoes in Stone](https://2e.aonprd.com/Feats.aspx?ID=1402), [Echoing Channel](https://2e.aonprd.com/Feats.aspx?ID=306), [Echoing Spell](https://2e.aonprd.com/Feats.aspx?ID=1831), [Eclectic Sword Mastery](https://2e.aonprd.com/Feats.aspx?ID=2441), [Educate Allies](https://2e.aonprd.com/Feats.aspx?ID=1642), [Eerie Proclamation](https://2e.aonprd.com/Feats.aspx?ID=3767), [Eerie Traces](https://2e.aonprd.com/Feats.aspx?ID=3765), [Elaborate Flourish](https://2e.aonprd.com/Feats.aspx?ID=1813), [Elemental Assault](https://2e.aonprd.com/Feats.aspx?ID=2580), [Elemental Explosion](https://2e.aonprd.com/Feats.aspx?ID=4354), [Emotional Surge](https://2e.aonprd.com/Feats.aspx?ID=3679), [Energize Wings](https://2e.aonprd.com/Feats.aspx?ID=2639), [Energy Fusion](https://2e.aonprd.com/Feats.aspx?ID=1821), [Expand Aura](https://2e.aonprd.com/Feats.aspx?ID=1690), [Familiar's Eyes](https://2e.aonprd.com/Feats.aspx?ID=1582), [Favorable Winds](https://2e.aonprd.com/Feats.aspx?ID=2336), [Ferocious Gust](https://2e.aonprd.com/Feats.aspx?ID=2652), [Final Form](https://2e.aonprd.com/Feats.aspx?ID=2458), [Flame Jump](https://2e.aonprd.com/Feats.aspx?ID=2294), [Flourishing Finish](https://2e.aonprd.com/Feats.aspx?ID=2212), [Focused Juggler](https://2e.aonprd.com/Feats.aspx?ID=1188), [Focused Shot](https://2e.aonprd.com/Feats.aspx?ID=1751), [Foresee Danger](https://2e.aonprd.com/Feats.aspx?ID=1471), [Forestall Curse](https://2e.aonprd.com/Feats.aspx?ID=1503), [Form of the Bat](https://2e.aonprd.com/Feats.aspx?ID=1346), [Ghost Blade](https://2e.aonprd.com/Feats.aspx?ID=3864), [Giant's Lunge](https://2e.aonprd.com/Feats.aspx?ID=168), [Grovel](https://2e.aonprd.com/Feats.aspx?ID=1277), [Guide the Timeline](https://2e.aonprd.com/Feats.aspx?ID=3849), [Harmonize](https://2e.aonprd.com/Feats.aspx?ID=193), [Headshot](https://2e.aonprd.com/Feats.aspx?ID=3201), [Heroic Recovery](https://2e.aonprd.com/Feats.aspx?ID=291), [Holy Light](https://2e.aonprd.com/Feats.aspx?ID=3639), [Hunter's Aim](https://2e.aonprd.com/Feats.aspx?ID=496), [Hydraulic Deflection](https://2e.aonprd.com/Feats.aspx?ID=2299), [Hydraulic Maneuvers](https://2e.aonprd.com/Feats.aspx?ID=2310), [Hypnotic Lure](https://2e.aonprd.com/Feats.aspx?ID=3987), [Incredible Aim](https://2e.aonprd.com/Feats.aspx?ID=391), [Incredible Ricochet](https://2e.aonprd.com/Feats.aspx?ID=410), [Inner Strength](https://2e.aonprd.com/Feats.aspx?ID=1609), [Inspirit Hazard](https://2e.aonprd.com/Feats.aspx?ID=2327), [Instant Opening](https://2e.aonprd.com/Feats.aspx?ID=588), [Into the Future](https://2e.aonprd.com/Feats.aspx?ID=3844), [Juggle](https://2e.aonprd.com/Feats.aspx?ID=1199), [Just the Tool](https://2e.aonprd.com/Feats.aspx?ID=3865), [Knockback Strike](https://2e.aonprd.com/Feats.aspx?ID=464), [Leyline Conduit](https://2e.aonprd.com/Feats.aspx?ID=354), [Liberate Soul](https://2e.aonprd.com/Feats.aspx?ID=3469), [Long-Nosed Form](https://2e.aonprd.com/Feats.aspx?ID=1316), [Melodious Spell](https://2e.aonprd.com/Feats.aspx?ID=189), [Mercy](https://2e.aonprd.com/Feats.aspx?ID=225), [Metallic Skin](https://2e.aonprd.com/Feats.aspx?ID=4332), [Metamagic Channel](https://2e.aonprd.com/Feats.aspx?ID=310), [Mind Shards](https://2e.aonprd.com/Feats.aspx?ID=3867), [Miraculous Repair](https://2e.aonprd.com/Feats.aspx?ID=3935), [Mistaken Identity](https://2e.aonprd.com/Feats.aspx?ID=3797), [Moment of Clarity](https://2e.aonprd.com/Feats.aspx?ID=131), [Muscle Mimicry](https://2e.aonprd.com/Feats.aspx?ID=3812), [Nanite Shroud](https://2e.aonprd.com/Feats.aspx?ID=2469), [Nanite Surge](https://2e.aonprd.com/Feats.aspx?ID=2463), [Necrotic Infusion](https://2e.aonprd.com/Feats.aspx?ID=280), [Night's Warning](https://2e.aonprd.com/Feats.aspx?ID=4073), [No Cause for Alarm](https://2e.aonprd.com/Feats.aspx?ID=2139), [No! No! I Created You!](https://2e.aonprd.com/Feats.aspx?ID=3047), [One for All](https://2e.aonprd.com/Feats.aspx?ID=1519), [Orc Superstition](https://2e.aonprd.com/Feats.aspx?ID=85), [Ostentatious Arrival](https://2e.aonprd.com/Feats.aspx?ID=2913), [Overwhelming Breath](https://2e.aonprd.com/Feats.aspx?ID=1752), [Perfect Clarity](https://2e.aonprd.com/Feats.aspx?ID=175), [Phase Out](https://2e.aonprd.com/Feats.aspx?ID=2914), [Pit of Snakes](https://2e.aonprd.com/Feats.aspx?ID=3997), [Planar Sidestep](https://2e.aonprd.com/Feats.aspx?ID=3936), [Play to the Crowd](https://2e.aonprd.com/Feats.aspx?ID=1978), [Plot the Future](https://2e.aonprd.com/Feats.aspx?ID=1473), [Prayer Attack](https://2e.aonprd.com/Feats.aspx?ID=2164), [Project Persona](https://2e.aonprd.com/Feats.aspx?ID=1418), [Psi Burst](https://2e.aonprd.com/Feats.aspx?ID=3661), [Psi Catastrophe](https://2e.aonprd.com/Feats.aspx?ID=3684), [Purge of Moments](https://2e.aonprd.com/Feats.aspx?ID=3845), [Purifying Spell](https://2e.aonprd.com/Feats.aspx?ID=2979), [Quickened Attunement](https://2e.aonprd.com/Feats.aspx?ID=3004), [Quickened Casting](https://2e.aonprd.com/Feats.aspx?ID=199), [Radiant Circuitry](https://2e.aonprd.com/Feats.aspx?ID=2466), [Radiant Infusion](https://2e.aonprd.com/Feats.aspx?ID=1699), [Rapid Reattunement](https://2e.aonprd.com/Feats.aspx?ID=4201), [Rat Form](https://2e.aonprd.com/Feats.aspx?ID=1308), [Reach Spell](https://2e.aonprd.com/Feats.aspx?ID=181), [Reactive Distraction](https://2e.aonprd.com/Feats.aspx?ID=601), [Read Psychometric Resonance](https://2e.aonprd.com/Feats.aspx?ID=3776), [Reading the Signs](https://2e.aonprd.com/Feats.aspx?ID=4160), [Reconstruct the Scene](https://2e.aonprd.com/Feats.aspx?ID=1478), [Recover Spell](https://2e.aonprd.com/Feats.aspx?ID=2243), [Reflexive Catch](https://2e.aonprd.com/Feats.aspx?ID=1190), [Remediate](https://2e.aonprd.com/Feats.aspx?ID=1708), [Renewed Vigor](https://2e.aonprd.com/Feats.aspx?ID=153), [Repair Module](https://2e.aonprd.com/Feats.aspx?ID=2473), [Resounding Finale](https://2e.aonprd.com/Feats.aspx?ID=1659), [Reveal Hidden Self](https://2e.aonprd.com/Feats.aspx?ID=3938), [Reveal True Name](https://2e.aonprd.com/Feats.aspx?ID=3028), [Ricochet Shot](https://2e.aonprd.com/Feats.aspx?ID=3193), [Safeguarded Spell](https://2e.aonprd.com/Feats.aspx?ID=1818), [Saoc Astrology](https://2e.aonprd.com/Feats.aspx?ID=946), [Scintillating Spell](https://2e.aonprd.com/Feats.aspx?ID=1829), [Sepulchral Sublimation](https://2e.aonprd.com/Feats.aspx?ID=3485), [Shake it Off](https://2e.aonprd.com/Feats.aspx?ID=139), [Shared Sight](https://2e.aonprd.com/Feats.aspx?ID=3642), [Shrink Down](https://2e.aonprd.com/Feats.aspx?ID=2905), [Silent Spell](https://2e.aonprd.com/Feats.aspx?ID=644), [Sniper's Aim](https://2e.aonprd.com/Feats.aspx?ID=3176), [Soul Flare](https://2e.aonprd.com/Feats.aspx?ID=3017), [Sow Spell](https://2e.aonprd.com/Feats.aspx?ID=1719), [Spell Relay](https://2e.aonprd.com/Feats.aspx?ID=1817), [Spell Shroud](https://2e.aonprd.com/Feats.aspx?ID=1828), [Spell Tinker](https://2e.aonprd.com/Feats.aspx?ID=659), [Spiral Sworn](https://2e.aonprd.com/Feats.aspx?ID=3470), [Spirit's Wrath](https://2e.aonprd.com/Feats.aspx?ID=165), [Spiritual Guides](https://2e.aonprd.com/Feats.aspx?ID=1607), [Split Hex](https://2e.aonprd.com/Feats.aspx?ID=1589), [Split Shot](https://2e.aonprd.com/Feats.aspx?ID=1814), [Steam Spell](https://2e.aonprd.com/Feats.aspx?ID=2611), [Storm Shroud](https://2e.aonprd.com/Feats.aspx?ID=3526), [Summoner's Call](https://2e.aonprd.com/Feats.aspx?ID=2931), [Sunder Spell](https://2e.aonprd.com/Feats.aspx?ID=1624), [Tap Vitality](https://2e.aonprd.com/Feats.aspx?ID=3817), [Targeting Shot](https://2e.aonprd.com/Feats.aspx?ID=533), [Terraforming Spell](https://2e.aonprd.com/Feats.aspx?ID=1830), [Terrain Form](https://2e.aonprd.com/Feats.aspx?ID=3529), [Their Master's Call](https://2e.aonprd.com/Feats.aspx?ID=3494), [Through Spell](https://2e.aonprd.com/Feats.aspx?ID=1705), [Tidal Shield](https://2e.aonprd.com/Feats.aspx?ID=2616), [Timeline-Splitting Spell](https://2e.aonprd.com/Feats.aspx?ID=3846), [Towering Presence](https://2e.aonprd.com/Feats.aspx?ID=3939), [Transpose](https://2e.aonprd.com/Feats.aspx?ID=2926), [Triangle Shot](https://2e.aonprd.com/Feats.aspx?ID=1761), [Trickster's Ace](https://2e.aonprd.com/Feats.aspx?ID=598), [True Gaze](https://2e.aonprd.com/Feats.aspx?ID=2816), [True Shapeshifter](https://2e.aonprd.com/Feats.aspx?ID=355), [Turn Back the Clock](https://2e.aonprd.com/Feats.aspx?ID=3848), [Turn to Mist](https://2e.aonprd.com/Feats.aspx?ID=3553), [Unlimited Potential](https://2e.aonprd.com/Feats.aspx?ID=3697), [Unusual Composition](https://2e.aonprd.com/Feats.aspx?ID=200), [Uzunjati Storytelling](https://2e.aonprd.com/Feats.aspx?ID=1109), [Vessel's Form](https://2e.aonprd.com/Feats.aspx?ID=3821), [Vigorous Inspiration](https://2e.aonprd.com/Feats.aspx?ID=1657), [Voice Cold as Death](https://2e.aonprd.com/Feats.aspx?ID=3590), [Wandering Thoughts](https://2e.aonprd.com/Feats.aspx?ID=3690), [Warped Reflection](https://2e.aonprd.com/Feats.aspx?ID=3796), [Watchful Gaze](https://2e.aonprd.com/Feats.aspx?ID=2809), [What Could Have Been](https://2e.aonprd.com/Feats.aspx?ID=3843), [Wild Winds Gust](https://2e.aonprd.com/Feats.aspx?ID=478), [Wind-Tossed Spell](https://2e.aonprd.com/Feats.aspx?ID=2993), [Wind-Tossed Spell](https://2e.aonprd.com/Feats.aspx?ID=4352), [Wood Ward](https://2e.aonprd.com/Feats.aspx?ID=4323), [Work Yourself Up](https://2e.aonprd.com/Feats.aspx?ID=2966) - -## Focus Spells - -[Arms of Nature](https://2e.aonprd.com/Spells.aspx?ID=1418), [Beastmaster Trance](https://2e.aonprd.com/Spells.aspx?ID=661), [Combustion](https://2e.aonprd.com/Spells.aspx?ID=1309), [Crushing Ground](https://2e.aonprd.com/Spells.aspx?ID=1306), [Diviner's Sight](https://2e.aonprd.com/Spells.aspx?ID=525), [Powerful Inhalation](https://2e.aonprd.com/Spells.aspx?ID=1305), [Pulverizing Cascade](https://2e.aonprd.com/Spells.aspx?ID=1311), [Stone Lance](https://2e.aonprd.com/Spells.aspx?ID=1307), [Tireless Worker](https://2e.aonprd.com/Spells.aspx?ID=1347), [Updraft](https://2e.aonprd.com/Spells.aspx?ID=1304), [Wildfire](https://2e.aonprd.com/Spells.aspx?ID=1308), [Wood Walk](https://2e.aonprd.com/Spells.aspx?ID=1419) - -## Skills - -[Borrow an Arcane Spell](https://2e.aonprd.com/Skills.aspx?ID=2), [Coerce](https://2e.aonprd.com/Skills.aspx?ID=7), [Command an Animal](https://2e.aonprd.com/Skills.aspx?ID=10), [Cover Tracks](https://2e.aonprd.com/Skills.aspx?ID=16), [Demoralize](https://2e.aonprd.com/Skills.aspx?ID=7), [Identify Alchemy](https://2e.aonprd.com/Skills.aspx?ID=4), [Impersonate](https://2e.aonprd.com/Skills.aspx?ID=5), [Lie](https://2e.aonprd.com/Skills.aspx?ID=5), [Make an Impression](https://2e.aonprd.com/Skills.aspx?ID=6), [Perform](https://2e.aonprd.com/Skills.aspx?ID=12), [Request](https://2e.aonprd.com/Skills.aspx?ID=6), [Track](https://2e.aonprd.com/Skills.aspx?ID=16) - -## Skills (General) - -[Decipher Writing](https://2e.aonprd.com/Skills.aspx?ID=1&general=true), [Identify Magic](https://2e.aonprd.com/Skills.aspx?ID=3&general=true), [Learn a Spell](https://2e.aonprd.com/Skills.aspx?ID=4&general=true), [Recall Knowledge](https://2e.aonprd.com/Skills.aspx?ID=5&general=true), [Tap Ley Line](https://2e.aonprd.com/Skills.aspx?ID=7&general=true) - -## Spells - -[Airlift](https://2e.aonprd.com/Spells.aspx?ID=1303), [Arrow Salvo](https://2e.aonprd.com/Spells.aspx?ID=1399), [Beheading Buzz Saw](https://2e.aonprd.com/Spells.aspx?ID=1365), [Blastback](https://2e.aonprd.com/Spells.aspx?ID=1312), [Blazing Armory](https://2e.aonprd.com/Spells.aspx?ID=1348), [Brine Dragon Bile](https://2e.aonprd.com/Spells.aspx?ID=1382), [Buoyant Bubbles](https://2e.aonprd.com/Spells.aspx?ID=1383), [Burrow Ward](https://2e.aonprd.com/Spells.aspx?ID=1328), [Cauterize Wounds](https://2e.aonprd.com/Spells.aspx?ID=1349), [Cave Fangs](https://2e.aonprd.com/Spells.aspx?ID=1329), [Cinder Swarm](https://2e.aonprd.com/Spells.aspx?ID=1350), [Clad in Metal](https://2e.aonprd.com/Spells.aspx?ID=1366), [Cleanse Air](https://2e.aonprd.com/Spells.aspx?ID=1313), [Conductive Weapon](https://2e.aonprd.com/Spells.aspx?ID=1367), [Coral Scourge](https://2e.aonprd.com/Spells.aspx?ID=1384), [Dancing Fountain](https://2e.aonprd.com/Spells.aspx?ID=1385), [Dehydrate](https://2e.aonprd.com/Spells.aspx?ID=1351), [Detect Metal](https://2e.aonprd.com/Spells.aspx?ID=1368), [Dive and Breach](https://2e.aonprd.com/Spells.aspx?ID=1386), [Draw Moisture](https://2e.aonprd.com/Spells.aspx?ID=1387), [Elemental Breath](https://2e.aonprd.com/Spells.aspx?ID=1420), [Elemental Counter](https://2e.aonprd.com/Spells.aspx?ID=1421), [Elemental Sense](https://2e.aonprd.com/Spells.aspx?ID=1422), [Engrave Memory](https://2e.aonprd.com/Spells.aspx?ID=1330), [Entwined Roots](https://2e.aonprd.com/Spells.aspx?ID=1400), [Exploding Earth](https://2e.aonprd.com/Spells.aspx?ID=1331), [Falsify Heat](https://2e.aonprd.com/Spells.aspx?ID=1353), [Ferrous Form](https://2e.aonprd.com/Spells.aspx?ID=1369), [Field of Razors](https://2e.aonprd.com/Spells.aspx?ID=1370), [Fireproof](https://2e.aonprd.com/Spells.aspx?ID=1355), [Fire's Pathway](https://2e.aonprd.com/Spells.aspx?ID=1354), [Flame Dancer](https://2e.aonprd.com/Spells.aspx?ID=1356), [Flames of Ego](https://2e.aonprd.com/Spells.aspx?ID=1357), [Flourishing Flora](https://2e.aonprd.com/Spells.aspx?ID=1401), [Fold Metal](https://2e.aonprd.com/Spells.aspx?ID=1371), [Freezing Rain](https://2e.aonprd.com/Spells.aspx?ID=1388), [Frost Pillar](https://2e.aonprd.com/Spells.aspx?ID=1389), [Gentle Breeze](https://2e.aonprd.com/Spells.aspx?ID=1316), [Glass Form](https://2e.aonprd.com/Spells.aspx?ID=1332), [Glass Shield](https://2e.aonprd.com/Spells.aspx?ID=1333), [Grasp of the Deep](https://2e.aonprd.com/Spells.aspx?ID=1390), [Grasping Earth](https://2e.aonprd.com/Spells.aspx?ID=1334), [Heatvision](https://2e.aonprd.com/Spells.aspx?ID=1358), [Heaving Earth](https://2e.aonprd.com/Spells.aspx?ID=1335), [Helpful Wood Spirits](https://2e.aonprd.com/Spells.aspx?ID=1402), [Hungry Depths](https://2e.aonprd.com/Spells.aspx?ID=1391), [Instant Pottery](https://2e.aonprd.com/Spells.aspx?ID=1336), [Life-Draining Roots](https://2e.aonprd.com/Spells.aspx?ID=1403), [Lignify](https://2e.aonprd.com/Spells.aspx?ID=1404), [Lotus Walk](https://2e.aonprd.com/Spells.aspx?ID=1405), [Magnetic Dominion](https://2e.aonprd.com/Spells.aspx?ID=1372), [Mantle of the Melting Heart](https://2e.aonprd.com/Spells.aspx?ID=1373), [Mantle of the Unwavering Heart](https://2e.aonprd.com/Spells.aspx?ID=1406), [Mercurial Stride](https://2e.aonprd.com/Spells.aspx?ID=1374), [Misty Memory](https://2e.aonprd.com/Spells.aspx?ID=1392), [Needle Darts](https://2e.aonprd.com/Spells.aspx?ID=1375), [Noxious Metals](https://2e.aonprd.com/Spells.aspx?ID=1376), [Pave Ground](https://2e.aonprd.com/Spells.aspx?ID=1338), [Personal Ocean](https://2e.aonprd.com/Spells.aspx?ID=1393), [Phantom Orchestra](https://2e.aonprd.com/Spells.aspx?ID=1317), [Phoenix Ward](https://2e.aonprd.com/Spells.aspx?ID=1360), [Pillar of Water](https://2e.aonprd.com/Spells.aspx?ID=1394), [Pollen Pods](https://2e.aonprd.com/Spells.aspx?ID=1407), [Pressure Zone](https://2e.aonprd.com/Spells.aspx?ID=1318), [Rainbow Fumarole](https://2e.aonprd.com/Spells.aspx?ID=1361), [Rigid Form](https://2e.aonprd.com/Spells.aspx?ID=1408), [Root Reading](https://2e.aonprd.com/Spells.aspx?ID=1409), [Rousing Splash](https://2e.aonprd.com/Spells.aspx?ID=1395), [Rubble Step](https://2e.aonprd.com/Spells.aspx?ID=1339), [Rust Cloud](https://2e.aonprd.com/Spells.aspx?ID=1377), [Sand Form](https://2e.aonprd.com/Spells.aspx?ID=1340), [Scrying Ripples](https://2e.aonprd.com/Spells.aspx?ID=1396), [Shielded Arm](https://2e.aonprd.com/Spells.aspx?ID=1378), [Shock to the System](https://2e.aonprd.com/Spells.aspx?ID=1320), [Signal Skyrocket](https://2e.aonprd.com/Spells.aspx?ID=1362), [Slashing Gust](https://2e.aonprd.com/Spells.aspx?ID=1321), [Sliding Blocks](https://2e.aonprd.com/Spells.aspx?ID=1341), [Splinter Volley](https://2e.aonprd.com/Spells.aspx?ID=1410), [Stifling Stillness](https://2e.aonprd.com/Spells.aspx?ID=1322), [Summon Elemental Herald](https://2e.aonprd.com/Spells.aspx?ID=1423), [Tempest Cloak](https://2e.aonprd.com/Spells.aspx?ID=1323), [Thermal Remedy](https://2e.aonprd.com/Spells.aspx?ID=1363), [Timber](https://2e.aonprd.com/Spells.aspx?ID=1412), [Tremorsense](https://2e.aonprd.com/Spells.aspx?ID=1343), [Vacuum](https://2e.aonprd.com/Spells.aspx?ID=1324), [Verdant Sprout](https://2e.aonprd.com/Spells.aspx?ID=1413), [Vitrifying Blast](https://2e.aonprd.com/Spells.aspx?ID=1344), [Voice on the Breeze](https://2e.aonprd.com/Spells.aspx?ID=1325), [Wall of Metal](https://2e.aonprd.com/Spells.aspx?ID=1379), [Wall of Shrubs](https://2e.aonprd.com/Spells.aspx?ID=1414), [Waterproof](https://2e.aonprd.com/Spells.aspx?ID=1397), [Weaken Earth](https://2e.aonprd.com/Spells.aspx?ID=1345), [Weave Wood](https://2e.aonprd.com/Spells.aspx?ID=1415), [Whirlpool](https://2e.aonprd.com/Spells.aspx?ID=1398), [Wisdom of the Winds](https://2e.aonprd.com/Spells.aspx?ID=1326), [Wooden Fists](https://2e.aonprd.com/Spells.aspx?ID=1417), [Ymeri's Mark](https://2e.aonprd.com/Spells.aspx?ID=1364) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Constrict.md b/content/Mechanics/Rule References/Constrict.md deleted file mode 100755 index c86721e65..000000000 --- a/content/Mechanics/Rule References/Constrict.md +++ /dev/null @@ -1,8 +0,0 @@ -# Constrict `pf2:1` - -**Source** [_Core Rulebook pg. 216_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -**Requirements** The snake has a smaller creature [grabbed](https://2e.aonprd.com/Conditions.aspx?ID=20). - ---- - -The snake deals 12 bludgeoning damage to the [grabbed](https://2e.aonprd.com/Conditions.aspx?ID=20) creature; the creature must attempt a basic Fortitude save. If the snake is a specialized animal companion, increase this damage to 20. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Curse.md b/content/Mechanics/Rule References/Curse.md deleted file mode 100755 index 05e62b1dd..000000000 --- a/content/Mechanics/Rule References/Curse.md +++ /dev/null @@ -1,38 +0,0 @@ -# Curse - -**Source** [_Core Rulebook pg. 630_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -A curse is an effect that places some long-term affliction on a creature. Curses are always [magical](https://2e.aonprd.com/Traits.aspx?ID=103) 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. (_Gamemastery Guide_ pg. 251) - -## Actions - -[Jinx](https://2e.aonprd.com/Actions.aspx?ID=541) - -## Curses - -[Blackfrost](https://2e.aonprd.com/Curses.aspx?ID=51), [Boastful Prince's Scourge](https://2e.aonprd.com/Curses.aspx?ID=34), [Boatman's Toll](https://2e.aonprd.com/Curses.aspx?ID=46), [Consummate Liar](https://2e.aonprd.com/Curses.aspx?ID=48), [Coward's Roots](https://2e.aonprd.com/Curses.aspx?ID=18), [Curse of Biting Swarms](https://2e.aonprd.com/Curses.aspx?ID=44), [Curse of Nightmares](https://2e.aonprd.com/Curses.aspx?ID=15), [Curse of Petulant Whispers](https://2e.aonprd.com/Curses.aspx?ID=43), [Curse of Potent Poison](https://2e.aonprd.com/Curses.aspx?ID=31), [Curse of Slumber](https://2e.aonprd.com/Curses.aspx?ID=23), [Curse of the Ravenous](https://2e.aonprd.com/Curses.aspx?ID=19), [Curse of the Rotting Heart](https://2e.aonprd.com/Curses.aspx?ID=45), [Droskar's Gloom](https://2e.aonprd.com/Curses.aspx?ID=40), [Enforced Hospitality](https://2e.aonprd.com/Curses.aspx?ID=39), [Forbidding Knowledge](https://2e.aonprd.com/Curses.aspx?ID=38), [Grave Curse](https://2e.aonprd.com/Curses.aspx?ID=30), [Lamashtu's Bloom](https://2e.aonprd.com/Curses.aspx?ID=41), [Lord's Arrogance](https://2e.aonprd.com/Curses.aspx?ID=47), [Malingerer's Malaise](https://2e.aonprd.com/Curses.aspx?ID=52), [Moon Hag's Eye](https://2e.aonprd.com/Curses.aspx?ID=50), [Oath of the Flesh](https://2e.aonprd.com/Curses.aspx?ID=21), [Obnubilate Curse](https://2e.aonprd.com/Curses.aspx?ID=49), [Rage of the Excommunicant](https://2e.aonprd.com/Curses.aspx?ID=37), [Reviled of Nature](https://2e.aonprd.com/Curses.aspx?ID=27), [Reviling Earth](https://2e.aonprd.com/Curses.aspx?ID=24), [Sellsword's Folly](https://2e.aonprd.com/Curses.aspx?ID=22), [Sinful Tongue](https://2e.aonprd.com/Curses.aspx?ID=35), [Slayer's Haunt](https://2e.aonprd.com/Curses.aspx?ID=17), [Spirit Anchor](https://2e.aonprd.com/Curses.aspx?ID=25), [Swarming Words](https://2e.aonprd.com/Curses.aspx?ID=36), [Sword of Anathema](https://2e.aonprd.com/Curses.aspx?ID=29), [Theft of Thought](https://2e.aonprd.com/Curses.aspx?ID=16), [Thief's Burden](https://2e.aonprd.com/Curses.aspx?ID=32), [Thief's Retribution](https://2e.aonprd.com/Curses.aspx?ID=28), [Unending Thirst](https://2e.aonprd.com/Curses.aspx?ID=26), [Unraveling Skin](https://2e.aonprd.com/Curses.aspx?ID=33), [Wizard's Ward](https://2e.aonprd.com/Curses.aspx?ID=20) - -## Equipment - -[Hex Blaster](https://2e.aonprd.com/Equipment.aspx?ID=1597), [Red-Handed Missive](https://2e.aonprd.com/Equipment.aspx?ID=2065), [Stage Fright Missive](https://2e.aonprd.com/Equipment.aspx?ID=2066), [Whelming Scrimshaw](https://2e.aonprd.com/Equipment.aspx?ID=2130) - -## Feats - -[Accursed Clay Fist](https://2e.aonprd.com/Feats.aspx?ID=1228), [Cursed Effigy](https://2e.aonprd.com/Feats.aspx?ID=3715), [Eerie Proclamation](https://2e.aonprd.com/Feats.aspx?ID=3767) - -## Focus Spells - -[Achaekek's Clutch](https://2e.aonprd.com/Spells.aspx?ID=814), [Celestial Brand](https://2e.aonprd.com/Spells.aspx?ID=497), [Curse of Death](https://2e.aonprd.com/Spells.aspx?ID=794), [Evil Eye](https://2e.aonprd.com/Spells.aspx?ID=798), [Jealous Hex](https://2e.aonprd.com/Spells.aspx?ID=515), [Stumbling Curse](https://2e.aonprd.com/Spells.aspx?ID=854) - -## Hazards - -[Corrupted Draft](https://2e.aonprd.com/Hazards.aspx?ID=386), [The Enmity Cycle](https://2e.aonprd.com/Hazards.aspx?ID=388), [Witch-Priests' Curse](https://2e.aonprd.com/Hazards.aspx?ID=235) - -## Rituals - -[Concealment's Curtain](https://2e.aonprd.com/Rituals.aspx?ID=55), [Geas](https://2e.aonprd.com/Rituals.aspx?ID=12), [Portrait of Spite](https://2e.aonprd.com/Rituals.aspx?ID=63) - -## Spells - -[Bandit's Doom](https://2e.aonprd.com/Spells.aspx?ID=866), [Bestial Curse](https://2e.aonprd.com/Spells.aspx?ID=670), [Blinding Fury](https://2e.aonprd.com/Spells.aspx?ID=672), [Blood Vendetta](https://2e.aonprd.com/Spells.aspx?ID=675), [Bloodspray Curse](https://2e.aonprd.com/Spells.aspx?ID=873), [Bound in Death](https://2e.aonprd.com/Spells.aspx?ID=1262), [Brand the Impenitent](https://2e.aonprd.com/Spells.aspx?ID=570), [Canticle of Everlasting Grief](https://2e.aonprd.com/Spells.aspx?ID=879), [Caster's Imposition](https://2e.aonprd.com/Spells.aspx?ID=1215), [Clownish Curse](https://2e.aonprd.com/Spells.aspx?ID=642), [Cup of Dust](https://2e.aonprd.com/Spells.aspx?ID=572), [Curse of Lost Time](https://2e.aonprd.com/Spells.aspx?ID=683), [Curse of the Spirit Orchestra](https://2e.aonprd.com/Spells.aspx?ID=1239), [Daydreamer's Curse](https://2e.aonprd.com/Spells.aspx?ID=840), [Dull Ambition](https://2e.aonprd.com/Spells.aspx?ID=686), [Feast of Ashes](https://2e.aonprd.com/Spells.aspx?ID=575), [Feeblemind](https://2e.aonprd.com/Spells.aspx?ID=112), [Heinous Future](https://2e.aonprd.com/Spells.aspx?ID=1435), [Horrifying Blood Loss](https://2e.aonprd.com/Spells.aspx?ID=1207), [Ill Omen](https://2e.aonprd.com/Spells.aspx?ID=696), [Inevitable Disaster](https://2e.aonprd.com/Spells.aspx?ID=930), [Mariner's Curse](https://2e.aonprd.com/Spells.aspx?ID=184), [Outcast's Curse](https://2e.aonprd.com/Spells.aspx?ID=211), [Ritual Obstruction](https://2e.aonprd.com/Spells.aspx?ID=1217), [Sage's Curse](https://2e.aonprd.com/Spells.aspx?ID=1107), [Seal Fate](https://2e.aonprd.com/Spells.aspx?ID=715), [Spellwrack](https://2e.aonprd.com/Spells.aspx?ID=298), [Spiritual Epidemic](https://2e.aonprd.com/Spells.aspx?ID=304), [Steal Voice](https://2e.aonprd.com/Spells.aspx?ID=1268), [Suspended Retribution](https://2e.aonprd.com/Spells.aspx?ID=1190), [Warrior's Regret](https://2e.aonprd.com/Spells.aspx?ID=1030), [Ymeri's Mark](https://2e.aonprd.com/Spells.aspx?ID=1364) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Deadly.md b/content/Mechanics/Rule References/Deadly.md deleted file mode 100755 index 408d05f07..000000000 --- a/content/Mechanics/Rule References/Deadly.md +++ /dev/null @@ -1,12 +0,0 @@ -# Deadly - -**Source** [_Core Rulebook pg. 282_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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](https://2e.aonprd.com/Weapons.aspx?ID=36) 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](https://2e.aonprd.com/Feats.aspx?ID=1738) - -## Weapons - -[Bow Staff](https://2e.aonprd.com/Weapons.aspx?ID=344), [Claw Blade](https://2e.aonprd.com/Weapons.aspx?ID=124), [Composite Longbow](https://2e.aonprd.com/Weapons.aspx?ID=74), [Composite Shortbow](https://2e.aonprd.com/Weapons.aspx?ID=75), [Elven Branched Spear](https://2e.aonprd.com/Weapons.aspx?ID=237), [Fangwire](https://2e.aonprd.com/Weapons.aspx?ID=143), [Fauchard](https://2e.aonprd.com/Weapons.aspx?ID=90), [Fighting Fan](https://2e.aonprd.com/Weapons.aspx?ID=284), [Filcher's Fork](https://2e.aonprd.com/Weapons.aspx?ID=51), [Forked Bipod](https://2e.aonprd.com/Weapons.aspx?ID=184), [Gakgung](https://2e.aonprd.com/Weapons.aspx?ID=334), [Glaive](https://2e.aonprd.com/Weapons.aspx?ID=20), [Hongali Hornbow](https://2e.aonprd.com/Weapons.aspx?ID=238), [Kalis](https://2e.aonprd.com/Weapons.aspx?ID=263), [Katana](https://2e.aonprd.com/Weapons.aspx?ID=55), [Katar](https://2e.aonprd.com/Weapons.aspx?ID=14), [Kris](https://2e.aonprd.com/Weapons.aspx?ID=264), [Lance](https://2e.aonprd.com/Weapons.aspx?ID=28), [Longbow](https://2e.aonprd.com/Weapons.aspx?ID=76), [Machete](https://2e.aonprd.com/Weapons.aspx?ID=294), [Mambele](https://2e.aonprd.com/Weapons.aspx?ID=295), [Naginata](https://2e.aonprd.com/Weapons.aspx?ID=297), [Nodachi](https://2e.aonprd.com/Weapons.aspx?ID=298), [Ogre Hook](https://2e.aonprd.com/Weapons.aspx?ID=86), [Pantograph Gauntlet](https://2e.aonprd.com/Weapons.aspx?ID=172), [Rapier](https://2e.aonprd.com/Weapons.aspx?ID=36), [Rapier Pistol](https://2e.aonprd.com/Weapons.aspx?ID=222), [Rhoka Sword](https://2e.aonprd.com/Weapons.aspx?ID=158), [Scythe](https://2e.aonprd.com/Weapons.aspx?ID=39), [Shauth Blade](https://2e.aonprd.com/Weapons.aspx?ID=157), [Shauth Lash](https://2e.aonprd.com/Weapons.aspx?ID=159), [Shears](https://2e.aonprd.com/Weapons.aspx?ID=119), [Shield Bow](https://2e.aonprd.com/Weapons.aspx?ID=339), [Shortbow](https://2e.aonprd.com/Weapons.aspx?ID=77), [Starknife](https://2e.aonprd.com/Weapons.aspx?ID=44), [Tamchal Chakram](https://2e.aonprd.com/Weapons.aspx?ID=154), [Taw Launcher](https://2e.aonprd.com/Weapons.aspx?ID=342), [Three-Section Naginata](https://2e.aonprd.com/Weapons.aspx?ID=305), [Urumi](https://2e.aonprd.com/Weapons.aspx?ID=306), [Wakizashi](https://2e.aonprd.com/Weapons.aspx?ID=129), [War Lance](https://2e.aonprd.com/Weapons.aspx?ID=254), [War Razor](https://2e.aonprd.com/Weapons.aspx?ID=307), [Zulfikar](https://2e.aonprd.com/Weapons.aspx?ID=269) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Death Effects and Instant Death.md b/content/Mechanics/Rule References/Death Effects and Instant Death.md deleted file mode 100755 index 9419f3681..000000000 --- a/content/Mechanics/Rule References/Death Effects and Instant Death.md +++ /dev/null @@ -1,4 +0,0 @@ -# Death Effects and Instant Death - -**Source** [_Core Rulebook pg. 461_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Death.md b/content/Mechanics/Rule References/Death.md deleted file mode 100755 index befca7d32..000000000 --- a/content/Mechanics/Rule References/Death.md +++ /dev/null @@ -1,4 +0,0 @@ -# Death - -**Source** [_Core Rulebook pg. 460_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -After you die, you can’t act or regain actions 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|Raise Dead]] spell. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Deception.md b/content/Mechanics/Rule References/Deception.md deleted file mode 100755 index d35dd4f83..000000000 --- a/content/Mechanics/Rule References/Deception.md +++ /dev/null @@ -1,73 +0,0 @@ ---- -alias: ---- - -# [Deception (Cha)](https://2e.aonprd.com/Skills.aspx?ID=5) - -**Source** [_Core Rulebook pg. 245_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -You can trick and mislead others using disguises, lies, and other forms of subterfuge. - -### Related Feats - -To see a list of Feats related to Deception, [click here](https://2e.aonprd.com/Feats.aspx?Traits=144&Skill=Deception). - -# Deception Untrained Actions - -## [Create a Diversion](https://2e.aonprd.com/Actions.aspx?ID=45)[one-action] - -[Mental](https://2e.aonprd.com/Traits.aspx?ID=106)  -**Source** [_Core Rulebook pg. 245_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) - ---- - -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](https://2e.aonprd.com/Traits.aspx?ID=104) trait. If you use distracting words, it gains the [auditory](https://2e.aonprd.com/Traits.aspx?ID=16) and [linguistic](https://2e.aonprd.com/Traits.aspx?ID=101) 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](https://2e.aonprd.com/Conditions.aspx?ID=22) to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to [Sneak](https://2e.aonprd.com/Actions.aspx?ID=63) away.) This lasts until the end of your turn or until you do anything except Step or use the [Hide](https://2e.aonprd.com/Actions.aspx?ID=62) or the Sneak action of the [Stealth](https://2e.aonprd.com/Skills.aspx?ID=15) skill. If you Strike a creature, the creature remains [flat-footed](https://2e.aonprd.com/Conditions.aspx?ID=16) against that attack, and you then become [observed](https://2e.aonprd.com/Conditions.aspx?ID=27). 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. - -## [Impersonate](https://2e.aonprd.com/Actions.aspx?ID=46) - -[Concentrate](https://2e.aonprd.com/Traits.aspx?ID=32) [Exploration](https://2e.aonprd.com/Traits.aspx?ID=66) [Manipulate](https://2e.aonprd.com/Traits.aspx?ID=104) [Secret](https://2e.aonprd.com/Traits.aspx?ID=142)  -**Source** [_Core Rulebook pg. 245_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) - ---- - -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](https://2e.aonprd.com/Equipment.aspx?ID=19), 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](https://2e.aonprd.com/Actions.aspx?ID=84) action to attempt Perception checks against your [Deception](https://2e.aonprd.com/Skills.aspx?ID=5) 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. - -## [Lie](https://2e.aonprd.com/Actions.aspx?ID=47) - -[Auditory](https://2e.aonprd.com/Traits.aspx?ID=16) [Concentrate](https://2e.aonprd.com/Traits.aspx?ID=32) [Linguistic](https://2e.aonprd.com/Traits.aspx?ID=101) [Mental](https://2e.aonprd.com/Traits.aspx?ID=106) [Secret](https://2e.aonprd.com/Traits.aspx?ID=142)  -**Source** [_Core Rulebook pg. 246_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) - ---- - -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. - -# Deception Trained Actions - -## [Feint](https://2e.aonprd.com/Actions.aspx?ID=48)[one-action] - -[Mental](https://2e.aonprd.com/Traits.aspx?ID=106)  -**Source** [_Core Rulebook pg. 246_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -**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 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/Rule References/Difficult Terrain.md b/content/Mechanics/Rule References/Difficult Terrain.md deleted file mode 100755 index ee85c8335..000000000 --- a/content/Mechanics/Rule References/Difficult Terrain.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -aliases: - - Greater Difficult Terrain - - greater difficult terrain ---- - -# Difficult Terrain - -**Source** [_Core Rulebook pg. 475_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Divine.md b/content/Mechanics/Rule References/Divine.md deleted file mode 100755 index c60b0ce44..000000000 --- a/content/Mechanics/Rule References/Divine.md +++ /dev/null @@ -1,36 +0,0 @@ -# Divine - -**Source** [_Core Rulebook pg. 631_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is [magical](https://2e.aonprd.com/Traits.aspx?ID=103). - -## Actions - -[Change Shape](https://2e.aonprd.com/Actions.aspx?ID=701), [Drain Life](https://2e.aonprd.com/Actions.aspx?ID=1168), [Iron Command](https://2e.aonprd.com/Actions.aspx?ID=552), [Telekinetic Assault](https://2e.aonprd.com/Actions.aspx?ID=1169) - -## Curses - -[Sword of Anathema](https://2e.aonprd.com/Curses.aspx?ID=29) - -## Diseases - -[Rust Creep](https://2e.aonprd.com/Diseases.aspx?ID=25) - -## Equipment - -[Aligned Oil](https://2e.aonprd.com/Equipment.aspx?ID=173), [Ancestral Embrace](https://2e.aonprd.com/Equipment.aspx?ID=1528), [Anointed Waterskin](https://2e.aonprd.com/Equipment.aspx?ID=1037), [Armor of the Holy Warrior](https://2e.aonprd.com/Equipment.aspx?ID=1562), [Azarim](https://2e.aonprd.com/Equipment.aspx?ID=1725), [Balisse Feather](https://2e.aonprd.com/Equipment.aspx?ID=707), [Blessed Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=1521), [Blessed Reformer](https://2e.aonprd.com/Equipment.aspx?ID=1878), [Book of Warding Prayers](https://2e.aonprd.com/Equipment.aspx?ID=2172), [Bracers of Devotion](https://2e.aonprd.com/Equipment.aspx?ID=2320), [Busine of Divine Reinforcement](https://2e.aonprd.com/Equipment.aspx?ID=1566), [Candle of Invocation](https://2e.aonprd.com/Equipment.aspx?ID=709), [Cane of the Maelstrom](https://2e.aonprd.com/Equipment.aspx?ID=899), [Cassock of Devotion](https://2e.aonprd.com/Equipment.aspx?ID=420), [Cayden's Tankard](https://2e.aonprd.com/Equipment.aspx?ID=2360), [Celestial Armor](https://2e.aonprd.com/Equipment.aspx?ID=149), [Celestial Peach](https://2e.aonprd.com/Equipment.aspx?ID=769), [Cloister Robe](https://2e.aonprd.com/Equipment.aspx?ID=2321), [Corruption Cassock](https://2e.aonprd.com/Equipment.aspx?ID=2376), [Crying Angel Pendant](https://2e.aonprd.com/Equipment.aspx?ID=203), [Curious Teardrop](https://2e.aonprd.com/Equipment.aspx?ID=2612), [Dawnflower Beads](https://2e.aonprd.com/Equipment.aspx?ID=2394), [Dawnlight](https://2e.aonprd.com/Equipment.aspx?ID=1534), [Daylight Vapor](https://2e.aonprd.com/Equipment.aspx?ID=826), [Death Knell Powder](https://2e.aonprd.com/Equipment.aspx?ID=2001), [Demon Armor](https://2e.aonprd.com/Equipment.aspx?ID=150), [Faerie Queen's Bower](https://2e.aonprd.com/Equipment.aspx?ID=2395), [Faith Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=2207), [Fearweed](https://2e.aonprd.com/Equipment.aspx?ID=828), [Forgefather's Seal](https://2e.aonprd.com/Equipment.aspx?ID=613), [Fu Water](https://2e.aonprd.com/Equipment.aspx?ID=987), [Ghost Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=1948), [Grim Ring](https://2e.aonprd.com/Equipment.aspx?ID=1538), [Guardian Shield](https://2e.aonprd.com/Equipment.aspx?ID=1572), [Guiding Star](https://2e.aonprd.com/Equipment.aspx?ID=1059), [Holy Avenger](https://2e.aonprd.com/Equipment.aspx?ID=389), [Holy Prayer Beads](https://2e.aonprd.com/Equipment.aspx?ID=256), [Holy Steam Ball](https://2e.aonprd.com/Equipment.aspx?ID=1150), [Holy Water](https://2e.aonprd.com/Equipment.aspx?ID=245), [Hundred-Moth Caress](https://2e.aonprd.com/Equipment.aspx?ID=1061), [Hunger Oil](https://2e.aonprd.com/Equipment.aspx?ID=2005), [Hunter's Brooch](https://2e.aonprd.com/Equipment.aspx?ID=923), [Jax](https://2e.aonprd.com/Equipment.aspx?ID=1590), [Ki-Channeling Beads](https://2e.aonprd.com/Equipment.aspx?ID=2325), [Knight Captain's Lance](https://2e.aonprd.com/Equipment.aspx?ID=1573), [Kortos Diamond](https://2e.aonprd.com/Equipment.aspx?ID=675), [Lady's Chalice](https://2e.aonprd.com/Equipment.aspx?ID=1546), [Liar's Demise](https://2e.aonprd.com/Equipment.aspx?ID=2006), [Life Salt](https://2e.aonprd.com/Equipment.aspx?ID=1540), [Lifeblight Residue](https://2e.aonprd.com/Equipment.aspx?ID=831), [Martyr's Shield](https://2e.aonprd.com/Equipment.aspx?ID=596), [Oath of the Devoted](https://2e.aonprd.com/Equipment.aspx?ID=958), [Oracular Crown](https://2e.aonprd.com/Equipment.aspx?ID=2329), [Passage Pane](https://2e.aonprd.com/Equipment.aspx?ID=1814), [Perfected Robes](https://2e.aonprd.com/Equipment.aspx?ID=2364), [Phylactery of Faithfulness](https://2e.aonprd.com/Equipment.aspx?ID=452), [Pickled Demon Tongue](https://2e.aonprd.com/Equipment.aspx?ID=2414), [Piereta](https://2e.aonprd.com/Equipment.aspx?ID=666), [Polished Demon Horn](https://2e.aonprd.com/Equipment.aspx?ID=2415), [Radiant Lance](https://2e.aonprd.com/Equipment.aspx?ID=517), [Redsand Hourglass](https://2e.aonprd.com/Equipment.aspx?ID=1815), [Repulsion Resin](https://2e.aonprd.com/Equipment.aspx?ID=832), [Serithtial](https://2e.aonprd.com/Equipment.aspx?ID=618), [Shot of the First Vault](https://2e.aonprd.com/Equipment.aspx?ID=619), [Sight-Theft Grit](https://2e.aonprd.com/Equipment.aspx?ID=2013), [Skinsaw Mask](https://2e.aonprd.com/Equipment.aspx?ID=2354), [Soulspark Candle](https://2e.aonprd.com/Equipment.aspx?ID=1816), [Spectral Nightshade](https://2e.aonprd.com/Equipment.aspx?ID=834), [Spell-Eating Pitch](https://2e.aonprd.com/Equipment.aspx?ID=835), [Starfaring Cloak](https://2e.aonprd.com/Equipment.aspx?ID=2366), [Starless Scope](https://2e.aonprd.com/Equipment.aspx?ID=954), [Tallowheart Mass](https://2e.aonprd.com/Equipment.aspx?ID=1738), [Thurible of Revelation](https://2e.aonprd.com/Equipment.aspx?ID=267), [Toolkit of Bronze Whispers](https://2e.aonprd.com/Equipment.aspx?ID=2402), [Torag's Silver Anvil](https://2e.aonprd.com/Equipment.aspx?ID=575), [Unholy Water](https://2e.aonprd.com/Equipment.aspx?ID=248), [Whisperer of Souls](https://2e.aonprd.com/Equipment.aspx?ID=2367) - -## Feats - -[Align Armament](https://2e.aonprd.com/Feats.aspx?ID=286), [Bat Form](https://2e.aonprd.com/Feats.aspx?ID=3552), [Battle Prayer](https://2e.aonprd.com/Feats.aspx?ID=1174), [Bless Shield](https://2e.aonprd.com/Feats.aspx?ID=3598), [Bodysnatcher](https://2e.aonprd.com/Feats.aspx?ID=3892), [Breath of Hungry Death](https://2e.aonprd.com/Feats.aspx?ID=3894), [Calaca's Showstopper](https://2e.aonprd.com/Feats.aspx?ID=2363), [Celestial Wings](https://2e.aonprd.com/Feats.aspx?ID=1360), [Channel Smite](https://2e.aonprd.com/Feats.aspx?ID=276), [Coffin Bound](https://2e.aonprd.com/Feats.aspx?ID=3554), [Corrupted Shield](https://2e.aonprd.com/Feats.aspx?ID=1674), [Daywalker](https://2e.aonprd.com/Feats.aspx?ID=3549), [Desiccating Inhalation](https://2e.aonprd.com/Feats.aspx?ID=3530), [Devil in Plain Sight](https://2e.aonprd.com/Feats.aspx?ID=2452), [Divine Aegis](https://2e.aonprd.com/Feats.aspx?ID=1487), [Divine Disharmony](https://2e.aonprd.com/Feats.aspx?ID=3700), [Divine Evolution](https://2e.aonprd.com/Feats.aspx?ID=611), [Dominion Aura](https://2e.aonprd.com/Feats.aspx?ID=3943), [Eat Fortune](https://2e.aonprd.com/Feats.aspx?ID=1315), [Everdistant Defense](https://2e.aonprd.com/Feats.aspx?ID=2747), [Festering Wound](https://2e.aonprd.com/Feats.aspx?ID=3566), [Fiendish Wings](https://2e.aonprd.com/Feats.aspx?ID=1390), [Final Form](https://2e.aonprd.com/Feats.aspx?ID=2458), [Flame Jump](https://2e.aonprd.com/Feats.aspx?ID=2294), [Forge-Blessed Shot](https://2e.aonprd.com/Feats.aspx?ID=3292), [Form of the Bat](https://2e.aonprd.com/Feats.aspx?ID=1346), [Frightful Moan](https://2e.aonprd.com/Feats.aspx?ID=3497), [Ghost Wrangler](https://2e.aonprd.com/Feats.aspx?ID=3628), [Glean Lore](https://2e.aonprd.com/Feats.aspx?ID=1483), [Graveshift](https://2e.aonprd.com/Feats.aspx?ID=3893), [Guardian Ghosts](https://2e.aonprd.com/Feats.aspx?ID=3493), [Haunt Ingenuity](https://2e.aonprd.com/Feats.aspx?ID=3701), [Holy Light](https://2e.aonprd.com/Feats.aspx?ID=3639), [Liberate Soul](https://2e.aonprd.com/Feats.aspx?ID=3469), [Lifesense](https://2e.aonprd.com/Feats.aspx?ID=1370), [Mummy's Despair](https://2e.aonprd.com/Feats.aspx?ID=3524), [Olethros's Decree](https://2e.aonprd.com/Feats.aspx?ID=2365), [Oracular Warning](https://2e.aonprd.com/Feats.aspx?ID=1497), [Pact of Infernal Prowess](https://2e.aonprd.com/Feats.aspx?ID=3826), [Pact of the Final Breath](https://2e.aonprd.com/Feats.aspx?ID=3827), [Radiate Glory](https://2e.aonprd.com/Feats.aspx?ID=2297), [Reveal Hidden Self](https://2e.aonprd.com/Feats.aspx?ID=3938), [Sacred Defense](https://2e.aonprd.com/Feats.aspx?ID=1183), [Safeguard Soul](https://2e.aonprd.com/Feats.aspx?ID=3472), [Scapegoat Parallel Self](https://2e.aonprd.com/Feats.aspx?ID=2753), [Secret Eater](https://2e.aonprd.com/Feats.aspx?ID=3890), [Semblance of Life](https://2e.aonprd.com/Feats.aspx?ID=3522), [Spiral Sworn](https://2e.aonprd.com/Feats.aspx?ID=3470), [Spirits' Interference](https://2e.aonprd.com/Feats.aspx?ID=150), [Spiritual Sense](https://2e.aonprd.com/Feats.aspx?ID=1493), [Storm Shroud](https://2e.aonprd.com/Feats.aspx?ID=3526), [Terrain Form](https://2e.aonprd.com/Feats.aspx?ID=3529), [Their Master's Call](https://2e.aonprd.com/Feats.aspx?ID=3494), [Tomb-Watcher's Glare](https://2e.aonprd.com/Feats.aspx?ID=970), [Towering Presence](https://2e.aonprd.com/Feats.aspx?ID=3939), [Turn to Mist](https://2e.aonprd.com/Feats.aspx?ID=3553), [Wrath of the First Ghoul](https://2e.aonprd.com/Feats.aspx?ID=3895) - -## Focus Spells - -[Battlefield Persistence](https://2e.aonprd.com/Spells.aspx?ID=746) - -## Hazards - -[Crystal Pin](https://2e.aonprd.com/Hazards.aspx?ID=108), [Planar Tear](https://2e.aonprd.com/Hazards.aspx?ID=109), [Storm Discharge](https://2e.aonprd.com/Hazards.aspx?ID=111), [Unstable Fiendfire Cage](https://2e.aonprd.com/Hazards.aspx?ID=321) - -## Monsters - -[Divine Warden Of Brigh](https://2e.aonprd.com/Monsters.aspx?ID=1137) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Downtime Mode.md b/content/Mechanics/Rule References/Downtime Mode.md deleted file mode 100755 index 314246c2c..000000000 --- a/content/Mechanics/Rule References/Downtime Mode.md +++ /dev/null @@ -1,71 +0,0 @@ -# Downtime Mode -Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually, this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found. - -Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime. - -### EARNING INCOME -The Earn Income skill action allows you to make money using a wide variety of skills. You can get creative with the skills you attempt to use, working with the GM on the details. Some skills might be much harder to earn money with than others. Crafting, Lore, and Performance are the most reliable. Jobs in a fantasy world tend not to be particularly stable, so you might need to look for new tasks on a fairly regular basis. - -The GM determines the levels of jobs you can find, as noted in the Earn Income activity. It’s often in your best interest to determine what types of jobs are available for a small variety of skills, so you can take on the most lucrative or interesting option. - -### LONG-TERM REST -You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by double your level. - -### RETRAINING -Retraining offers a way to alter your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn’t meet your expectations. You can retrain feats, skills, and some selectable class features. You can’t retrain your ancestry, heritage, background, class, or attribute modifiers. You can’t perform other downtime activities while retraining. - -Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you’ll have to pay your instructor. Some abilities can be difficult or impossible to retrain (for instance, witch can retrain their patron only in extraordinary circumstances). - -When retraining, you generally can’t make choices you couldn’t make when you selected the original option. For instance, you can’t replace a skill feat you chose at 2nd level for a 4th-level one, or for one that requires prerequisites you didn’t meet at the time you took the original feat. If you don’t remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can’t use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want. - -### FEATS -You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat. - -### SKILLS -You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in Performance and Stealth, and an expert in Occultism, you could reduce the character’s proficiency in Stealth to expert and become a master in Occultism, but you couldn’t reassign that skill increase to become legendary in Performance. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites. - -You can also spend a week to retrain an initial trained skill you selected during character creation. - -### CLASS FEATURES -You can change a class feature that required a choice, making a different choice instead. Some, like changing a spell in your spell repertoire, take a week. The GM will tell you how long it takes to retrain larger choices like a druid order or a wizard school—it is always at least a month. - -### SHOPPING AND CRAFTING -If you’re at a location with shops that buy or sell magic items, you can buy, sell, or trade. Ask the GM what types of shopping options are available to you—it can vary greatly depending where you’re spending your downtime! - -Because of the complexities of finding shops that are looking for items you want to sell or that offer ones you want to buy, dedicated shopping takes 1 day of downtime. It might take longer if you’re selling a large number of goods, expensive items that require a wealthy buyer, or items that aren’t in high demand. - -The Price of an item indicates the full cost to buy it. You can sell an item for half its Price. The GM might adjust these once in a while due to supply and demand or the particular merchants you’re dealing with. - -### ITEM CRAFTING -You can spend downtime to use the Craft skill activity, making new items out of raw materials. Crafting can be an excellent way to refine the gear the party uses, including upgrading items and preparing ones you’re likely to need on an upcoming quest. - -### OTHER ACTIVITIES -Work with your GM if there are other ways you want to spend downtime. You might acquire property, manage a business, become part of a guild, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful. Though there are efficient options for making money or adjusting your character, it’s often better to seek out fun and interesting activities that can open up new opportunities for character building, adventures, or relationships. - -### GOALS -You can help guide the course of the campaign by setting long-term goals that take multiple periods of downtime to complete. Talk them through with the GM and the rest of the group. Consider alliances you want to develop further or changes you want to see in the game world. - -### LONG-TERM GOALS -Downtime is more satisfying when the PCs work toward long-term goals rather than perform disconnected tasks. You can ask players what their PCs’ goals are, and also look for storylines they’re interested in that you can use as seeds for long-term goals. Long-term goals might include running a business, creating a guild, establishing an arcane academy, returning a despoiled land to its natural splendor, reforming local politics, or rebuilding a ruin. Goals involving organizations are a good opportunity to use the leadership subsystem. If players don’t have clear ideas for their goals, look at their backgrounds, NPCs they know, and things they’ve expressed interest in during adventures to develop some suggestions. Remember that you’re not trying to get them to accept your exact suggestions but to pick a goal they really like. - -Long-term goals should shape the game, and reinforcing their progress is key. Show changes, good and bad, that result from the PCs’ efforts, both in downtime and on their adventures if applicable. This doesn’t have to be subtle! You can directly say, “You’ve been trying to get the magistrate to allow you to buy this plot of land, but the fact that you entered the wizard’s tower illegally seems to have soured him toward you.” - -Think ahead in stages. For instance, if a PC wants to run a business, you might have them... - -- Start with a simple stand to sell their wares. -- Show they’re drawing big crowds and need to expand. -- Build a storefront. -- Open to modest success. -- Get a small but loyal following. -- Hire employees to keep up with demand. -- Deal with supply issues or competition. -- Get enough interest in a nearby settlement that they might want to expand their business. - -And so on. You can deliver each of these details through a little vignette. For example, if you use the second bullet point, you might describe the throng of people crowded around the PCs’ stand and say they sold out of goods before half the people were served. Downtime goals are a great way to weave the PCs’ agency into the story. - -### SUCCESS AND FAILURE -Success at a reasonable long-term goal should be likely, but not guaranteed. Give the player an expectation of how likely their goal is to work out based on how ambitious it is. Be clear about how much downtime it will take compared to the amount of downtime you expect the party will get during your campaign. Then, let the player decide how to commit their downtime and to which tasks. - -Repeated failures or outside problems could lead to the whole goal failing. It happens! But give the player a fair chance. Even if their goal is really hard to achieve—like driving the undead out of Ustalav—they might find a way. Don’t undermine their efforts or ideas, but do make clear the magnitude of the task they’ve chosen. Remember that even if a goal fails, the effort was worthwhile, and the PCs might still achieve smaller successes along the way that open up new goals. For instance, the PCs might not succeed at driving the undead out of Ustalav, but in the process, they might discover part of a powerful holy spell that might be able to, if it can somehow be reassembled. - -A failure or a success at a long-term goal can be a major emotional beat for the character. They’ve changed the world, after all! Don’t shortchange it just because it happened in downtime. In fact, because it might have taken place over multiple sessions, the player might have been looking forward to the results for a really long time! \ No newline at end of file diff --git a/content/Mechanics/Rule References/Drained.md b/content/Mechanics/Rule References/Drained.md deleted file mode 100755 index acb08c37c..000000000 --- a/content/Mechanics/Rule References/Drained.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -aliases: - - Drained 1 - - Drained 2 - - Drained 3 - - Drained 4 - - Drained 5 ---- - -# Drained - -**Source** [_Core Rulebook pg. 619_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage. - -Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Electricity.md b/content/Mechanics/Rule References/Electricity.md deleted file mode 100755 index 720750531..000000000 --- a/content/Mechanics/Rule References/Electricity.md +++ /dev/null @@ -1,28 +0,0 @@ -# Electricity - -**Source** [_Core Rulebook pg. 631_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity. - -## Equipment - -[Aquarium Lamp](https://2e.aonprd.com/Equipment.aspx?ID=1140), [Blade of the Black Sovereign](https://2e.aonprd.com/Equipment.aspx?ID=775), [Bottled Lightning](https://2e.aonprd.com/Equipment.aspx?ID=76), [Death Coil](https://2e.aonprd.com/Equipment.aspx?ID=1125), [Electrocable](https://2e.aonprd.com/Equipment.aspx?ID=1147), [Four-Ways Dogslicer](https://2e.aonprd.com/Equipment.aspx?ID=733), [Javelin of Lightning](https://2e.aonprd.com/Equipment.aspx?ID=246), [Jolt Coil](https://2e.aonprd.com/Equipment.aspx?ID=2231), [Nimbus Breath](https://2e.aonprd.com/Equipment.aspx?ID=2583), [Potion of Grounding](https://2e.aonprd.com/Equipment.aspx?ID=1027), [Shock](https://2e.aonprd.com/Equipment.aspx?ID=303), [Sky Serpent Bolt](https://2e.aonprd.com/Equipment.aspx?ID=1376), [Skysunder](https://2e.aonprd.com/Equipment.aspx?ID=2660), [Spirit Snare](https://2e.aonprd.com/Equipment.aspx?ID=1133), [Static Snare](https://2e.aonprd.com/Equipment.aspx?ID=1308), [Storm Arrow](https://2e.aonprd.com/Equipment.aspx?ID=169), [Storm Breath](https://2e.aonprd.com/Equipment.aspx?ID=2586), [Storm Chair](https://2e.aonprd.com/Equipment.aspx?ID=1164), [Storm Flash](https://2e.aonprd.com/Equipment.aspx?ID=395), [Storm Hammer](https://2e.aonprd.com/Equipment.aspx?ID=909), [Wand of Crackling Lightning](https://2e.aonprd.com/Equipment.aspx?ID=754), [Wand of Paralytic Shock](https://2e.aonprd.com/Equipment.aspx?ID=2285), [Wet Shock Snare](https://2e.aonprd.com/Equipment.aspx?ID=1279) - -## Feats - -[Conductive Sphere](https://2e.aonprd.com/Feats.aspx?ID=4259), [Cross the Final Horizon](https://2e.aonprd.com/Feats.aspx?ID=2205), [Crowned in Tempest's Fury](https://2e.aonprd.com/Feats.aspx?ID=4219), [Electric Counter](https://2e.aonprd.com/Feats.aspx?ID=2732), [Ghosts in the Storm](https://2e.aonprd.com/Feats.aspx?ID=4216), [Heaven's Thunder](https://2e.aonprd.com/Feats.aspx?ID=2199), [Lightning Dash](https://2e.aonprd.com/Feats.aspx?ID=4211), [Megavolt](https://2e.aonprd.com/Feats.aspx?ID=3062), [Skyseeker](https://2e.aonprd.com/Feats.aspx?ID=2201), [Storm Spiral](https://2e.aonprd.com/Feats.aspx?ID=4215) - -## Focus Spells - -[Bottle the Storm](https://2e.aonprd.com/Spells.aspx?ID=609), [Charged Javelin](https://2e.aonprd.com/Spells.aspx?ID=608), [Electrified Crystal Ward](https://2e.aonprd.com/Spells.aspx?ID=561), [For Love, For Lightning](https://2e.aonprd.com/Spells.aspx?ID=1108), [Storm Lord](https://2e.aonprd.com/Spells.aspx?ID=477), [Tempest Surge](https://2e.aonprd.com/Spells.aspx?ID=479), [Wronged Monk's Wrath](https://2e.aonprd.com/Spells.aspx?ID=849) - -## Hazards - -[Buzzing Latch Rune](https://2e.aonprd.com/Hazards.aspx?ID=229), [Electric Latch Rune](https://2e.aonprd.com/Hazards.aspx?ID=5), [Electrified Hall](https://2e.aonprd.com/Hazards.aspx?ID=408), [Insistent Privacy Fence](https://2e.aonprd.com/Hazards.aspx?ID=96), [Storm Discharge](https://2e.aonprd.com/Hazards.aspx?ID=111) - -## Monsters - -[Adult Blue Dragon](https://2e.aonprd.com/Monsters.aspx?ID=131), [Adult Sky Dragon](https://2e.aonprd.com/Monsters.aspx?ID=1129), [Ancient Blue Dragon](https://2e.aonprd.com/Monsters.aspx?ID=132), [Ancient Sky Dragon](https://2e.aonprd.com/Monsters.aspx?ID=1130), [Behir](https://2e.aonprd.com/Monsters.aspx?ID=569), [Mpeshi](https://2e.aonprd.com/Monsters.aspx?ID=1626), [Sard](https://2e.aonprd.com/Monsters.aspx?ID=792), [Shock Zombie](https://2e.aonprd.com/Monsters.aspx?ID=1985), [Storm Hag](https://2e.aonprd.com/Monsters.aspx?ID=1186), [Thunderbird](https://2e.aonprd.com/Monsters.aspx?ID=825), [Tzitzimitl](https://2e.aonprd.com/Monsters.aspx?ID=1353), [Young Blue Dragon](https://2e.aonprd.com/Monsters.aspx?ID=130), [Young Sky Dragon](https://2e.aonprd.com/Monsters.aspx?ID=1128) - -## Spells - -[Cataclysm](https://2e.aonprd.com/Spells.aspx?ID=32), [Chain Lightning](https://2e.aonprd.com/Spells.aspx?ID=33), [Conductive Weapon](https://2e.aonprd.com/Spells.aspx?ID=1367), [Draw the Lightning](https://2e.aonprd.com/Spells.aspx?ID=898), [Electric Arc](https://2e.aonprd.com/Spells.aspx?ID=97), [Horizon Thunder Sphere](https://2e.aonprd.com/Spells.aspx?ID=927), [Lightning Bolt](https://2e.aonprd.com/Spells.aspx?ID=172), [Lightning Storm](https://2e.aonprd.com/Spells.aspx?ID=701), [Shock to the System](https://2e.aonprd.com/Spells.aspx?ID=1320), [Shocking Grasp](https://2e.aonprd.com/Spells.aspx?ID=283), [Storm of Vengeance](https://2e.aonprd.com/Spells.aspx?ID=313), [Stormburst](https://2e.aonprd.com/Spells.aspx?ID=1074), [Sudden Bolt](https://2e.aonprd.com/Spells.aspx?ID=639) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Emotion.md b/content/Mechanics/Rule References/Emotion.md deleted file mode 100755 index a10124812..000000000 --- a/content/Mechanics/Rule References/Emotion.md +++ /dev/null @@ -1,36 +0,0 @@ -# Emotion - -**Source** [_Core Rulebook pg. 631_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -This effect alters a creature's emotions. Effects with this trait always have the [mental](https://2e.aonprd.com/Traits.aspx?ID=106) trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects. - -## Actions - -[Badger Rage](https://2e.aonprd.com/Actions.aspx?ID=14), [Coerce](https://2e.aonprd.com/Actions.aspx?ID=52), [Demoralize](https://2e.aonprd.com/Actions.aspx?ID=53), [Grim Swagger](https://2e.aonprd.com/Actions.aspx?ID=913), [Iron Command](https://2e.aonprd.com/Actions.aspx?ID=552), [Mesmerizing Performance](https://2e.aonprd.com/Actions.aspx?ID=380) , [Rage](https://2e.aonprd.com/Actions.aspx?ID=3), [Rally](https://2e.aonprd.com/Actions.aspx?ID=464), [Restore the Mind](https://2e.aonprd.com/Actions.aspx?ID=1223), [Ring Bell](https://2e.aonprd.com/Actions.aspx?ID=1230), [Screaming Skull](https://2e.aonprd.com/Actions.aspx?ID=1171), [Seething Frenzy](https://2e.aonprd.com/Actions.aspx?ID=761), [Tell Campfire Story](https://2e.aonprd.com/Actions.aspx?ID=1481), [Visions of Sin](https://2e.aonprd.com/Actions.aspx?ID=765) - -## Curses - -[Reviled of Nature](https://2e.aonprd.com/Curses.aspx?ID=27), [Sellsword's Folly](https://2e.aonprd.com/Curses.aspx?ID=22) - -## Equipment - -[Bewildering Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2117), [Captivating Bauble](https://2e.aonprd.com/Equipment.aspx?ID=2098), [Captivating Rosebud](https://2e.aonprd.com/Equipment.aspx?ID=2639), [Captivating Score](https://2e.aonprd.com/Equipment.aspx?ID=2060), [Dread](https://2e.aonprd.com/Equipment.aspx?ID=1252), [Dread Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=686), [Dread Blindfold](https://2e.aonprd.com/Equipment.aspx?ID=433), [Dread Helm](https://2e.aonprd.com/Equipment.aspx?ID=1976), [Fearsome](https://2e.aonprd.com/Equipment.aspx?ID=731), [Ghost Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=1948), [Hex Blaster](https://2e.aonprd.com/Equipment.aspx?ID=1597), [Lover's Gloves](https://2e.aonprd.com/Equipment.aspx?ID=737), [Owlbear Egg](https://2e.aonprd.com/Equipment.aspx?ID=1924), [Phantasmal Doorknob](https://2e.aonprd.com/Equipment.aspx?ID=2235), [Terrifying Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=725), [Wand of Dumbfounding Doom](https://2e.aonprd.com/Equipment.aspx?ID=2278), [Wand of Mental Purification](https://2e.aonprd.com/Equipment.aspx?ID=2282) - -## Feats - -[Bon Mot](https://2e.aonprd.com/Feats.aspx?ID=2114), [Catchy Tune](https://2e.aonprd.com/Feats.aspx?ID=2637), [Caterwaul](https://2e.aonprd.com/Feats.aspx?ID=1267), [Cavalier's Banner](https://2e.aonprd.com/Feats.aspx?ID=1920), [Command Attention](https://2e.aonprd.com/Feats.aspx?ID=1934), [Cringe](https://2e.aonprd.com/Feats.aspx?ID=1270), [Dark Persona's Presence](https://2e.aonprd.com/Feats.aspx?ID=3673), [Disarming Smile](https://2e.aonprd.com/Feats.aspx?ID=4116), [Disturbing Knowledge](https://2e.aonprd.com/Feats.aspx?ID=2123), [Dragon Roar](https://2e.aonprd.com/Feats.aspx?ID=451), [Emotional Surge](https://2e.aonprd.com/Feats.aspx?ID=3679), [Empathetic Plea](https://2e.aonprd.com/Feats.aspx?ID=1416), [Enchanting Arrow](https://2e.aonprd.com/Feats.aspx?ID=1962), [Enlightened Presence](https://2e.aonprd.com/Feats.aspx?ID=479), [Flourishing Finish](https://2e.aonprd.com/Feats.aspx?ID=2212), [Frightful Aura](https://2e.aonprd.com/Feats.aspx?ID=3519), [Frightful Condemnation](https://2e.aonprd.com/Feats.aspx?ID=3333), [Frightful Moan](https://2e.aonprd.com/Feats.aspx?ID=3497), [Gorilla Pound](https://2e.aonprd.com/Feats.aspx?ID=1741), [Grovel](https://2e.aonprd.com/Feats.aspx?ID=1277), [Heroic Presence](https://2e.aonprd.com/Feats.aspx?ID=1443), [Inspiring Resilience](https://2e.aonprd.com/Feats.aspx?ID=3629), [Intimidating Strike](https://2e.aonprd.com/Feats.aspx?ID=368), [Mental Balm](https://2e.aonprd.com/Feats.aspx?ID=3660), [Mesmerizing Gaze](https://2e.aonprd.com/Feats.aspx?ID=1933), [Mummy's Despair](https://2e.aonprd.com/Feats.aspx?ID=3524), [No Cause for Alarm](https://2e.aonprd.com/Feats.aspx?ID=2139), [One for All](https://2e.aonprd.com/Feats.aspx?ID=1519), [Push Back the Dead!](https://2e.aonprd.com/Feats.aspx?ID=3615), [Read Psychometric Resonance](https://2e.aonprd.com/Feats.aspx?ID=3776), [Reveal True Name](https://2e.aonprd.com/Feats.aspx?ID=3028), [Scare to Death](https://2e.aonprd.com/Feats.aspx?ID=837), [Snap Out of It! (Marshal)](https://2e.aonprd.com/Feats.aspx?ID=2008), [Startling Appearance (Vigilante)](https://2e.aonprd.com/Feats.aspx?ID=2088), [Steel Yourself!](https://2e.aonprd.com/Feats.aspx?ID=2009), [Strix Vengeance](https://2e.aonprd.com/Feats.aspx?ID=2650), [Tut-Tut](https://2e.aonprd.com/Feats.aspx?ID=4136), [Voice Cold as Death](https://2e.aonprd.com/Feats.aspx?ID=3590), [Warped Reflection](https://2e.aonprd.com/Feats.aspx?ID=3796), [Watch This!](https://2e.aonprd.com/Feats.aspx?ID=4140), [Watch Your Back](https://2e.aonprd.com/Feats.aspx?ID=1794), [Wave the Flag](https://2e.aonprd.com/Feats.aspx?ID=3621), [You're Next](https://2e.aonprd.com/Feats.aspx?ID=553) - -## Focus Spells - -[Allegro](https://2e.aonprd.com/Spells.aspx?ID=380), [Ancestral Touch](https://2e.aonprd.com/Spells.aspx?ID=744), [Blind Ambition](https://2e.aonprd.com/Spells.aspx?ID=404), [Blinding Beauty](https://2e.aonprd.com/Spells.aspx?ID=779), [Call to Arms](https://2e.aonprd.com/Spells.aspx?ID=748), [Captivating Adoration](https://2e.aonprd.com/Spells.aspx?ID=405), [Charming Touch](https://2e.aonprd.com/Spells.aspx?ID=406), [Competitive Edge](https://2e.aonprd.com/Spells.aspx?ID=409), [Contagious Idea](https://2e.aonprd.com/Spells.aspx?ID=1141), [Delusional Pride](https://2e.aonprd.com/Spells.aspx?ID=414), [Dirge of Doom](https://2e.aonprd.com/Spells.aspx?ID=382), [Dread Aura](https://2e.aonprd.com/Spells.aspx?ID=526), [Dread Secret](https://2e.aonprd.com/Spells.aspx?ID=752), [Evil Eye](https://2e.aonprd.com/Spells.aspx?ID=798), [Fatal Aria](https://2e.aonprd.com/Spells.aspx?ID=383), [Font of Serenity](https://2e.aonprd.com/Spells.aspx?ID=613), [Frenzied Revelry](https://2e.aonprd.com/Spells.aspx?ID=1169), [Heart's Desire](https://2e.aonprd.com/Spells.aspx?ID=784), [Hollow Heart](https://2e.aonprd.com/Spells.aspx?ID=1170), [Horrific Visage](https://2e.aonprd.com/Spells.aspx?ID=514), [Inspire Competence](https://2e.aonprd.com/Spells.aspx?ID=385), [Inspire Courage](https://2e.aonprd.com/Spells.aspx?ID=386), [Inspire Defense](https://2e.aonprd.com/Spells.aspx?ID=387), [Lament](https://2e.aonprd.com/Spells.aspx?ID=614), [Manifold Lives](https://2e.aonprd.com/Spells.aspx?ID=1197), [Overflowing Sorrow](https://2e.aonprd.com/Spells.aspx?ID=615), [Roar of the Wyrm](https://2e.aonprd.com/Spells.aspx?ID=629), [Sepulchral Mask](https://2e.aonprd.com/Spells.aspx?ID=786), [Shaken Confidence](https://2e.aonprd.com/Spells.aspx?ID=1174), [Shared Nightmare](https://2e.aonprd.com/Spells.aspx?ID=451), [Song of Strength](https://2e.aonprd.com/Spells.aspx?ID=732), [Soothing Ballad](https://2e.aonprd.com/Spells.aspx?ID=391), [Soothing Words](https://2e.aonprd.com/Spells.aspx?ID=452), [Stoke the Heart](https://2e.aonprd.com/Spells.aspx?ID=807), [Triple Time](https://2e.aonprd.com/Spells.aspx?ID=392), [Waking Nightmare](https://2e.aonprd.com/Spells.aspx?ID=468), [You're Mine](https://2e.aonprd.com/Spells.aspx?ID=520), [Zeal for Battle](https://2e.aonprd.com/Spells.aspx?ID=472) - -## Rituals - -[Amity Cycle](https://2e.aonprd.com/Rituals.aspx?ID=101), [Community Repair](https://2e.aonprd.com/Rituals.aspx?ID=68), [Dread Ambience](https://2e.aonprd.com/Rituals.aspx?ID=56) - -## Skills - -[Coerce](https://2e.aonprd.com/Skills.aspx?ID=7), [Demoralize](https://2e.aonprd.com/Skills.aspx?ID=7) - -## Spells - -[Agonizing Despair](https://2e.aonprd.com/Spells.aspx?ID=665), [Aromatic Lure](https://2e.aonprd.com/Spells.aspx?ID=812), [Befuddle](https://2e.aonprd.com/Spells.aspx?ID=569), [Belittling Boast](https://2e.aonprd.com/Spells.aspx?ID=1278), [Blinding Fury](https://2e.aonprd.com/Spells.aspx?ID=672), [Blistering Invective](https://2e.aonprd.com/Spells.aspx?ID=674), [Calm Emotions](https://2e.aonprd.com/Spells.aspx?ID=31), [Canticle of Everlasting Grief](https://2e.aonprd.com/Spells.aspx?ID=879), [Celestial Accord](https://2e.aonprd.com/Spells.aspx?ID=1220), [Charm](https://2e.aonprd.com/Spells.aspx?ID=34), [Confusion](https://2e.aonprd.com/Spells.aspx?ID=48), [Crushing Despair](https://2e.aonprd.com/Spells.aspx?ID=57), [Cutting Insult](https://2e.aonprd.com/Spells.aspx?ID=1282), [Draw Ire](https://2e.aonprd.com/Spells.aspx?ID=897), [Empathic Link](https://2e.aonprd.com/Spells.aspx?ID=1115), [Enthrall](https://2e.aonprd.com/Spells.aspx?ID=104), [Fear](https://2e.aonprd.com/Spells.aspx?ID=110), [Forced Mercy](https://2e.aonprd.com/Spells.aspx?ID=1118), [Glimmer of Charm](https://2e.aonprd.com/Spells.aspx?ID=919), [Hideous Laughter](https://2e.aonprd.com/Spells.aspx?ID=150), [Horrifying Blood Loss](https://2e.aonprd.com/Spells.aspx?ID=1207), [Hypnopompic Terrors](https://2e.aonprd.com/Spells.aspx?ID=1090), [Impart Empathy](https://2e.aonprd.com/Spells.aspx?ID=1094), [Impending Doom](https://2e.aonprd.com/Spells.aspx?ID=929), [Implement of Destruction](https://2e.aonprd.com/Spells.aspx?ID=1155), [Inexhaustible Cynicism](https://2e.aonprd.com/Spells.aspx?ID=931), [Infectious Comedy](https://2e.aonprd.com/Spells.aspx?ID=1240), [Infectious Ennui](https://2e.aonprd.com/Spells.aspx?ID=1235), [Infectious Enthusiasm](https://2e.aonprd.com/Spells.aspx?ID=932), [Invoke Spirits](https://2e.aonprd.com/Spells.aspx?ID=937), [Mask of Terror](https://2e.aonprd.com/Spells.aspx?ID=185), [Mind of Menace](https://2e.aonprd.com/Spells.aspx?ID=949), [Phantasmal Killer](https://2e.aonprd.com/Spells.aspx?ID=219), [Phantasmal Treasure](https://2e.aonprd.com/Spells.aspx?ID=707), [Roaring Applause](https://2e.aonprd.com/Spells.aspx?ID=987), [Schadenfreude](https://2e.aonprd.com/Spells.aspx?ID=991), [Soothe](https://2e.aonprd.com/Spells.aspx?ID=291), [Unfathomable Song](https://2e.aonprd.com/Spells.aspx?ID=349), [Unspeakable Shadow](https://2e.aonprd.com/Spells.aspx?ID=1025), [Vision of Beauty](https://2e.aonprd.com/Spells.aspx?ID=1238), [Warp Mind](https://2e.aonprd.com/Spells.aspx?ID=369), [Warrior's Regret](https://2e.aonprd.com/Spells.aspx?ID=1030), [Weird](https://2e.aonprd.com/Spells.aspx?ID=375), [Zealous Conviction](https://2e.aonprd.com/Spells.aspx?ID=378) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Enchantment.md b/content/Mechanics/Rule References/Enchantment.md deleted file mode 100755 index 0bcf9c21b..000000000 --- a/content/Mechanics/Rule References/Enchantment.md +++ /dev/null @@ -1,40 +0,0 @@ -# Enchantment - -**Source** [_Core Rulebook pg. 631_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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](https://2e.aonprd.com/Actions.aspx?ID=552), [Restore the Mind](https://2e.aonprd.com/Actions.aspx?ID=1223), [Ring Bell](https://2e.aonprd.com/Actions.aspx?ID=1230) - -## Curses - -[Consummate Liar](https://2e.aonprd.com/Curses.aspx?ID=48), [Coward's Roots](https://2e.aonprd.com/Curses.aspx?ID=18), [Droskar's Gloom](https://2e.aonprd.com/Curses.aspx?ID=40), [Enforced Hospitality](https://2e.aonprd.com/Curses.aspx?ID=39), [Lord's Arrogance](https://2e.aonprd.com/Curses.aspx?ID=47), [Moon Hag's Eye](https://2e.aonprd.com/Curses.aspx?ID=50), [Obnubilate Curse](https://2e.aonprd.com/Curses.aspx?ID=49), [Rage of the Excommunicant](https://2e.aonprd.com/Curses.aspx?ID=37), [Reviled of Nature](https://2e.aonprd.com/Curses.aspx?ID=27), [Sellsword's Folly](https://2e.aonprd.com/Curses.aspx?ID=22), [Sinful Tongue](https://2e.aonprd.com/Curses.aspx?ID=35), [Theft of Thought](https://2e.aonprd.com/Curses.aspx?ID=16) - -## Equipment - -[Admonishing Band](https://2e.aonprd.com/Equipment.aspx?ID=1226), [Alluring Scarf](https://2e.aonprd.com/Equipment.aspx?ID=1379), [Aluum Charm](https://2e.aonprd.com/Equipment.aspx?ID=560), [Amaranthine Pavise](https://2e.aonprd.com/Equipment.aspx?ID=1280), [Aroden's Hearthstone](https://2e.aonprd.com/Equipment.aspx?ID=673), [Ashen](https://2e.aonprd.com/Equipment.aspx?ID=2550), [Bagpipes of Turmoil](https://2e.aonprd.com/Equipment.aspx?ID=2265), [Bangles of Crowns](https://2e.aonprd.com/Equipment.aspx?ID=2525), [Bastion of the Inheritor](https://2e.aonprd.com/Equipment.aspx?ID=1841), [Beguiling Crown](https://2e.aonprd.com/Equipment.aspx?ID=2136), [Belt of the Five Kings](https://2e.aonprd.com/Equipment.aspx?ID=410), [Bewildering Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2117), [Bewitching Bloom](https://2e.aonprd.com/Equipment.aspx?ID=2203), [Book of Lost Days](https://2e.aonprd.com/Equipment.aspx?ID=1640), [Boots of Dancing](https://2e.aonprd.com/Equipment.aspx?ID=600), [Breastplate of Command](https://2e.aonprd.com/Equipment.aspx?ID=148), [Broken Tusk Pendant](https://2e.aonprd.com/Equipment.aspx?ID=1508), [Bullhook](https://2e.aonprd.com/Equipment.aspx?ID=583), [Candle of Truth](https://2e.aonprd.com/Equipment.aspx?ID=240), [Cape of Grand Entrances](https://2e.aonprd.com/Equipment.aspx?ID=2457), [Captivating Bauble](https://2e.aonprd.com/Equipment.aspx?ID=2098), [Captivating Score](https://2e.aonprd.com/Equipment.aspx?ID=2060), [Chatterer of Follies](https://2e.aonprd.com/Equipment.aspx?ID=1047), [Choker of Elocution](https://2e.aonprd.com/Equipment.aspx?ID=422), [Circlet of Persuasion](https://2e.aonprd.com/Equipment.aspx?ID=400), [Cloak of Feline Rest](https://2e.aonprd.com/Equipment.aspx?ID=1048), [Cloak of Repute](https://2e.aonprd.com/Equipment.aspx?ID=510), [Coin of Comfort](https://2e.aonprd.com/Equipment.aspx?ID=1271), [Composer Staff](https://2e.aonprd.com/Equipment.aspx?ID=2249), [Courtier's Pillow Book](https://2e.aonprd.com/Equipment.aspx?ID=2176), [Crown of the Kobold King](https://2e.aonprd.com/Equipment.aspx?ID=1727), [Cursed Dreamstone](https://2e.aonprd.com/Equipment.aspx?ID=641), [Dazing Coil](https://2e.aonprd.com/Equipment.aspx?ID=204), [Demon Mask](https://2e.aonprd.com/Equipment.aspx?ID=430), [Demon's Knot](https://2e.aonprd.com/Equipment.aspx?ID=2674), [Desolation Locket](https://2e.aonprd.com/Equipment.aspx?ID=2228), [Devil's Luck](https://2e.aonprd.com/Equipment.aspx?ID=931), [Devil's Trident](https://2e.aonprd.com/Equipment.aspx?ID=1477), [Diplomat's Badge](https://2e.aonprd.com/Equipment.aspx?ID=431), [Discord Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2031), [Dragon Rune Bracelet](https://2e.aonprd.com/Equipment.aspx?ID=2322), [Dragonscale Amulet](https://2e.aonprd.com/Equipment.aspx?ID=540), [Dread](https://2e.aonprd.com/Equipment.aspx?ID=1252), [Dread Blindfold](https://2e.aonprd.com/Equipment.aspx?ID=433), [Dreaming Round](https://2e.aonprd.com/Equipment.aspx?ID=1191), [Dreamstone](https://2e.aonprd.com/Equipment.aspx?ID=507), [Drover's Band](https://2e.aonprd.com/Equipment.aspx?ID=927), [Ebon Marionette](https://2e.aonprd.com/Equipment.aspx?ID=1715), [Elysian Dew](https://2e.aonprd.com/Equipment.aspx?ID=2082), [Empathy Charm](https://2e.aonprd.com/Equipment.aspx?ID=2151), [Entertainer's Lute](https://2e.aonprd.com/Equipment.aspx?ID=2267), [Faerie Dragon Liqueur](https://2e.aonprd.com/Equipment.aspx?ID=2085), [Fear Gem](https://2e.aonprd.com/Equipment.aspx?ID=211), [Fearsome](https://2e.aonprd.com/Equipment.aspx?ID=731), [Feast of Hungry Ghosts](https://2e.aonprd.com/Equipment.aspx?ID=1536), [Fiddle of the Maestro](https://2e.aonprd.com/Equipment.aspx?ID=2268), [Forgotten Signet](https://2e.aonprd.com/Equipment.aspx?ID=2362), [Fortune's Favor](https://2e.aonprd.com/Equipment.aspx?ID=2406), [Fulcrum Lenses](https://2e.aonprd.com/Equipment.aspx?ID=942), [Ghost Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=1948), [Glaive of the Artist](https://2e.aonprd.com/Equipment.aspx?ID=567), [Golden Legion Epaulet](https://2e.aonprd.com/Equipment.aspx?ID=499), [Gorget of the Primal Roar](https://2e.aonprd.com/Equipment.aspx?ID=439), [Grievous](https://2e.aonprd.com/Equipment.aspx?ID=298), [Grim Trophy](https://2e.aonprd.com/Equipment.aspx?ID=216), [Grinning Pugwampi](https://2e.aonprd.com/Equipment.aspx?ID=2107), [Guardian Aluum Charm](https://2e.aonprd.com/Equipment.aspx?ID=2498), [Guiding Cajon Drum](https://2e.aonprd.com/Equipment.aspx?ID=1740), [Heckling Tools](https://2e.aonprd.com/Equipment.aspx?ID=2382), [Hex Blaster](https://2e.aonprd.com/Equipment.aspx?ID=1597), [Hexing Jar](https://2e.aonprd.com/Equipment.aspx?ID=2324), [Holy Steam Ball](https://2e.aonprd.com/Equipment.aspx?ID=1150), [Hopeful](https://2e.aonprd.com/Equipment.aspx?ID=1381), [Horn of the Aoyin](https://2e.aonprd.com/Equipment.aspx?ID=1636), [Hunter's Arrowhead](https://2e.aonprd.com/Equipment.aspx?ID=2343), [Hunter's Dawn](https://2e.aonprd.com/Equipment.aspx?ID=674), [Inspiring Spotlight](https://2e.aonprd.com/Equipment.aspx?ID=585), [Inventor's Chair](https://2e.aonprd.com/Equipment.aspx?ID=2407), [Ivory Baton](https://2e.aonprd.com/Equipment.aspx?ID=1492), [Jade Bauble](https://2e.aonprd.com/Equipment.aspx?ID=222), [Knight Captain's Lance](https://2e.aonprd.com/Equipment.aspx?ID=1573), [Lantern of Empty Light](https://2e.aonprd.com/Equipment.aspx?ID=916), [Liar's Demise](https://2e.aonprd.com/Equipment.aspx?ID=2006), [Lover's Gloves](https://2e.aonprd.com/Equipment.aspx?ID=737), [Maestro's Chair](https://2e.aonprd.com/Equipment.aspx?ID=1357), [Maestro's Instrument](https://2e.aonprd.com/Equipment.aspx?ID=260), [Majordomo Torc](https://2e.aonprd.com/Equipment.aspx?ID=2398), [Mask of Allure](https://2e.aonprd.com/Equipment.aspx?ID=1066), [Matchmaker Fulu](https://2e.aonprd.com/Equipment.aspx?ID=980), [Menacing](https://2e.aonprd.com/Equipment.aspx?ID=2300), [Merchant's Guile](https://2e.aonprd.com/Equipment.aspx?ID=477), [Mesmerizing Opal](https://2e.aonprd.com/Equipment.aspx?ID=225), [Messenger's Ring](https://2e.aonprd.com/Equipment.aspx?ID=448), [Mindlance](https://2e.aonprd.com/Equipment.aspx?ID=1891), [Mindlock Shot](https://2e.aonprd.com/Equipment.aspx?ID=2055), [Mind's Light Circlet](https://2e.aonprd.com/Equipment.aspx?ID=2328), [Mirror of Sorshen](https://2e.aonprd.com/Equipment.aspx?ID=615), [Nemesis Name](https://2e.aonprd.com/Equipment.aspx?ID=2213), [Old Tillimaquin](https://2e.aonprd.com/Equipment.aspx?ID=1617), [Orb of Dragonkind](https://2e.aonprd.com/Equipment.aspx?ID=616), [Pacifying](https://2e.aonprd.com/Equipment.aspx?ID=1870), [Pact-Bound Pistol](https://2e.aonprd.com/Equipment.aspx?ID=1176), [Phantom Piano](https://2e.aonprd.com/Equipment.aspx?ID=2400), [Phistophilus Fiddle](https://2e.aonprd.com/Equipment.aspx?ID=2408), [Pipes of Compulsion](https://2e.aonprd.com/Equipment.aspx?ID=2269), [Polished Demon Horn](https://2e.aonprd.com/Equipment.aspx?ID=2415), [Presentable](https://2e.aonprd.com/Equipment.aspx?ID=1389), [Restful Sleep Fulu](https://2e.aonprd.com/Equipment.aspx?ID=982), [Restful Tent](https://2e.aonprd.com/Equipment.aspx?ID=1071), [Retribution Axe](https://2e.aonprd.com/Equipment.aspx?ID=393), [Right of Retribution](https://2e.aonprd.com/Equipment.aspx?ID=933), [Ring of Bestial Friendship](https://2e.aonprd.com/Equipment.aspx?ID=1749), [Ring of Lies](https://2e.aonprd.com/Equipment.aspx?ID=456), [Ring of Sneering Charity](https://2e.aonprd.com/Equipment.aspx?ID=1645), [Ring of Truth](https://2e.aonprd.com/Equipment.aspx?ID=607), [Rose of Loves Lost](https://2e.aonprd.com/Equipment.aspx?ID=1646), [Rowan Rifle](https://2e.aonprd.com/Equipment.aspx?ID=1185), [Secret-Keeper's Mask](https://2e.aonprd.com/Equipment.aspx?ID=914), [Shining Shield](https://2e.aonprd.com/Equipment.aspx?ID=1574), [Shrieking Skull](https://2e.aonprd.com/Equipment.aspx?ID=1233), [Sigil of the First Clan](https://2e.aonprd.com/Equipment.aspx?ID=2679), [Singing Bowl of the Versatile Stance](https://2e.aonprd.com/Equipment.aspx?ID=574), [Singing Shortbow](https://2e.aonprd.com/Equipment.aspx?ID=1074), [Singing Sword](https://2e.aonprd.com/Equipment.aspx?ID=597), [Sleep Arrow](https://2e.aonprd.com/Equipment.aspx?ID=166), [Snarling Badger](https://2e.aonprd.com/Equipment.aspx?ID=2114), [Socialite Staff](https://2e.aonprd.com/Equipment.aspx?ID=2257), [Spellbook of Redundant Enchantment](https://2e.aonprd.com/Equipment.aspx?ID=994), [Spurned Lute](https://2e.aonprd.com/Equipment.aspx?ID=2389), [Staff of Enchantment](https://2e.aonprd.com/Equipment.aspx?ID=354), [Staff of the Dreamlands](https://2e.aonprd.com/Equipment.aspx?ID=1440), [Stage Fright Missive](https://2e.aonprd.com/Equipment.aspx?ID=2066), [Standard of the Primeval Howl](https://2e.aonprd.com/Equipment.aspx?ID=2197), [Stole of Civility](https://2e.aonprd.com/Equipment.aspx?ID=592), [Sunken Pistol](https://2e.aonprd.com/Equipment.aspx?ID=1180), [Taleteller's Ring](https://2e.aonprd.com/Equipment.aspx?ID=1648), [Terrifying Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=725), [The Betrayal](https://2e.aonprd.com/Equipment.aspx?ID=2533), [The Eclipse](https://2e.aonprd.com/Equipment.aspx?ID=2538), [The Fool](https://2e.aonprd.com/Equipment.aspx?ID=2539), [The Inquisitor](https://2e.aonprd.com/Equipment.aspx?ID=2540), [The Publican](https://2e.aonprd.com/Equipment.aspx?ID=2486), [Troubadour's Cap](https://2e.aonprd.com/Equipment.aspx?ID=2144), [Truth Potion](https://2e.aonprd.com/Equipment.aspx?ID=200), [Unbreakable Heart](https://2e.aonprd.com/Equipment.aspx?ID=2222), [Uniter of Clans](https://2e.aonprd.com/Equipment.aspx?ID=2662), [Wand of Mental Purification](https://2e.aonprd.com/Equipment.aspx?ID=2282), [Wand of Paralytic Shock](https://2e.aonprd.com/Equipment.aspx?ID=2285), [Wand of Tormented Slumber](https://2e.aonprd.com/Equipment.aspx?ID=2295), [Wand of Wearying Dance](https://2e.aonprd.com/Equipment.aspx?ID=2298), [Whip of Compliance](https://2e.aonprd.com/Equipment.aspx?ID=593), [Whisper of the First Lie](https://2e.aonprd.com/Equipment.aspx?ID=471), [Words of Wisdom](https://2e.aonprd.com/Equipment.aspx?ID=2564) - -## Feats - -[Acknowledge Fan](https://2e.aonprd.com/Feats.aspx?ID=4150), [Calaca's Showstopper](https://2e.aonprd.com/Feats.aspx?ID=2363), [Command Attention](https://2e.aonprd.com/Feats.aspx?ID=1934), [Dark Persona's Presence](https://2e.aonprd.com/Feats.aspx?ID=3673), [Divine Disharmony](https://2e.aonprd.com/Feats.aspx?ID=3700), [Drain Emotion](https://2e.aonprd.com/Feats.aspx?ID=4047), [Dream Logic](https://2e.aonprd.com/Feats.aspx?ID=3880), [Enchanting Arrow](https://2e.aonprd.com/Feats.aspx?ID=1962), [Frightful Moan](https://2e.aonprd.com/Feats.aspx?ID=3497), [Hypnotic Lure](https://2e.aonprd.com/Feats.aspx?ID=3987), [Infiltrate Dream](https://2e.aonprd.com/Feats.aspx?ID=3874), [Mental Static](https://2e.aonprd.com/Feats.aspx?ID=3674), [Mesmerizing Gaze](https://2e.aonprd.com/Feats.aspx?ID=1933), [Mind Shards](https://2e.aonprd.com/Feats.aspx?ID=3867), [Mummy's Despair](https://2e.aonprd.com/Feats.aspx?ID=3524), [Oneiric Influence](https://2e.aonprd.com/Feats.aspx?ID=3878), [Second Chance Spell](https://2e.aonprd.com/Feats.aspx?ID=1842), [Whispering Steps](https://2e.aonprd.com/Feats.aspx?ID=3677), [Wrath of the First Ghoul](https://2e.aonprd.com/Feats.aspx?ID=3895) - -## Focus Spells - -[Aberrant Whispers](https://2e.aonprd.com/Spells.aspx?ID=491), [Allegro](https://2e.aonprd.com/Spells.aspx?ID=380), [Ancestral Touch](https://2e.aonprd.com/Spells.aspx?ID=744), [Blind Ambition](https://2e.aonprd.com/Spells.aspx?ID=404), [Blinding Beauty](https://2e.aonprd.com/Spells.aspx?ID=779), [Brain Drain](https://2e.aonprd.com/Spells.aspx?ID=747), [Cackle](https://2e.aonprd.com/Spells.aspx?ID=792), [Call to Arms](https://2e.aonprd.com/Spells.aspx?ID=748), [Captivating Adoration](https://2e.aonprd.com/Spells.aspx?ID=405), [Charming Touch](https://2e.aonprd.com/Spells.aspx?ID=406), [Charming Words](https://2e.aonprd.com/Spells.aspx?ID=523), [Commanding Lash](https://2e.aonprd.com/Spells.aspx?ID=408), [Competitive Edge](https://2e.aonprd.com/Spells.aspx?ID=409), [Contagious Idea](https://2e.aonprd.com/Spells.aspx?ID=1141), [Counter Performance](https://2e.aonprd.com/Spells.aspx?ID=381), [Delusional Pride](https://2e.aonprd.com/Spells.aspx?ID=414), [Diabolic Edict](https://2e.aonprd.com/Spells.aspx?ID=498), [Dirge of Doom](https://2e.aonprd.com/Spells.aspx?ID=382), [Dread Aura](https://2e.aonprd.com/Spells.aspx?ID=526), [Dreamer's Call](https://2e.aonprd.com/Spells.aspx?ID=418), [Evil Eye](https://2e.aonprd.com/Spells.aspx?ID=798), [Faerie Dust](https://2e.aonprd.com/Spells.aspx?ID=508), [Fatal Aria](https://2e.aonprd.com/Spells.aspx?ID=383), [Fey Disappearance](https://2e.aonprd.com/Spells.aspx?ID=509), [Forbidden Thought](https://2e.aonprd.com/Spells.aspx?ID=1139), [Frenzied Revelry](https://2e.aonprd.com/Spells.aspx?ID=1169), [Hollow Heart](https://2e.aonprd.com/Spells.aspx?ID=1170), [Inspire Competence](https://2e.aonprd.com/Spells.aspx?ID=385), [Inspire Courage](https://2e.aonprd.com/Spells.aspx?ID=386), [Inspire Defense](https://2e.aonprd.com/Spells.aspx?ID=387), [Inspire Heroics](https://2e.aonprd.com/Spells.aspx?ID=388), [Lament](https://2e.aonprd.com/Spells.aspx?ID=614), [Lingering Composition](https://2e.aonprd.com/Spells.aspx?ID=389), [Litany of Self-Interest](https://2e.aonprd.com/Spells.aspx?ID=735), [Magic's Vessel](https://2e.aonprd.com/Spells.aspx?ID=431), [Needle of Vengeance](https://2e.aonprd.com/Spells.aspx?ID=801), [Nymph's Token](https://2e.aonprd.com/Spells.aspx?ID=785), [Ordained Purpose](https://2e.aonprd.com/Spells.aspx?ID=836), [Overflowing Sorrow](https://2e.aonprd.com/Spells.aspx?ID=615), [Pact Broker](https://2e.aonprd.com/Spells.aspx?ID=1180), [Pied Piping](https://2e.aonprd.com/Spells.aspx?ID=730), [Roar of the Wyrm](https://2e.aonprd.com/Spells.aspx?ID=629), [Savor the Sting](https://2e.aonprd.com/Spells.aspx?ID=449), [Shaken Confidence](https://2e.aonprd.com/Spells.aspx?ID=1174), [Shared Nightmare](https://2e.aonprd.com/Spells.aspx?ID=451), [Song of Marching](https://2e.aonprd.com/Spells.aspx?ID=731), [Song of Strength](https://2e.aonprd.com/Spells.aspx?ID=732), [Soothing Ballad](https://2e.aonprd.com/Spells.aspx?ID=391), [Soothing Words](https://2e.aonprd.com/Spells.aspx?ID=452), [Stoke the Heart](https://2e.aonprd.com/Spells.aspx?ID=807), [Sweet Dream](https://2e.aonprd.com/Spells.aspx?ID=455), [Touch of Obedience](https://2e.aonprd.com/Spells.aspx?ID=459), [Touch of the Moon](https://2e.aonprd.com/Spells.aspx?ID=460), [Triple Time](https://2e.aonprd.com/Spells.aspx?ID=392), [Veil of Confidence](https://2e.aonprd.com/Spells.aspx?ID=466), [Veil of Dreams](https://2e.aonprd.com/Spells.aspx?ID=808), [Waking Dream](https://2e.aonprd.com/Spells.aspx?ID=1198), [Waking Nightmare](https://2e.aonprd.com/Spells.aspx?ID=468), [Wilding Word](https://2e.aonprd.com/Spells.aspx?ID=809), [Wind Whispers](https://2e.aonprd.com/Spells.aspx?ID=1178), [Word of Freedom](https://2e.aonprd.com/Spells.aspx?ID=470), [You're Mine](https://2e.aonprd.com/Spells.aspx?ID=520), [Zeal for Battle](https://2e.aonprd.com/Spells.aspx?ID=472) - -## Hazards - -[Reflected Desires](https://2e.aonprd.com/Hazards.aspx?ID=182) - -## Item Curses - -[Grandstanding](https://2e.aonprd.com/ItemCurses.aspx?ID=9) - -## Rituals - -[Bacchanalia](https://2e.aonprd.com/Rituals.aspx?ID=85), [Dread Ambience](https://2e.aonprd.com/Rituals.aspx?ID=56), [Geas](https://2e.aonprd.com/Rituals.aspx?ID=12), [Ideal Mimicry](https://2e.aonprd.com/Rituals.aspx?ID=60), [Inveigle](https://2e.aonprd.com/Rituals.aspx?ID=14), [Oblivious Expulsion](https://2e.aonprd.com/Rituals.aspx?ID=87) - -## Spells - -[Agitate](https://2e.aonprd.com/Spells.aspx?ID=566), [Agonizing Despair](https://2e.aonprd.com/Spells.aspx?ID=665), [Anathematic Reprisal](https://2e.aonprd.com/Spells.aspx?ID=9), [Animal Messenger](https://2e.aonprd.com/Spells.aspx?ID=11), [Aromatic Lure](https://2e.aonprd.com/Spells.aspx?ID=812), [Bane](https://2e.aonprd.com/Spells.aspx?ID=18), [Befuddle](https://2e.aonprd.com/Spells.aspx?ID=569), [Belittling Boast](https://2e.aonprd.com/Spells.aspx?ID=1278), [Bless](https://2e.aonprd.com/Spells.aspx?ID=25), [Blinding Fury](https://2e.aonprd.com/Spells.aspx?ID=672), [Blistering Invective](https://2e.aonprd.com/Spells.aspx?ID=674), [Burning Blossoms](https://2e.aonprd.com/Spells.aspx?ID=878), [Calm Emotions](https://2e.aonprd.com/Spells.aspx?ID=31), [Canticle of Everlasting Grief](https://2e.aonprd.com/Spells.aspx?ID=879), [Celestial Accord](https://2e.aonprd.com/Spells.aspx?ID=1220), [Charitable Urge](https://2e.aonprd.com/Spells.aspx?ID=677), [Charm](https://2e.aonprd.com/Spells.aspx?ID=34), [Clownish Curse](https://2e.aonprd.com/Spells.aspx?ID=642), [Command](https://2e.aonprd.com/Spells.aspx?ID=45), [Compel True Name](https://2e.aonprd.com/Spells.aspx?ID=1064), [Confusion](https://2e.aonprd.com/Spells.aspx?ID=48), [Crisis of Faith](https://2e.aonprd.com/Spells.aspx?ID=55), [Crusade](https://2e.aonprd.com/Spells.aspx?ID=56), [Crushing Despair](https://2e.aonprd.com/Spells.aspx?ID=57), [Cutting Insult](https://2e.aonprd.com/Spells.aspx?ID=1282), [Daydreamer's Curse](https://2e.aonprd.com/Spells.aspx?ID=840), [Daze](https://2e.aonprd.com/Spells.aspx?ID=61), [Déjà Vu](https://2e.aonprd.com/Spells.aspx?ID=684), [Divine Inspiration](https://2e.aonprd.com/Spells.aspx?ID=83), [Divinity Leech](https://2e.aonprd.com/Spells.aspx?ID=837), [Dominate](https://2e.aonprd.com/Spells.aspx?ID=87), [Draw Ire](https://2e.aonprd.com/Spells.aspx?ID=897), [Dream Message](https://2e.aonprd.com/Spells.aspx?ID=90), [Dreaming Potential](https://2e.aonprd.com/Spells.aspx?ID=91), [Dull Ambition](https://2e.aonprd.com/Spells.aspx?ID=686), [Elysian Whimsy](https://2e.aonprd.com/Spells.aspx?ID=1221), [Endure](https://2e.aonprd.com/Spells.aspx?ID=573), [Enthrall](https://2e.aonprd.com/Spells.aspx?ID=104), [Entrancing Eyes](https://2e.aonprd.com/Spells.aspx?ID=649), [Fabricated Truth](https://2e.aonprd.com/Spells.aspx?ID=106), [Favorable Review](https://2e.aonprd.com/Spells.aspx?ID=644), [Fear](https://2e.aonprd.com/Spells.aspx?ID=110), [Feeblemind](https://2e.aonprd.com/Spells.aspx?ID=112), [Focusing Hum](https://2e.aonprd.com/Spells.aspx?ID=1154), [Forced Mercy](https://2e.aonprd.com/Spells.aspx?ID=1118), [Girzanje's March](https://2e.aonprd.com/Spells.aspx?ID=1068), [Glibness](https://2e.aonprd.com/Spells.aspx?ID=135), [Glimmer of Charm](https://2e.aonprd.com/Spells.aspx?ID=919), [Heroism](https://2e.aonprd.com/Spells.aspx?ID=149), [Hideous Laughter](https://2e.aonprd.com/Spells.aspx?ID=150), [Horrifying Blood Loss](https://2e.aonprd.com/Spells.aspx?ID=1207), [Impart Empathy](https://2e.aonprd.com/Spells.aspx?ID=1094), [Implement of Destruction](https://2e.aonprd.com/Spells.aspx?ID=1155), [Inexhaustible Cynicism](https://2e.aonprd.com/Spells.aspx?ID=931), [Infectious Comedy](https://2e.aonprd.com/Spells.aspx?ID=1240), [Infectious Ennui](https://2e.aonprd.com/Spells.aspx?ID=1235), [Infectious Enthusiasm](https://2e.aonprd.com/Spells.aspx?ID=932), [Infectious Melody](https://2e.aonprd.com/Spells.aspx?ID=933), [Invoke True Name](https://2e.aonprd.com/Spells.aspx?ID=1065), [Liberating Command](https://2e.aonprd.com/Spells.aspx?ID=580), [Mind Games](https://2e.aonprd.com/Spells.aspx?ID=859), [Mind of Menace](https://2e.aonprd.com/Spells.aspx?ID=949), [Movanic Glimmer](https://2e.aonprd.com/Spells.aspx?ID=1223), [Nature's Enmity](https://2e.aonprd.com/Spells.aspx?ID=205), [Outcast's Curse](https://2e.aonprd.com/Spells.aspx?ID=211), [Overwhelming Presence](https://2e.aonprd.com/Spells.aspx?ID=212), [Paralyze](https://2e.aonprd.com/Spells.aspx?ID=213), [Power Word Blind](https://2e.aonprd.com/Spells.aspx?ID=226), [Power Word Kill](https://2e.aonprd.com/Spells.aspx?ID=227), [Power Word Stun](https://2e.aonprd.com/Spells.aspx?ID=228), [Procyal Philosophy](https://2e.aonprd.com/Spells.aspx?ID=1224), [Remove Fear](https://2e.aonprd.com/Spells.aspx?ID=252), [Roaring Applause](https://2e.aonprd.com/Spells.aspx?ID=987), [Sage's Curse](https://2e.aonprd.com/Spells.aspx?ID=1107), [Schadenfreude](https://2e.aonprd.com/Spells.aspx?ID=991), [Shift Blame](https://2e.aonprd.com/Spells.aspx?ID=997), [Sleep](https://2e.aonprd.com/Spells.aspx?ID=288), [Soothe](https://2e.aonprd.com/Spells.aspx?ID=291), [Subconscious Suggestion](https://2e.aonprd.com/Spells.aspx?ID=314), [Sudden Recollection](https://2e.aonprd.com/Spells.aspx?ID=1003), [Suggestion](https://2e.aonprd.com/Spells.aspx?ID=315), [Synaptic Pulse](https://2e.aonprd.com/Spells.aspx?ID=327), [Synchronize Steps](https://2e.aonprd.com/Spells.aspx?ID=1126), [Tame](https://2e.aonprd.com/Spells.aspx?ID=1014), [Telepathic Demand](https://2e.aonprd.com/Spells.aspx?ID=336), [Thundering Dominance](https://2e.aonprd.com/Spells.aspx?ID=1018), [Touch of Idiocy](https://2e.aonprd.com/Spells.aspx?ID=341), [Uncontrollable Dance](https://2e.aonprd.com/Spells.aspx?ID=347), [Unfathomable Song](https://2e.aonprd.com/Spells.aspx?ID=349), [Vicious Jealousy](https://2e.aonprd.com/Spells.aspx?ID=1212), [Warp Mind](https://2e.aonprd.com/Spells.aspx?ID=369), [Warrior's Regret](https://2e.aonprd.com/Spells.aspx?ID=1030), [Zealous Conviction](https://2e.aonprd.com/Spells.aspx?ID=378), [Zone of Truth](https://2e.aonprd.com/Spells.aspx?ID=379) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Enfeebled.md b/content/Mechanics/Rule References/Enfeebled.md deleted file mode 100755 index 166ab9337..000000000 --- a/content/Mechanics/Rule References/Enfeebled.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -aliases: - - Enfeebled 1 - - Enfeebled 2 - - Enfeebled 3 - - Enfeebled 4 ---- -# Enfeebled - -**Source** [_Core Rulebook pg. 619_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and [Athletics](https://2e.aonprd.com/Skills.aspx?ID=3) checks. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Evocation.md b/content/Mechanics/Rule References/Evocation.md deleted file mode 100755 index 5a47a3978..000000000 --- a/content/Mechanics/Rule References/Evocation.md +++ /dev/null @@ -1,4 +0,0 @@ -# Evocation - -**Source** [_Core Rulebook pg. 298_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -[Evocations](https://2e.aonprd.com/Traits.aspx?ID=65) 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](https://2e.aonprd.com/Traits.aspx?ID=3), [cold](https://2e.aonprd.com/Traits.aspx?ID=27), [fire](https://2e.aonprd.com/Traits.aspx?ID=72), [force](https://2e.aonprd.com/Traits.aspx?ID=75), or [sonic](https://2e.aonprd.com/Traits.aspx?ID=147). \ No newline at end of file diff --git a/content/Mechanics/Rule References/Fast Healing and Regeneration.md b/content/Mechanics/Rule References/Fast Healing and Regeneration.md deleted file mode 100755 index e2317f923..000000000 --- a/content/Mechanics/Rule References/Fast Healing and Regeneration.md +++ /dev/null @@ -1,4 +0,0 @@ -# Fast Healing and Regeneration - -**Source** [_Core Rulebook pg. 461_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its [[dying]] condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Finesse.md b/content/Mechanics/Rule References/Finesse.md deleted file mode 100755 index 4d6587991..000000000 --- a/content/Mechanics/Rule References/Finesse.md +++ /dev/null @@ -1,12 +0,0 @@ -# Finesse - -**Source** [_Core Rulebook pg. 282_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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. - -## Monk Unarmed Attacks - -[Cobra Fang](https://2e.aonprd.com/Feats.aspx?ID=1738), [Crane Wing](https://2e.aonprd.com/Feats.aspx?ID=430), [Fire Talon](https://2e.aonprd.com/Feats.aspx?ID=2269), [Flowing Wave](https://2e.aonprd.com/Feats.aspx?ID=2980), [Lashing Branch](https://2e.aonprd.com/Feats.aspx?ID=461), [Stinging Lash](https://2e.aonprd.com/Feats.aspx?ID=4077), [Stumbling Swing](https://2e.aonprd.com/Feats.aspx?ID=1735), [Tiger Claw](https://2e.aonprd.com/Feats.aspx?ID=436), [Wolf Jaw](https://2e.aonprd.com/Feats.aspx?ID=437) - -## Weapons - -[Aldori Dueling Sword](https://2e.aonprd.com/Weapons.aspx?ID=256), [Bayonet](https://2e.aonprd.com/Weapons.aspx?ID=186), [Bladed Diabolo](https://2e.aonprd.com/Weapons.aspx?ID=115), [Bladed Gauntlet](https://2e.aonprd.com/Weapons.aspx?ID=253), [Bladed Hoop](https://2e.aonprd.com/Weapons.aspx?ID=116), [Bladed Scarf](https://2e.aonprd.com/Weapons.aspx?ID=273), [Bow Staff](https://2e.aonprd.com/Weapons.aspx?ID=344), [Butterfly Sword](https://2e.aonprd.com/Weapons.aspx?ID=275), [Chain Sword](https://2e.aonprd.com/Weapons.aspx?ID=276), [Claw Blade](https://2e.aonprd.com/Weapons.aspx?ID=124), [Combat Grapnel](https://2e.aonprd.com/Weapons.aspx?ID=139), [Combat Lure](https://2e.aonprd.com/Weapons.aspx?ID=277), [Corset Knife](https://2e.aonprd.com/Weapons.aspx?ID=278), [Dagger](https://2e.aonprd.com/Weapons.aspx?ID=3), [Dagger Pistol](https://2e.aonprd.com/Weapons.aspx?ID=216), [Dancer's Spear](https://2e.aonprd.com/Weapons.aspx?ID=279), [Dogslicer](https://2e.aonprd.com/Weapons.aspx?ID=49), [Dueling Spear](https://2e.aonprd.com/Weapons.aspx?ID=236), [Elven Branched Spear](https://2e.aonprd.com/Weapons.aspx?ID=237), [Elven Curve Blade](https://2e.aonprd.com/Weapons.aspx?ID=50), [Explosive Dogslicer](https://2e.aonprd.com/Weapons.aspx?ID=224), [Exquisite Sword Cane](https://2e.aonprd.com/Weapons.aspx?ID=132), [Exquisite Sword Cane Sheath](https://2e.aonprd.com/Weapons.aspx?ID=133), [Fangwire](https://2e.aonprd.com/Weapons.aspx?ID=143), [Feng Huo Lun](https://2e.aonprd.com/Weapons.aspx?ID=283), [Fighting Fan](https://2e.aonprd.com/Weapons.aspx?ID=284), [Filcher's Fork](https://2e.aonprd.com/Weapons.aspx?ID=51), [Fire Poi](https://2e.aonprd.com/Weapons.aspx?ID=117), [Fist](https://2e.aonprd.com/Weapons.aspx?ID=1), [Flying Talon](https://2e.aonprd.com/Weapons.aspx?ID=255), [Flyssa](https://2e.aonprd.com/Weapons.aspx?ID=285), [Forked Bipod](https://2e.aonprd.com/Weapons.aspx?ID=184), [Karambit](https://2e.aonprd.com/Weapons.aspx?ID=289), [Kris](https://2e.aonprd.com/Weapons.aspx?ID=264), [Kukri](https://2e.aonprd.com/Weapons.aspx?ID=56), [Light Mace](https://2e.aonprd.com/Weapons.aspx?ID=5), [Lion Scythe](https://2e.aonprd.com/Weapons.aspx?ID=247), [Main-gauche](https://2e.aonprd.com/Weapons.aspx?ID=32), [Monkey's Fist](https://2e.aonprd.com/Weapons.aspx?ID=130), [Nightstick](https://2e.aonprd.com/Weapons.aspx?ID=131), [Nunchaku](https://2e.aonprd.com/Weapons.aspx?ID=57), [Piercing Wind](https://2e.aonprd.com/Weapons.aspx?ID=221), [Piranha Kiss](https://2e.aonprd.com/Weapons.aspx?ID=239), [Poi](https://2e.aonprd.com/Weapons.aspx?ID=112), [Probing Cane](https://2e.aonprd.com/Weapons.aspx?ID=229), [Rapier](https://2e.aonprd.com/Weapons.aspx?ID=36), [Rapier Pistol](https://2e.aonprd.com/Weapons.aspx?ID=222), [Reinforced Stock](https://2e.aonprd.com/Weapons.aspx?ID=187), [Rope Dart](https://2e.aonprd.com/Weapons.aspx?ID=301), [Sai](https://2e.aonprd.com/Weapons.aspx?ID=59), [Sawtooth Saber](https://2e.aonprd.com/Weapons.aspx?ID=65), [Scorpion Whip](https://2e.aonprd.com/Weapons.aspx?ID=114), [Scourge](https://2e.aonprd.com/Weapons.aspx?ID=89), [Shauth Blade](https://2e.aonprd.com/Weapons.aspx?ID=157), [Shauth Lash](https://2e.aonprd.com/Weapons.aspx?ID=159), [Shears](https://2e.aonprd.com/Weapons.aspx?ID=119), [Shortsword](https://2e.aonprd.com/Weapons.aspx?ID=43), [Sickle](https://2e.aonprd.com/Weapons.aspx?ID=9), [Spiked Chain](https://2e.aonprd.com/Weapons.aspx?ID=60), [Spiral Rapier](https://2e.aonprd.com/Weapons.aspx?ID=241), [Starknife](https://2e.aonprd.com/Weapons.aspx?ID=44), [Stiletto Pen](https://2e.aonprd.com/Weapons.aspx?ID=137), [Sword Cane](https://2e.aonprd.com/Weapons.aspx?ID=127), [Tamchal Chakram](https://2e.aonprd.com/Weapons.aspx?ID=154), [Tekko-Kagi](https://2e.aonprd.com/Weapons.aspx?ID=304), [Tengu Gale Blade](https://2e.aonprd.com/Weapons.aspx?ID=128), [Thorn Whip](https://2e.aonprd.com/Weapons.aspx?ID=267), [Throwing Knife](https://2e.aonprd.com/Weapons.aspx?ID=243), [Tonfa](https://2e.aonprd.com/Weapons.aspx?ID=245), [Triggerbrand](https://2e.aonprd.com/Weapons.aspx?ID=257), [Umbrella Injector](https://2e.aonprd.com/Weapons.aspx?ID=171), [Visap](https://2e.aonprd.com/Weapons.aspx?ID=268), [Wakizashi](https://2e.aonprd.com/Weapons.aspx?ID=129), [War Razor](https://2e.aonprd.com/Weapons.aspx?ID=307), [Whip](https://2e.aonprd.com/Weapons.aspx?ID=48), [Whip Claw](https://2e.aonprd.com/Weapons.aspx?ID=149), [Whipstaff](https://2e.aonprd.com/Weapons.aspx?ID=308), [Wish Knife](https://2e.aonprd.com/Weapons.aspx?ID=151) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Fire.md b/content/Mechanics/Rule References/Fire.md deleted file mode 100755 index a005d53b4..000000000 --- a/content/Mechanics/Rule References/Fire.md +++ /dev/null @@ -1,44 +0,0 @@ -# Fire - -**Source** [_Core Rulebook pg. 632_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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. - -## Actions - -[Explode](https://2e.aonprd.com/Actions.aspx?ID=902) - -## Equipment - -[Alchemical Fuse](https://2e.aonprd.com/Equipment.aspx?ID=1580), [Alchemist's Fire](https://2e.aonprd.com/Equipment.aspx?ID=75), [Alchemist's Flamethrower](https://2e.aonprd.com/Equipment.aspx?ID=1972), [Ash Gown](https://2e.aonprd.com/Equipment.aspx?ID=2599), [Blast Lance](https://2e.aonprd.com/Equipment.aspx?ID=1600), [Bloodburn Censer](https://2e.aonprd.com/Equipment.aspx?ID=2600), [Bottled Sunlight](https://2e.aonprd.com/Equipment.aspx?ID=1532), [Brazier of Harmony](https://2e.aonprd.com/Equipment.aspx?ID=2601), [Burning Badger Guts Snare](https://2e.aonprd.com/Equipment.aspx?ID=1270), [Candle of Inflamed Passions](https://2e.aonprd.com/Equipment.aspx?ID=2602), [Dwarven Daisy](https://2e.aonprd.com/Equipment.aspx?ID=594), [Electrocable](https://2e.aonprd.com/Equipment.aspx?ID=1147), [Ember Dust](https://2e.aonprd.com/Equipment.aspx?ID=1504), [Everburning Coal](https://2e.aonprd.com/Equipment.aspx?ID=2603), [Explosive Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=162), [Fire Box](https://2e.aonprd.com/Equipment.aspx?ID=1128), [Fire-Jump Ring](https://2e.aonprd.com/Equipment.aspx?ID=732), [Flame Drake Snare](https://2e.aonprd.com/Equipment.aspx?ID=1127), [Flame Tongue](https://2e.aonprd.com/Equipment.aspx?ID=386), [Flaming](https://2e.aonprd.com/Equipment.aspx?ID=295), [Flaming Star](https://2e.aonprd.com/Equipment.aspx?ID=1014), [Four-Ways Dogslicer](https://2e.aonprd.com/Equipment.aspx?ID=733), [Fulminating Spear](https://2e.aonprd.com/Equipment.aspx?ID=1087), [Furnace of Endings](https://2e.aonprd.com/Equipment.aspx?ID=2552), [Globe of Shrouds](https://2e.aonprd.com/Equipment.aspx?ID=2604), [Golden Blade of Mzali](https://2e.aonprd.com/Equipment.aspx?ID=1449), [Hellfire Boots](https://2e.aonprd.com/Equipment.aspx?ID=735), [Hyldarf's Fang](https://2e.aonprd.com/Equipment.aspx?ID=1181), [Immolation Clan Pistol](https://2e.aonprd.com/Equipment.aspx?ID=1175), [Lambent Perfume](https://2e.aonprd.com/Equipment.aspx?ID=2605), [Meteor Shot](https://2e.aonprd.com/Equipment.aspx?ID=1196), [Moonlit Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2121), [Noisemaker Snare](https://2e.aonprd.com/Equipment.aspx?ID=1130), [Obsidian Edge](https://2e.aonprd.com/Equipment.aspx?ID=2606), [Overloaded Brain Grenade](https://2e.aonprd.com/Equipment.aspx?ID=1462), [Pact-Bound Pistol](https://2e.aonprd.com/Equipment.aspx?ID=1176), [Phoenix Cinder](https://2e.aonprd.com/Equipment.aspx?ID=2372), [Phoenix Flask](https://2e.aonprd.com/Equipment.aspx?ID=1026), [Pipe of Dancing Smoke](https://2e.aonprd.com/Equipment.aspx?ID=2464), [Primordial Flame](https://2e.aonprd.com/Equipment.aspx?ID=1513), [Pyronite](https://2e.aonprd.com/Equipment.aspx?ID=1579), [Radiant Lance](https://2e.aonprd.com/Equipment.aspx?ID=517), [Redpitch Bomb](https://2e.aonprd.com/Equipment.aspx?ID=906), [Remorhaz Armor](https://2e.aonprd.com/Equipment.aspx?ID=1852), [Rhyton of the Radiant Ifrit](https://2e.aonprd.com/Equipment.aspx?ID=2607), [Scalding Gauntlets](https://2e.aonprd.com/Equipment.aspx?ID=2608), [Scarlet Queen](https://2e.aonprd.com/Equipment.aspx?ID=2554), [Searing Suture](https://2e.aonprd.com/Equipment.aspx?ID=1548), [Self-Immolating Note](https://2e.aonprd.com/Equipment.aspx?ID=1626), [Skull Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1607), [Smoke Veil](https://2e.aonprd.com/Equipment.aspx?ID=2609), [Smoking Sword](https://2e.aonprd.com/Equipment.aspx?ID=908), [Solar Shellflower](https://2e.aonprd.com/Equipment.aspx?ID=1892), [South Wind's Scorch Song](https://2e.aonprd.com/Equipment.aspx?ID=1076), [Spark Dancer](https://2e.aonprd.com/Equipment.aspx?ID=1893), [Sparking Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2125), [Sparkler](https://2e.aonprd.com/Equipment.aspx?ID=1946), [Sparkshade Parasol](https://2e.aonprd.com/Equipment.aspx?ID=2610), [Star Grenade](https://2e.aonprd.com/Equipment.aspx?ID=1604), [Tallow Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1501), [Thawing Candle](https://2e.aonprd.com/Equipment.aspx?ID=2611), [Tindertwig](https://2e.aonprd.com/Equipment.aspx?ID=138), [Volcanic Vigor](https://2e.aonprd.com/Equipment.aspx?ID=2677), [Wand of Dazzling Rays](https://2e.aonprd.com/Equipment.aspx?ID=2277), [Wand of Rolling Flames](https://2e.aonprd.com/Equipment.aspx?ID=2289), [Wand of Smoldering Fireballs](https://2e.aonprd.com/Equipment.aspx?ID=372), [Wayfinder](https://2e.aonprd.com/Equipment.aspx?ID=470) - -## Feats - -[All Shall End in Flames](https://2e.aonprd.com/Feats.aspx?ID=4249), [Architect of Flame](https://2e.aonprd.com/Feats.aspx?ID=4246), [Ash Strider](https://2e.aonprd.com/Feats.aspx?ID=4301), [Blazing Aura](https://2e.aonprd.com/Feats.aspx?ID=2564), [Blazing Talon Surge](https://2e.aonprd.com/Feats.aspx?ID=2270), [Blazing Wave](https://2e.aonprd.com/Feats.aspx?ID=4240), [Burning Jet](https://2e.aonprd.com/Feats.aspx?ID=4236), [Burning Spell](https://2e.aonprd.com/Feats.aspx?ID=2989), [Burning Spell](https://2e.aonprd.com/Feats.aspx?ID=4343), [Charred Remains](https://2e.aonprd.com/Feats.aspx?ID=2559), [Crawling Fire](https://2e.aonprd.com/Feats.aspx?ID=4242), [Crimson Breath](https://2e.aonprd.com/Feats.aspx?ID=4366), [Dormant Eruption](https://2e.aonprd.com/Feats.aspx?ID=3757), [Eternal Torch](https://2e.aonprd.com/Feats.aspx?ID=4237), [Explosive Death Drop](https://2e.aonprd.com/Feats.aspx?ID=2271), [Explosive Leap](https://2e.aonprd.com/Feats.aspx?ID=3045), [Fiery Retort](https://2e.aonprd.com/Feats.aspx?ID=2977), [Flame Jump](https://2e.aonprd.com/Feats.aspx?ID=2294), [Flying Flame](https://2e.aonprd.com/Feats.aspx?ID=4238), [Furnace Form](https://2e.aonprd.com/Feats.aspx?ID=4247), [Ignite the Sun](https://2e.aonprd.com/Feats.aspx?ID=4250), [Kindle Inner Flames](https://2e.aonprd.com/Feats.aspx?ID=4244), [Lava Leap](https://2e.aonprd.com/Feats.aspx?ID=4297), [Living Bonfire](https://2e.aonprd.com/Feats.aspx?ID=4298), [Molten Wire](https://2e.aonprd.com/Feats.aspx?ID=4306), [Radiant Burst](https://2e.aonprd.com/Feats.aspx?ID=2562), [Rain of Embers Stance](https://2e.aonprd.com/Feats.aspx?ID=2269), [Scorching Column](https://2e.aonprd.com/Feats.aspx?ID=4239), [Scorching Disarm](https://2e.aonprd.com/Feats.aspx?ID=2561), [Searing Restoration](https://2e.aonprd.com/Feats.aspx?ID=3054), [Solar Detonation](https://2e.aonprd.com/Feats.aspx?ID=4245), [Spark Fist](https://2e.aonprd.com/Feats.aspx?ID=3286), [Steam Knight](https://2e.aonprd.com/Feats.aspx?ID=4309), [Stoked Flame Stance](https://2e.aonprd.com/Feats.aspx?ID=2981), [Thermal Nimbus](https://2e.aonprd.com/Feats.aspx?ID=4241), [Volcanic Escape](https://2e.aonprd.com/Feats.aspx?ID=4243), [Walk Through the Conflagration](https://2e.aonprd.com/Feats.aspx?ID=4248) - -## Focus Spells - -[Cleansing Flames](https://2e.aonprd.com/Spells.aspx?ID=852), [Combustion](https://2e.aonprd.com/Spells.aspx?ID=1309), [Entropic Wheel](https://2e.aonprd.com/Spells.aspx?ID=1137), [Fire Ray](https://2e.aonprd.com/Spells.aspx?ID=422), [Flaming Fusillade](https://2e.aonprd.com/Spells.aspx?ID=753), [Hellfire Plume](https://2e.aonprd.com/Spells.aspx?ID=513), [Incendiary Ashes](https://2e.aonprd.com/Spells.aspx?ID=1243), [Incendiary Aura](https://2e.aonprd.com/Spells.aspx?ID=755), [Moonbeam](https://2e.aonprd.com/Spells.aspx?ID=433), [Redistribute Potential](https://2e.aonprd.com/Spells.aspx?ID=1138), [Rejuvenating Flames](https://2e.aonprd.com/Spells.aspx?ID=850), [Shroud of Flame](https://2e.aonprd.com/Spells.aspx?ID=851), [Spray of Stars](https://2e.aonprd.com/Spells.aspx?ID=761), [Sun Blade](https://2e.aonprd.com/Spells.aspx?ID=558), [Sun's Fury](https://2e.aonprd.com/Spells.aspx?ID=818), [Unblinking Flame Aura](https://2e.aonprd.com/Spells.aspx?ID=1244), [Unblinking Flame Emblem](https://2e.aonprd.com/Spells.aspx?ID=1245), [Unblinking Flame Ignition](https://2e.aonprd.com/Spells.aspx?ID=1246), [Whirling Flames](https://2e.aonprd.com/Spells.aspx?ID=766), [Wildfire](https://2e.aonprd.com/Spells.aspx?ID=1308) - -## Hazards - -[Caustic Gas Trap](https://2e.aonprd.com/Hazards.aspx?ID=412), [Dahak's Skull](https://2e.aonprd.com/Hazards.aspx?ID=71), [Explosive Barrels](https://2e.aonprd.com/Hazards.aspx?ID=366), [Fireball Rune](https://2e.aonprd.com/Hazards.aspx?ID=7), [Floating Flamethrower](https://2e.aonprd.com/Hazards.aspx?ID=56), [Forest Fire](https://2e.aonprd.com/Hazards.aspx?ID=124), [Mogaru's Breath](https://2e.aonprd.com/Hazards.aspx?ID=61), [Oil Explosion](https://2e.aonprd.com/Hazards.aspx?ID=118), [Sacred Geyser](https://2e.aonprd.com/Hazards.aspx?ID=357), [Stage Fire](https://2e.aonprd.com/Hazards.aspx?ID=389), [Town Hall Fire](https://2e.aonprd.com/Hazards.aspx?ID=63), [Vision of Dahak](https://2e.aonprd.com/Hazards.aspx?ID=66), [Zogototaru](https://2e.aonprd.com/Hazards.aspx?ID=415) - -## Item Curses - -[Arsonous](https://2e.aonprd.com/ItemCurses.aspx?ID=2) - -## Monk Unarmed Attacks - -[Fire Talon](https://2e.aonprd.com/Feats.aspx?ID=2269) - -## Monsters - -[Adult Brass Dragon](https://2e.aonprd.com/Monsters.aspx?ID=143), [Adult Gold Dragon](https://2e.aonprd.com/Monsters.aspx?ID=152), [Adult Magma Dragon](https://2e.aonprd.com/Monsters.aspx?ID=632), [Adult Red Dragon](https://2e.aonprd.com/Monsters.aspx?ID=137), [Adult Underworld Dragon](https://2e.aonprd.com/Monsters.aspx?ID=1135), [Agradaemon](https://2e.aonprd.com/Monsters.aspx?ID=1018), [Ancient Brass Dragon](https://2e.aonprd.com/Monsters.aspx?ID=144), [Ancient Gold Dragon](https://2e.aonprd.com/Monsters.aspx?ID=153), [Ancient Magma Dragon](https://2e.aonprd.com/Monsters.aspx?ID=633), [Ancient Red Dragon](https://2e.aonprd.com/Monsters.aspx?ID=138), [Ancient Underworld Dragon](https://2e.aonprd.com/Monsters.aspx?ID=1136), [Azer](https://2e.aonprd.com/Monsters.aspx?ID=1074), [Boiling Spring](https://2e.aonprd.com/Monsters.aspx?ID=2661), [Brass Bastion](https://2e.aonprd.com/Monsters.aspx?ID=2631), [Brochmaw](https://2e.aonprd.com/Monsters.aspx?ID=2632), [Bul-Gae](https://2e.aonprd.com/Monsters.aspx?ID=1411), [Cinder Rat](https://2e.aonprd.com/Monsters.aspx?ID=187), [Combusted](https://2e.aonprd.com/Monsters.aspx?ID=1846), [Crag Linnorm](https://2e.aonprd.com/Monsters.aspx?ID=284), [Crimson Worm](https://2e.aonprd.com/Monsters.aspx?ID=75), [Cuetzmonquali](https://2e.aonprd.com/Monsters.aspx?ID=1722) , [Dalos](https://2e.aonprd.com/Monsters.aspx?ID=465), [Dragonscarred Dead](https://2e.aonprd.com/Monsters.aspx?ID=472), [Eberark](https://2e.aonprd.com/Monsters.aspx?ID=1000), [Efreeti](https://2e.aonprd.com/Monsters.aspx?ID=214), [Elananx](https://2e.aonprd.com/Monsters.aspx?ID=176), [Elemental Inferno](https://2e.aonprd.com/Monsters.aspx?ID=191), [Ember Fox](https://2e.aonprd.com/Monsters.aspx?ID=655), [Filth Fire](https://2e.aonprd.com/Monsters.aspx?ID=656), [Fire Giant](https://2e.aonprd.com/Monsters.aspx?ID=223), [Fire Mephit](https://2e.aonprd.com/Monsters.aspx?ID=194), [Fire Wisp](https://2e.aonprd.com/Monsters.aspx?ID=1144), [Fire Yai](https://2e.aonprd.com/Monsters.aspx?ID=748), [Firewyrm](https://2e.aonprd.com/Monsters.aspx?ID=190), [Flame Drake](https://2e.aonprd.com/Monsters.aspx?ID=160), [Forge-Spurned](https://2e.aonprd.com/Monsters.aspx?ID=2181), [Hell Hound](https://2e.aonprd.com/Monsters.aspx?ID=259), [Ifrit Shuyookh](https://2e.aonprd.com/Monsters.aspx?ID=2636), [Jann Shuyookh](https://2e.aonprd.com/Monsters.aspx?ID=2688), [Jyoti](https://2e.aonprd.com/Monsters.aspx?ID=708), [Kirin](https://2e.aonprd.com/Monsters.aspx?ID=1207), [Lava Otter](https://2e.aonprd.com/Monsters.aspx?ID=2633), [Lerritan](https://2e.aonprd.com/Monsters.aspx?ID=715), [Living Magma](https://2e.aonprd.com/Monsters.aspx?ID=2635), [Living Wildfire](https://2e.aonprd.com/Monsters.aspx?ID=188), [Magma Scorpion](https://2e.aonprd.com/Monsters.aspx?ID=658), [Marrmora](https://2e.aonprd.com/Monsters.aspx?ID=728), [Munsahir Gatecrasher](https://2e.aonprd.com/Monsters.aspx?ID=2637), [Munsahir Trooper](https://2e.aonprd.com/Monsters.aspx?ID=2638), [Nessian Warhound](https://2e.aonprd.com/Monsters.aspx?ID=260), [Peluda](https://2e.aonprd.com/Monsters.aspx?ID=756), [Peri](https://2e.aonprd.com/Monsters.aspx?ID=1262), [Phoenix](https://2e.aonprd.com/Monsters.aspx?ID=330), [Rakkatak](https://2e.aonprd.com/Monsters.aspx?ID=2690), [Ravener](https://2e.aonprd.com/Monsters.aspx?ID=783), [Salamander](https://2e.aonprd.com/Monsters.aspx?ID=189), [Sanzuwu](https://2e.aonprd.com/Monsters.aspx?ID=1417), [Shadern Immolator](https://2e.aonprd.com/Monsters.aspx?ID=1880), [Solar Crow](https://2e.aonprd.com/Monsters.aspx?ID=2634), [Sootsoldiers](https://2e.aonprd.com/Monsters.aspx?ID=2639), [Steam Mephit](https://2e.aonprd.com/Monsters.aspx?ID=662), [Stoneriver](https://2e.aonprd.com/Monsters.aspx?ID=2709), [Striding Fire](https://2e.aonprd.com/Monsters.aspx?ID=657), [Sulfur Zombie](https://2e.aonprd.com/Monsters.aspx?ID=1377), [Thoqqua](https://2e.aonprd.com/Monsters.aspx?ID=2185), [Thrasfyr](https://2e.aonprd.com/Monsters.aspx?ID=824), [Tor Linnorm](https://2e.aonprd.com/Monsters.aspx?ID=287), [Xotani](https://2e.aonprd.com/Monsters.aspx?ID=491), [Xotanispawn](https://2e.aonprd.com/Monsters.aspx?ID=487), [Young Brass Dragon](https://2e.aonprd.com/Monsters.aspx?ID=142), [Young Gold Dragon](https://2e.aonprd.com/Monsters.aspx?ID=151), [Young Magma Dragon](https://2e.aonprd.com/Monsters.aspx?ID=631), [Young Red Dragon](https://2e.aonprd.com/Monsters.aspx?ID=136), [Young Underworld Dragon](https://2e.aonprd.com/Monsters.aspx?ID=1134) - -## Planes - -[Plane of Fire](https://2e.aonprd.com/Planes.aspx?ID=6) - -## Spells - -[Ash Cloud](https://2e.aonprd.com/Spells.aspx?ID=865), [Blazing Armory](https://2e.aonprd.com/Spells.aspx?ID=1348), [Blazing Blade](https://2e.aonprd.com/Spells.aspx?ID=1233), [Blazing Dive](https://2e.aonprd.com/Spells.aspx?ID=869), [Blazing Fissure](https://2e.aonprd.com/Spells.aspx?ID=870), [Boil Blood](https://2e.aonprd.com/Spells.aspx?ID=874), [Breath of Drought](https://2e.aonprd.com/Spells.aspx?ID=630), [Burning Blossoms](https://2e.aonprd.com/Spells.aspx?ID=878), [Burning Hands](https://2e.aonprd.com/Spells.aspx?ID=30), [Cataclysm](https://2e.aonprd.com/Spells.aspx?ID=32), [Cauterize Wounds](https://2e.aonprd.com/Spells.aspx?ID=1349), [Cinder Swarm](https://2e.aonprd.com/Spells.aspx?ID=1350), [Dehydrate](https://2e.aonprd.com/Spells.aspx?ID=1351), [Eat Fire](https://2e.aonprd.com/Spells.aspx?ID=1352), [Elemental Annihilation Wave](https://2e.aonprd.com/Spells.aspx?ID=902), [Elemental Confluence](https://2e.aonprd.com/Spells.aspx?ID=903), [Falsify Heat](https://2e.aonprd.com/Spells.aspx?ID=1353), [Fiery Body](https://2e.aonprd.com/Spells.aspx?ID=115), [Final Sacrifice](https://2e.aonprd.com/Spells.aspx?ID=689), [Fire Seeds](https://2e.aonprd.com/Spells.aspx?ID=117), [Fire Shield](https://2e.aonprd.com/Spells.aspx?ID=118), [Fireball](https://2e.aonprd.com/Spells.aspx?ID=119), [Fireproof](https://2e.aonprd.com/Spells.aspx?ID=1355), [Fire's Pathway](https://2e.aonprd.com/Spells.aspx?ID=1354), [Flame Dancer](https://2e.aonprd.com/Spells.aspx?ID=1356), [Flame Strike](https://2e.aonprd.com/Spells.aspx?ID=120), [Flame Vortex](https://2e.aonprd.com/Spells.aspx?ID=911), [Flame Wisp](https://2e.aonprd.com/Spells.aspx?ID=912), [Flames of Ego](https://2e.aonprd.com/Spells.aspx?ID=1357), [Flaming Sphere](https://2e.aonprd.com/Spells.aspx?ID=121), [Forge](https://2e.aonprd.com/Spells.aspx?ID=1302), [Geyser](https://2e.aonprd.com/Spells.aspx?ID=918), [Heat Metal](https://2e.aonprd.com/Spells.aspx?ID=694), [Heatvision](https://2e.aonprd.com/Spells.aspx?ID=1358), [Ignite Fireworks](https://2e.aonprd.com/Spells.aspx?ID=928), [Illuminate](https://2e.aonprd.com/Spells.aspx?ID=1359), [Incendiary Fog](https://2e.aonprd.com/Spells.aspx?ID=1102), [Linnorm Sting](https://2e.aonprd.com/Spells.aspx?ID=828), [Mantle of the Magma Heart](https://2e.aonprd.com/Spells.aspx?ID=947), [Meteor Swarm](https://2e.aonprd.com/Spells.aspx?ID=191), [Phoenix Ward](https://2e.aonprd.com/Spells.aspx?ID=1360), [Produce Flame](https://2e.aonprd.com/Spells.aspx?ID=236), [Pyrotechnics](https://2e.aonprd.com/Spells.aspx?ID=645), [Rainbow Fumarole](https://2e.aonprd.com/Spells.aspx?ID=1361), [Scorching Blast](https://2e.aonprd.com/Spells.aspx?ID=1237), [Scorching Ray](https://2e.aonprd.com/Spells.aspx?ID=992), [Searing Light](https://2e.aonprd.com/Spells.aspx?ID=269), [Signal Skyrocket](https://2e.aonprd.com/Spells.aspx?ID=1362), [Sunburst](https://2e.aonprd.com/Spells.aspx?ID=326), [Thermal Remedy](https://2e.aonprd.com/Spells.aspx?ID=1363), [Volcanic Eruption](https://2e.aonprd.com/Spells.aspx?ID=360), [Wall of Fire](https://2e.aonprd.com/Spells.aspx?ID=362), [Ymeri's Mark](https://2e.aonprd.com/Spells.aspx?ID=1364) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Flanking.md b/content/Mechanics/Rule References/Flanking.md deleted file mode 100755 index 7404d5e5f..000000000 --- a/content/Mechanics/Rule References/Flanking.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -aliases: - - flank ---- - -## Flanking - -When you and an ally are flanking a foe, it has a harder time defending against you. A creature is off-guard (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it. - -To flank a foe, you and your ally must be on opposite sides of the creature. A line drawn between the center of your space and the center of your ally’s space must pass through opposite sides or opposite corners of the foe’s space. Additionally, both you and the ally have to be able to act, you must be wielding melee weapons or be able to make an unarmed attack, you can’t be under any effects that prevent you from attacking, and you must both have the enemy within reach. If you are wielding a reach weapon, you use your reach with that weapon for this purpose. - -### 3D Flanking - -Though battle grids are often two-dimensional, the game world isn’t! Sometimes you might need to visualize a creature’s space as a cube for flanking. For instance, if Valeros is underneath a flying sphinx while Lini is flying above the sphinx, they might be flanking it even if they’re piled in an odd stack on your battle grid. And if Valeros were mounted on a horse, he might be able to measure from farther off the ground than normal. - -In these cases, it’s usually best to have the GM make the call on who’s flanking rather than trying to do meticulous measurements in three dimensions. - -##### TINY CREATURES AND FLANKING - -Tiny creatures usually have reach of 0 feet and need to be in a creature’s space to attack it. This makes a Tiny creature unable to flank unless it’s able to use a weapon with reach or has a melee unarmed attack with reach greater than 0 feet. - -The GM might allow Tiny creatures to flank other Tiny creatures if they’re all in the same square, but this is best left for special circumstances and uses the GM’s best judgment. - -##### AVOIDING FLANKING - -Flanking is an excellent battle tactic that can cause the flanked creature to get hit much more often. Escaping and avoiding flanks can be crucial for a player character’s survival. - -**Movement:** The most straightforward means to escape a flank is usually to Stride. It’s often worth it to avoid the hits you’d take due to being off-guard and to make enemies spend actions moving to catch you. - -**All-Around Vision:** Some monsters are covered in eyes that face multiple directions or are otherwise hard to distract, making them immune to flanking. - -**Deny Advantage:** Some classes, such as rogue, can gain the deny advantage class feature, makes them harder to outflank. You can’t flank a creature with deny advantage unless your level is higher than the creature’s. diff --git a/content/Mechanics/Rule References/Flat Check.md b/content/Mechanics/Rule References/Flat Check.md deleted file mode 100755 index 56432256b..000000000 --- a/content/Mechanics/Rule References/Flat Check.md +++ /dev/null @@ -1,5 +0,0 @@ -# FLAT CHECKS - -When the chance something will happen or fail to happen is based purely on chance, you’ll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks’ DCs; most such effects affect only certain types of flat checks. - -If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Flat-Footed.md b/content/Mechanics/Rule References/Flat-Footed.md deleted file mode 100755 index 85f9d6359..000000000 --- a/content/Mechanics/Rule References/Flat-Footed.md +++ /dev/null @@ -1,4 +0,0 @@ -# Flat-Footed - -**Source** [_Core Rulebook pg. 620_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -You’re distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC. Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others—especially conditions—can make you universally flat-footed against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.” \ No newline at end of file diff --git a/content/Mechanics/Rule References/Force Open.md b/content/Mechanics/Rule References/Force Open.md deleted file mode 100755 index 1ab10a62b..000000000 --- a/content/Mechanics/Rule References/Force Open.md +++ /dev/null @@ -1,19 +0,0 @@ -# Force Open `pf2:1` -[Attack](https://2e.aonprd.com/Traits.aspx?ID=15)  -**Source** [_Core Rulebook pg. 242_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) - ---- - -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 diff --git a/content/Mechanics/Rule References/Fortune and Misfortune.md b/content/Mechanics/Rule References/Fortune and Misfortune.md deleted file mode 100755 index 247861c81..000000000 --- a/content/Mechanics/Rule References/Fortune and Misfortune.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -aliases: - - Fortune - - Misfortune ---- - -# FORTUNE AND MISFORTUNE - -Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result. - -You can never have more than one fortune effect or misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can’t then use  - -Halfling Luck - - (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it. - -If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Grab.md b/content/Mechanics/Rule References/Grab.md deleted file mode 100755 index e6b23e9c9..000000000 --- a/content/Mechanics/Rule References/Grab.md +++ /dev/null @@ -1,5 +0,0 @@ -# Grab `pf2:1` -**Source** [_Bestiary pg. 343_](https://2e.aonprd.com/Sources.aspx?ID=2) -**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](https://2e.aonprd.com/Conditions.aspx?ID=20) using this action. **Effect** The monster automatically Grabs the target until the end of the monster's next turn. The creature is [grabbed](https://2e.aonprd.com/Conditions.aspx?ID=20) 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](https://2e.aonprd.com/Actions.aspx?ID=79) action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Hidden.md b/content/Mechanics/Rule References/Hidden.md deleted file mode 100755 index 0f4beff02..000000000 --- a/content/Mechanics/Rule References/Hidden.md +++ /dev/null @@ -1,7 +0,0 @@ -# Hidden - -**Source** [_Core Rulebook pg. 620_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using [Stealth](https://2e.aonprd.com/Skills.aspx?ID=15) to [Hide](https://2e.aonprd.com/Actions.aspx?ID=62). When [Seeking](https://2e.aonprd.com/Actions.aspx?ID=84) a creature using only [imprecise senses](https://2e.aonprd.com/Rules.aspx?ID=412), it remains hidden, rather than [observed](https://2e.aonprd.com/Conditions.aspx?ID=27). A creature you're hidden from is [flat-footed](https://2e.aonprd.com/Conditions.aspx?ID=16) to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails to affect you. Area effects aren't subject to this flat check. - -A creature might be able to use the Seek action to try to observe you. - diff --git a/content/Mechanics/Rule References/Incapacitation.md b/content/Mechanics/Rule References/Incapacitation.md deleted file mode 100755 index 170df4e8b..000000000 --- a/content/Mechanics/Rule References/Incapacitation.md +++ /dev/null @@ -1,32 +0,0 @@ -# Incapacitation - -**Source** [_Core Rulebook pg. 633_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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](https://2e.aonprd.com/Actions.aspx?ID=12) - -## Curses - -[Curse of Slumber](https://2e.aonprd.com/Curses.aspx?ID=23), [Obnubilate Curse](https://2e.aonprd.com/Curses.aspx?ID=49) - -## Equipment - -[Captivating Score](https://2e.aonprd.com/Equipment.aspx?ID=2060), [Curare](https://2e.aonprd.com/Equipment.aspx?ID=1999), [Dream Pollen Snare](https://2e.aonprd.com/Equipment.aspx?ID=1510), [Dreaming Round](https://2e.aonprd.com/Equipment.aspx?ID=1191), [Drover's Band](https://2e.aonprd.com/Equipment.aspx?ID=927), [Gearbinder Oil](https://2e.aonprd.com/Equipment.aspx?ID=1940), [Lethargy Poison](https://2e.aonprd.com/Equipment.aspx?ID=120), [Maw of Hungry Shadows](https://2e.aonprd.com/Equipment.aspx?ID=2181), [Necrobinding Serum](https://2e.aonprd.com/Equipment.aspx?ID=1733), [Spirit-Sealing Fulu](https://2e.aonprd.com/Equipment.aspx?ID=983), [Stupor Poison](https://2e.aonprd.com/Equipment.aspx?ID=2016), [Tusk and Fang Chain](https://2e.aonprd.com/Equipment.aspx?ID=952), [Wand of Dumbfounding Doom](https://2e.aonprd.com/Equipment.aspx?ID=2278) - -## Feats - -[Alluring Performance](https://2e.aonprd.com/Feats.aspx?ID=4029), [Breath of Hungry Death](https://2e.aonprd.com/Feats.aspx?ID=3894), [Calaca's Showstopper](https://2e.aonprd.com/Feats.aspx?ID=2363), [Calcifying Sand](https://2e.aonprd.com/Feats.aspx?ID=4225), [Critical Debilitations](https://2e.aonprd.com/Feats.aspx?ID=582), [Glacial Prison](https://2e.aonprd.com/Feats.aspx?ID=4276), [Instigate Psychic Duel](https://2e.aonprd.com/Feats.aspx?ID=3861), [Oneiric Influence](https://2e.aonprd.com/Feats.aspx?ID=3878), [Paralyzing Slash](https://2e.aonprd.com/Feats.aspx?ID=3509), [Radiant Burst](https://2e.aonprd.com/Feats.aspx?ID=2562), [Sabotage](https://2e.aonprd.com/Feats.aspx?ID=565), [Scare to Death](https://2e.aonprd.com/Feats.aspx?ID=837), [Silencing Strike](https://2e.aonprd.com/Feats.aspx?ID=1621), [Sleeper Hold](https://2e.aonprd.com/Feats.aspx?ID=465), [Solar Detonation](https://2e.aonprd.com/Feats.aspx?ID=4245), [Swap Reflections](https://2e.aonprd.com/Feats.aspx?ID=3813) - -## Focus Spells - -[Blinding Beauty](https://2e.aonprd.com/Spells.aspx?ID=779), [Charming Touch](https://2e.aonprd.com/Spells.aspx?ID=406), [Charming Words](https://2e.aonprd.com/Spells.aspx?ID=523), [Claim Undead](https://2e.aonprd.com/Spells.aspx?ID=749), [Commanding Lash](https://2e.aonprd.com/Spells.aspx?ID=408), [Dreamer's Call](https://2e.aonprd.com/Spells.aspx?ID=418), [Eject Soul](https://2e.aonprd.com/Spells.aspx?ID=616), [Overflowing Sorrow](https://2e.aonprd.com/Spells.aspx?ID=615), [Pied Piping](https://2e.aonprd.com/Spells.aspx?ID=730), [Quivering Palm](https://2e.aonprd.com/Spells.aspx?ID=487), [Shared Nightmare](https://2e.aonprd.com/Spells.aspx?ID=451), [Stasis](https://2e.aonprd.com/Spells.aspx?ID=623), [Unbreaking Wave Containment](https://2e.aonprd.com/Spells.aspx?ID=1248), [You're Mine](https://2e.aonprd.com/Spells.aspx?ID=520) - -## Hazards - -[Color Spray Trap](https://2e.aonprd.com/Hazards.aspx?ID=175) - -## Spells - -[Aromatic Lure](https://2e.aonprd.com/Spells.aspx?ID=812), [Astral Labyrinth](https://2e.aonprd.com/Spells.aspx?ID=655), [Baleful Polymorph](https://2e.aonprd.com/Spells.aspx?ID=17), [Banishment](https://2e.aonprd.com/Spells.aspx?ID=19), [Behold the Weave](https://2e.aonprd.com/Spells.aspx?ID=1184), [Blinding Foam](https://2e.aonprd.com/Spells.aspx?ID=1279), [Blinding Fury](https://2e.aonprd.com/Spells.aspx?ID=672), [Blindness](https://2e.aonprd.com/Spells.aspx?ID=26), [Calm Emotions](https://2e.aonprd.com/Spells.aspx?ID=31), [Charitable Urge](https://2e.aonprd.com/Spells.aspx?ID=677), [Charm](https://2e.aonprd.com/Spells.aspx?ID=34), [Color Spray](https://2e.aonprd.com/Spells.aspx?ID=44), [Compel True Name](https://2e.aonprd.com/Spells.aspx?ID=1064), [Coral Scourge](https://2e.aonprd.com/Spells.aspx?ID=1384), [Déjà Vu](https://2e.aonprd.com/Spells.aspx?ID=684), [Dominate](https://2e.aonprd.com/Spells.aspx?ID=87), [Elysian Whimsy](https://2e.aonprd.com/Spells.aspx?ID=1221), [Fabricated Truth](https://2e.aonprd.com/Spells.aspx?ID=106), [Falling Sky](https://2e.aonprd.com/Spells.aspx?ID=1153), [Favorable Review](https://2e.aonprd.com/Spells.aspx?ID=644), [Feeblemind](https://2e.aonprd.com/Spells.aspx?ID=112), [Flames of Ego](https://2e.aonprd.com/Spells.aspx?ID=1357), [Glimmer of Charm](https://2e.aonprd.com/Spells.aspx?ID=919), [Hallucination](https://2e.aonprd.com/Spells.aspx?ID=144), [Heinous Future](https://2e.aonprd.com/Spells.aspx?ID=1435), [Hypnopompic Terrors](https://2e.aonprd.com/Spells.aspx?ID=1090), [Impending Doom](https://2e.aonprd.com/Spells.aspx?ID=929), [Infectious Comedy](https://2e.aonprd.com/Spells.aspx?ID=1240), [Magical Fetters](https://2e.aonprd.com/Spells.aspx?ID=821), [Maze of Locked Doors](https://2e.aonprd.com/Spells.aspx?ID=822), [Ocular Overload](https://2e.aonprd.com/Spells.aspx?ID=959), [Overwhelming Presence](https://2e.aonprd.com/Spells.aspx?ID=212), [Paralyze](https://2e.aonprd.com/Spells.aspx?ID=213), [Phantom Prison](https://2e.aonprd.com/Spells.aspx?ID=969), [Possession](https://2e.aonprd.com/Spells.aspx?ID=225), [Rainbow Fumarole](https://2e.aonprd.com/Spells.aspx?ID=1361), [Scintillating Pattern](https://2e.aonprd.com/Spells.aspx?ID=267), [Sleep](https://2e.aonprd.com/Spells.aspx?ID=288), [Steal Voice](https://2e.aonprd.com/Spells.aspx?ID=1268), [Subconscious Suggestion](https://2e.aonprd.com/Spells.aspx?ID=314), [Suffocate](https://2e.aonprd.com/Spells.aspx?ID=1269), [Suggestion](https://2e.aonprd.com/Spells.aspx?ID=315), [Synaptic Pulse](https://2e.aonprd.com/Spells.aspx?ID=327), [Telepathic Demand](https://2e.aonprd.com/Spells.aspx?ID=336), [Uncontrollable Dance](https://2e.aonprd.com/Spells.aspx?ID=347), [Undermine Reality](https://2e.aonprd.com/Spells.aspx?ID=659), [Unfathomable Song](https://2e.aonprd.com/Spells.aspx?ID=349), [Vacuum](https://2e.aonprd.com/Spells.aspx?ID=1324), [Vibrant Pattern](https://2e.aonprd.com/Spells.aspx?ID=357), [Vision of Beauty](https://2e.aonprd.com/Spells.aspx?ID=1238), [Warp Mind](https://2e.aonprd.com/Spells.aspx?ID=369) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Items and Hit Points.md b/content/Mechanics/Rule References/Items and Hit Points.md deleted file mode 100755 index bfa4e230d..000000000 --- a/content/Mechanics/Rule References/Items and Hit Points.md +++ /dev/null @@ -1,4 +0,0 @@ -# Items and Hit Points - -**Source** [_Core Rulebook pg. 461_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it’s destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it’s broken, meaning it can’t be used for its normal function and it doesn’t grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item’s Hardness and immunities. You usually can’t attack an attended object (one on a creature’s person). \ No newline at end of file diff --git a/content/Mechanics/Rule References/Knockdown.md b/content/Mechanics/Rule References/Knockdown.md deleted file mode 100755 index 7e51b60ca..000000000 --- a/content/Mechanics/Rule References/Knockdown.md +++ /dev/null @@ -1,3 +0,0 @@ -# Knockdown `pf2:1` -**Source** [_Bestiary pg. 343_](https://2e.aonprd.com/Sources.aspx?ID=2) -**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](https://2e.aonprd.com/Conditions.aspx?ID=31). \ No newline at end of file diff --git a/content/Mechanics/Rule References/Light Blindness.md b/content/Mechanics/Rule References/Light Blindness.md deleted file mode 100755 index 78bc24e7b..000000000 --- a/content/Mechanics/Rule References/Light Blindness.md +++ /dev/null @@ -1,2 +0,0 @@ -**Source** [_Bestiary pg. 343_](https://2e.aonprd.com/Sources.aspx?ID=2) -When first exposed to bright light, the monster is [blinded](https://2e.aonprd.com/Conditions.aspx?ID=1) 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](https://2e.aonprd.com/Conditions.aspx?ID=7). \ No newline at end of file diff --git a/content/Mechanics/Rule References/Magical.md b/content/Mechanics/Rule References/Magical.md deleted file mode 100755 index d0484b340..000000000 --- a/content/Mechanics/Rule References/Magical.md +++ /dev/null @@ -1,34 +0,0 @@ -# Magical - -**Source** [_Core Rulebook pg. 633_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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](https://2e.aonprd.com/Traits.aspx?ID=11), [divine](https://2e.aonprd.com/Traits.aspx?ID=48), [occult](https://2e.aonprd.com/Traits.aspx?ID=120), or [primal](https://2e.aonprd.com/Traits.aspx?ID=134) trait instead of the magical trait. Any of these traits indicate that the item is magical. - -## Actions - -[Amulet's Abeyance](https://2e.aonprd.com/Actions.aspx?ID=1229), [Dispelling Bullet](https://2e.aonprd.com/Actions.aspx?ID=925), [Drink from the Chalice](https://2e.aonprd.com/Actions.aspx?ID=1231), [Dueling Counter](https://2e.aonprd.com/Actions.aspx?ID=474), [Energy Shot](https://2e.aonprd.com/Actions.aspx?ID=923), [Fling Magic](https://2e.aonprd.com/Actions.aspx?ID=1233), [Implement's Interruption](https://2e.aonprd.com/Actions.aspx?ID=1234), [Intensify Vulnerability](https://2e.aonprd.com/Actions.aspx?ID=1228), [Mirror's Reflection](https://2e.aonprd.com/Actions.aspx?ID=1232), [Psychic Defense](https://2e.aonprd.com/Actions.aspx?ID=1235), [Recall Ammunition](https://2e.aonprd.com/Actions.aspx?ID=924), [Ring Bell](https://2e.aonprd.com/Actions.aspx?ID=1230), [Visions of Sin](https://2e.aonprd.com/Actions.aspx?ID=765) - -## Curses - -[Boastful Prince's Scourge](https://2e.aonprd.com/Curses.aspx?ID=34), [Boatman's Toll](https://2e.aonprd.com/Curses.aspx?ID=46), [Consummate Liar](https://2e.aonprd.com/Curses.aspx?ID=48), [Coward's Roots](https://2e.aonprd.com/Curses.aspx?ID=18), [Curse of Biting Swarms](https://2e.aonprd.com/Curses.aspx?ID=44), [Curse of Nightmares](https://2e.aonprd.com/Curses.aspx?ID=15), [Curse of Petulant Whispers](https://2e.aonprd.com/Curses.aspx?ID=43), [Curse of Potent Poison](https://2e.aonprd.com/Curses.aspx?ID=31), [Curse of Slumber](https://2e.aonprd.com/Curses.aspx?ID=23), [Curse of the Ravenous](https://2e.aonprd.com/Curses.aspx?ID=19), [Curse of the Rotting Heart](https://2e.aonprd.com/Curses.aspx?ID=45), [Droskar's Gloom](https://2e.aonprd.com/Curses.aspx?ID=40), [Enforced Hospitality](https://2e.aonprd.com/Curses.aspx?ID=39), [Forbidding Knowledge](https://2e.aonprd.com/Curses.aspx?ID=38), [Grave Curse](https://2e.aonprd.com/Curses.aspx?ID=30), [Lamashtu's Bloom](https://2e.aonprd.com/Curses.aspx?ID=41), [Lord's Arrogance](https://2e.aonprd.com/Curses.aspx?ID=47), [Malingerer's Malaise](https://2e.aonprd.com/Curses.aspx?ID=52), [Oath of the Flesh](https://2e.aonprd.com/Curses.aspx?ID=21), [Obnubilate Curse](https://2e.aonprd.com/Curses.aspx?ID=49), [Rage of the Excommunicant](https://2e.aonprd.com/Curses.aspx?ID=37), [Reviled of Nature](https://2e.aonprd.com/Curses.aspx?ID=27), [Reviling Earth](https://2e.aonprd.com/Curses.aspx?ID=24), [Sellsword's Folly](https://2e.aonprd.com/Curses.aspx?ID=22), [Sinful Tongue](https://2e.aonprd.com/Curses.aspx?ID=35), [Slayer's Haunt](https://2e.aonprd.com/Curses.aspx?ID=17), [Spirit Anchor](https://2e.aonprd.com/Curses.aspx?ID=25), [Swarming Words](https://2e.aonprd.com/Curses.aspx?ID=36), [Theft of Thought](https://2e.aonprd.com/Curses.aspx?ID=16), [Thief's Burden](https://2e.aonprd.com/Curses.aspx?ID=32), [Thief's Retribution](https://2e.aonprd.com/Curses.aspx?ID=28), [Unending Thirst](https://2e.aonprd.com/Curses.aspx?ID=26), [Unraveling Skin](https://2e.aonprd.com/Curses.aspx?ID=33), [Wizard's Ward](https://2e.aonprd.com/Curses.aspx?ID=20) - -## Equipment - -[Abadar's Flawless Scale](https://2e.aonprd.com/Equipment.aspx?ID=562), [Aboutface Figurehead](https://2e.aonprd.com/Equipment.aspx?ID=2623), [Accursed Staff](https://2e.aonprd.com/Equipment.aspx?ID=2244), [Acrobat's Staff](https://2e.aonprd.com/Equipment.aspx?ID=581), [Adamantine Echo](https://2e.aonprd.com/Equipment.aspx?ID=2659), [Adaptive Cogwheel](https://2e.aonprd.com/Equipment.aspx?ID=1225), [Admirer's Bouquet](https://2e.aonprd.com/Equipment.aspx?ID=1758), [Admonishing Band](https://2e.aonprd.com/Equipment.aspx?ID=1226), [Advancing](https://2e.aonprd.com/Equipment.aspx?ID=1827), [Aeon Stone](https://2e.aonprd.com/Equipment.aspx?ID=407), [Aerial Cloak](https://2e.aonprd.com/Equipment.aspx?ID=2575), [Aether Appendage](https://2e.aonprd.com/Equipment.aspx?ID=2160), [Affinity Stones](https://2e.aonprd.com/Equipment.aspx?ID=2573), [Aim-Aiding](https://2e.aonprd.com/Equipment.aspx?ID=1828), [Alchemist Goggles](https://2e.aonprd.com/Equipment.aspx?ID=408), [Alchemist's Damper](https://2e.aonprd.com/Equipment.aspx?ID=1581), [Alchemist's Haversack](https://2e.aonprd.com/Equipment.aspx?ID=2305), [Alghollthu Lash](https://2e.aonprd.com/Equipment.aspx?ID=1881), [Alicorn Lance](https://2e.aonprd.com/Equipment.aspx?ID=1882), [Alluring Scarf](https://2e.aonprd.com/Equipment.aspx?ID=1379), [Aluum Charm](https://2e.aonprd.com/Equipment.aspx?ID=560), [Amaranthine Pavise](https://2e.aonprd.com/Equipment.aspx?ID=1280), [Amazing Pop-Up Book](https://2e.aonprd.com/Equipment.aspx?ID=2170), [Amnemonic Charm](https://2e.aonprd.com/Equipment.aspx?ID=2096), [Amphibious Chair](https://2e.aonprd.com/Equipment.aspx?ID=1359), [Amulet of the Third Eye](https://2e.aonprd.com/Equipment.aspx?ID=2132), [Anarchic](https://2e.aonprd.com/Equipment.aspx?ID=290), [Anathema Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2029), [Ancestral Echoing](https://2e.aonprd.com/Equipment.aspx?ID=526), [Ancestral Geometry](https://2e.aonprd.com/Equipment.aspx?ID=2202), [Anchor of Aquatic Exploration](https://2e.aonprd.com/Equipment.aspx?ID=2186), [Anchor Spear](https://2e.aonprd.com/Equipment.aspx?ID=654), [Anchoring](https://2e.aonprd.com/Equipment.aspx?ID=1371), [Anglerfish Lantern](https://2e.aonprd.com/Equipment.aspx?ID=2624), [Animal Staff](https://2e.aonprd.com/Equipment.aspx?ID=349), [Animal-Turning Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2690), [Anklets of Alacrity](https://2e.aonprd.com/Equipment.aspx?ID=397), [Ankylostar](https://2e.aonprd.com/Equipment.aspx?ID=644), [Anointing Oil](https://2e.aonprd.com/Equipment.aspx?ID=1563), [Anticorrosion Oil](https://2e.aonprd.com/Equipment.aspx?ID=2067), [Antimagic](https://2e.aonprd.com/Equipment.aspx?ID=282), [Antimagic Oil](https://2e.aonprd.com/Equipment.aspx?ID=172), [Antivenom Potion](https://2e.aonprd.com/Equipment.aspx?ID=902), [Antler Arrow](https://2e.aonprd.com/Equipment.aspx?ID=706), [Anylength Rope](https://2e.aonprd.com/Equipment.aspx?ID=2454), [Apotropaic Fulu](https://2e.aonprd.com/Equipment.aspx?ID=971), [Apparition Gloves](https://2e.aonprd.com/Equipment.aspx?ID=2165), [Arachnid Harness](https://2e.aonprd.com/Equipment.aspx?ID=1839), [Arboreal's Revenge](https://2e.aonprd.com/Equipment.aspx?ID=1174), [Architect's Pattern Book](https://2e.aonprd.com/Equipment.aspx?ID=2171), [Archivist's Gaze](https://2e.aonprd.com/Equipment.aspx?ID=1038), [Arctic Vigor](https://2e.aonprd.com/Equipment.aspx?ID=1288), [Armbands of Athleticism](https://2e.aonprd.com/Equipment.aspx?ID=409), [Armbands of the Gorgon](https://2e.aonprd.com/Equipment.aspx?ID=2133), [Armor of the Holy Warrior](https://2e.aonprd.com/Equipment.aspx?ID=1562), [Armor Potency](https://2e.aonprd.com/Equipment.aspx?ID=278), [Armory Bracelet](https://2e.aonprd.com/Equipment.aspx?ID=2340), [Arrow-Catching Shield](https://2e.aonprd.com/Equipment.aspx?ID=317), [Artificer Spectacles](https://2e.aonprd.com/Equipment.aspx?ID=2134), [Ash Gown](https://2e.aonprd.com/Equipment.aspx?ID=2599), [Ashen](https://2e.aonprd.com/Equipment.aspx?ID=2550), [Assisting](https://2e.aonprd.com/Equipment.aspx?ID=1829), [Astrolabe of Falling Stars](https://2e.aonprd.com/Equipment.aspx?ID=2412), [Atmospheric Staff](https://2e.aonprd.com/Equipment.aspx?ID=2576), [Auspicious Scepter](https://2e.aonprd.com/Equipment.aspx?ID=1039), [Authorized](https://2e.aonprd.com/Equipment.aspx?ID=1864), [Autumn's Embrace](https://2e.aonprd.com/Equipment.aspx?ID=1840), [Avalanche Boots](https://2e.aonprd.com/Equipment.aspx?ID=2135), [Avernal Cape](https://2e.aonprd.com/Equipment.aspx?ID=2667), [Awakened Metal Shot](https://2e.aonprd.com/Equipment.aspx?ID=1189), [Axe of the Dwarven Lords](https://2e.aonprd.com/Equipment.aspx?ID=609), [Axiomatic](https://2e.aonprd.com/Equipment.aspx?ID=291), [Backfire Mantle](https://2e.aonprd.com/Equipment.aspx?ID=1040), [Bag of Cats](https://2e.aonprd.com/Equipment.aspx?ID=1085), [Bag of Devouring](https://2e.aonprd.com/Equipment.aspx?ID=598), [Bag of Holding](https://2e.aonprd.com/Equipment.aspx?ID=249), [Bag of Weasels](https://2e.aonprd.com/Equipment.aspx?ID=599), [Balisse Feather](https://2e.aonprd.com/Equipment.aspx?ID=707), [Bane](https://2e.aonprd.com/Equipment.aspx?ID=1041), [Bane Oil](https://2e.aonprd.com/Equipment.aspx?ID=2068), [Bangles of Crowns](https://2e.aonprd.com/Equipment.aspx?ID=2525), [Banner of the Restful](https://2e.aonprd.com/Equipment.aspx?ID=1564), [Barbed Vest](https://2e.aonprd.com/Equipment.aspx?ID=820), [Barding Saddle](https://2e.aonprd.com/Equipment.aspx?ID=1565), [Bargainer's Instrument](https://2e.aonprd.com/Equipment.aspx?ID=2116), [Barricade Stone](https://2e.aonprd.com/Equipment.aspx?ID=1441), [Basilisk Eye](https://2e.aonprd.com/Equipment.aspx?ID=708), [Bastion of the Inheritor](https://2e.aonprd.com/Equipment.aspx?ID=1841), [Batsbreath Cane](https://2e.aonprd.com/Equipment.aspx?ID=2155), [Battle Medic's Baton](https://2e.aonprd.com/Equipment.aspx?ID=2187), [Beacon Shot](https://2e.aonprd.com/Equipment.aspx?ID=159), [Beast Staff](https://2e.aonprd.com/Equipment.aspx?ID=2245), [Beastmaster's Sigil](https://2e.aonprd.com/Equipment.aspx?ID=2226), [Beckoning Cat Amulet](https://2e.aonprd.com/Equipment.aspx?ID=582), [Beguiling Crown](https://2e.aonprd.com/Equipment.aspx?ID=2136), [Bellflower Toolbelt](https://2e.aonprd.com/Equipment.aspx?ID=2308), [Bellicose Dagger](https://2e.aonprd.com/Equipment.aspx?ID=2374), [Belt of Good Health](https://2e.aonprd.com/Equipment.aspx?ID=913), [Belt of Regeneration](https://2e.aonprd.com/Equipment.aspx?ID=399), [Belt of the Five Kings](https://2e.aonprd.com/Equipment.aspx?ID=410), [Bestiary of Metamorphosis](https://2e.aonprd.com/Equipment.aspx?ID=989), [Bewildering Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2117), [Bewitching Bloom](https://2e.aonprd.com/Equipment.aspx?ID=2203), [Big Rock Bullet](https://2e.aonprd.com/Equipment.aspx?ID=1248), [Binding Coil](https://2e.aonprd.com/Equipment.aspx?ID=1018), [Bitter](https://2e.aonprd.com/Equipment.aspx?ID=1258), [Black Hole Armor](https://2e.aonprd.com/Equipment.aspx?ID=1842), [Black King](https://2e.aonprd.com/Equipment.aspx?ID=2551), [Black Tendril Shot](https://2e.aonprd.com/Equipment.aspx?ID=2045), [Blade Byrnie](https://2e.aonprd.com/Equipment.aspx?ID=1843), [Blade of Four Energies](https://2e.aonprd.com/Equipment.aspx?ID=1042), [Blade of the Black Sovereign](https://2e.aonprd.com/Equipment.aspx?ID=775), [Blade of the Rabbit Prince](https://2e.aonprd.com/Equipment.aspx?ID=836), [Blast Foot](https://2e.aonprd.com/Equipment.aspx?ID=1366), [Blast Lance](https://2e.aonprd.com/Equipment.aspx?ID=1600), [Blast Suit](https://2e.aonprd.com/Equipment.aspx?ID=1601), [Blazons of Shared Power](https://2e.aonprd.com/Equipment.aspx?ID=1221), [Bleachguard Doll](https://2e.aonprd.com/Equipment.aspx?ID=2393), [Blending Brooch](https://2e.aonprd.com/Equipment.aspx?ID=2097), [Blessed Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=1521), [Blessed Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=498), [Blight Breath](https://2e.aonprd.com/Equipment.aspx?ID=2577), [Blightburn Ward](https://2e.aonprd.com/Equipment.aspx?ID=653), [Blindpepper Bolt](https://2e.aonprd.com/Equipment.aspx?ID=1249), [Blink Blade](https://2e.aonprd.com/Equipment.aspx?ID=2455), [Bloodbane](https://2e.aonprd.com/Equipment.aspx?ID=539), [Bloodburn Censer](https://2e.aonprd.com/Equipment.aspx?ID=2600), [Bloodhammer Reserve](https://2e.aonprd.com/Equipment.aspx?ID=2558), [Bloodknuckles](https://2e.aonprd.com/Equipment.aspx?ID=2559), [Bloodletting Kukri](https://2e.aonprd.com/Equipment.aspx?ID=381), [Bloodline Robe](https://2e.aonprd.com/Equipment.aspx?ID=2319), [Bloodseeker Beak](https://2e.aonprd.com/Equipment.aspx?ID=201), [Bloodthirsty](https://2e.aonprd.com/Equipment.aspx?ID=1297), [Blooming Lotus Seed Pod](https://2e.aonprd.com/Equipment.aspx?ID=2637), [Bola Shot](https://2e.aonprd.com/Equipment.aspx?ID=2046), [Bomber's Saddle](https://2e.aonprd.com/Equipment.aspx?ID=657), [Bonmuan Swapping Stone](https://2e.aonprd.com/Equipment.aspx?ID=944), [Book of Lingering Blaze](https://2e.aonprd.com/Equipment.aspx?ID=990), [Book of Lost Days](https://2e.aonprd.com/Equipment.aspx?ID=1640), [Boots of Bounding](https://2e.aonprd.com/Equipment.aspx?ID=412), [Boots of Dancing](https://2e.aonprd.com/Equipment.aspx?ID=600), [Boots of Elvenkind](https://2e.aonprd.com/Equipment.aspx?ID=413), [Boots of Free Running](https://2e.aonprd.com/Equipment.aspx?ID=2456), [Boots of Speed](https://2e.aonprd.com/Equipment.aspx?ID=414), [Boozy Bottle](https://2e.aonprd.com/Equipment.aspx?ID=2204), [Boreal Staff](https://2e.aonprd.com/Equipment.aspx?ID=2246), [Bottled Air](https://2e.aonprd.com/Equipment.aspx?ID=250), [Bottled Omen](https://2e.aonprd.com/Equipment.aspx?ID=1822), [Bottled Screams](https://2e.aonprd.com/Equipment.aspx?ID=1792), [Bottomless Purse](https://2e.aonprd.com/Equipment.aspx?ID=1649), [Bottomless Stein](https://2e.aonprd.com/Equipment.aspx?ID=563), [Bound Guardian](https://2e.aonprd.com/Equipment.aspx?ID=2205), [Bountiful Cauldron](https://2e.aonprd.com/Equipment.aspx?ID=506), [Bracelet of Dashing](https://2e.aonprd.com/Equipment.aspx?ID=415), [Bracers of Armor](https://2e.aonprd.com/Equipment.aspx?ID=416), [Bracers of Hammers](https://2e.aonprd.com/Equipment.aspx?ID=2526), [Bracers of Missile Deflection](https://2e.aonprd.com/Equipment.aspx?ID=417), [Brain Cylinder](https://2e.aonprd.com/Equipment.aspx?ID=953), [Bralani Breath](https://2e.aonprd.com/Equipment.aspx?ID=2021), [Bravery Baldric](https://2e.aonprd.com/Equipment.aspx?ID=2309), [Brazier of Harmony](https://2e.aonprd.com/Equipment.aspx?ID=2601), [Breastplate of Command](https://2e.aonprd.com/Equipment.aspx?ID=148), [Breastplate of the Mountain](https://2e.aonprd.com/Equipment.aspx?ID=2137), [Breath Blaster](https://2e.aonprd.com/Equipment.aspx?ID=1165), [Briar](https://2e.aonprd.com/Equipment.aspx?ID=1743), [Brightbloom Posy](https://2e.aonprd.com/Equipment.aspx?ID=2227), [Brilliant](https://2e.aonprd.com/Equipment.aspx?ID=1043), [Brilliant Rapier](https://2e.aonprd.com/Equipment.aspx?ID=1237), [Bring Me Near](https://2e.aonprd.com/Equipment.aspx?ID=2188), [Broadleaf Shield](https://2e.aonprd.com/Equipment.aspx?ID=2638), [Bronze Bull Pendant](https://2e.aonprd.com/Equipment.aspx?ID=202), [Brooch of Inspiration](https://2e.aonprd.com/Equipment.aspx?ID=1434), [Brooch of Shielding](https://2e.aonprd.com/Equipment.aspx?ID=418), [Broom of Flying](https://2e.aonprd.com/Equipment.aspx?ID=251), [Bubbling Scale](https://2e.aonprd.com/Equipment.aspx?ID=1497), [Bullhook](https://2e.aonprd.com/Equipment.aspx?ID=583), [Burr Shield](https://2e.aonprd.com/Equipment.aspx?ID=1044), [Busine of Divine Reinforcement](https://2e.aonprd.com/Equipment.aspx?ID=1566), [Buzzsaw Axe](https://2e.aonprd.com/Equipment.aspx?ID=1045), [Calamity Glass](https://2e.aonprd.com/Equipment.aspx?ID=1641), [Called (Accessory Rune)](https://2e.aonprd.com/Equipment.aspx?ID=1386), [Called (Weapon Rune)](https://2e.aonprd.com/Equipment.aspx?ID=1567), [Camp Shroud](https://2e.aonprd.com/Equipment.aspx?ID=1568), [Campaign Stable](https://2e.aonprd.com/Equipment.aspx?ID=1569), [Candle of Inflamed Passions](https://2e.aonprd.com/Equipment.aspx?ID=2602), [Candle of Revealing](https://2e.aonprd.com/Equipment.aspx?ID=710), [Candle of Truth](https://2e.aonprd.com/Equipment.aspx?ID=240), [Candlecap](https://2e.aonprd.com/Equipment.aspx?ID=2332), [Cantrip Deck](https://2e.aonprd.com/Equipment.aspx?ID=1046), [Cape of Grand Entrances](https://2e.aonprd.com/Equipment.aspx?ID=2457), [Cape of Illumination](https://2e.aonprd.com/Equipment.aspx?ID=2458), [Cape of Justice](https://2e.aonprd.com/Equipment.aspx?ID=2682), [Cape of the Mountebank](https://2e.aonprd.com/Equipment.aspx?ID=419), [Cape of the Open Sky](https://2e.aonprd.com/Equipment.aspx?ID=948), [Captivating Bauble](https://2e.aonprd.com/Equipment.aspx?ID=2098), [Captivating Rosebud](https://2e.aonprd.com/Equipment.aspx?ID=2639), [Captivating Score](https://2e.aonprd.com/Equipment.aspx?ID=2060), [Carrion Cask](https://2e.aonprd.com/Equipment.aspx?ID=1797), [Carver-Cutter](https://2e.aonprd.com/Equipment.aspx?ID=2640), [Cassisian Helmet](https://2e.aonprd.com/Equipment.aspx?ID=2333), [Catching](https://2e.aonprd.com/Equipment.aspx?ID=2299), [Caterwaul Sling](https://2e.aonprd.com/Equipment.aspx?ID=382), [Cauldron of Nightmares](https://2e.aonprd.com/Equipment.aspx?ID=891), [Cavern's Heart](https://2e.aonprd.com/Equipment.aspx?ID=2681), [Cayden's Brew](https://2e.aonprd.com/Equipment.aspx?ID=2079), [Celestial Hair](https://2e.aonprd.com/Equipment.aspx?ID=662), [Celestial Peach](https://2e.aonprd.com/Equipment.aspx?ID=769), [Celestial Peachwood Sword](https://2e.aonprd.com/Equipment.aspx?ID=1533), [Celestial Staff](https://2e.aonprd.com/Equipment.aspx?ID=2247), [Chain of Stars](https://2e.aonprd.com/Equipment.aspx?ID=2099), [Chain of the Stilled Spirit](https://2e.aonprd.com/Equipment.aspx?ID=812), [Chair of Inventions](https://2e.aonprd.com/Equipment.aspx?ID=2167), [Channel Protection Amulet](https://2e.aonprd.com/Equipment.aspx?ID=421), [Charm of the Ordinary](https://2e.aonprd.com/Equipment.aspx?ID=2459), [Chatterer of Follies](https://2e.aonprd.com/Equipment.aspx?ID=1047), [Chime of Opening](https://2e.aonprd.com/Equipment.aspx?ID=252), [Chimera Thread](https://2e.aonprd.com/Equipment.aspx?ID=1614), [Choker of Elocution](https://2e.aonprd.com/Equipment.aspx?ID=422), [Chronomancer Staff](https://2e.aonprd.com/Equipment.aspx?ID=2248), [Cinderclaw Gauntlet](https://2e.aonprd.com/Equipment.aspx?ID=482), [Cipher of the Elemental Planes](https://2e.aonprd.com/Equipment.aspx?ID=2652), [Circlet of Persuasion](https://2e.aonprd.com/Equipment.aspx?ID=400), [Clandestine Cloak](https://2e.aonprd.com/Equipment.aspx?ID=423), [Clarity Goggles](https://2e.aonprd.com/Equipment.aspx?ID=2314), [Climbing Bolt](https://2e.aonprd.com/Equipment.aspx?ID=160), [Clinging Bubbles](https://2e.aonprd.com/Equipment.aspx?ID=2460), [Cloak of Elvenkind](https://2e.aonprd.com/Equipment.aspx?ID=424), [Cloak of Feline Rest](https://2e.aonprd.com/Equipment.aspx?ID=1048), [Cloak of Immolation](https://2e.aonprd.com/Equipment.aspx?ID=601), [Cloak of Repute](https://2e.aonprd.com/Equipment.aspx?ID=510), [Cloak of the Bat](https://2e.aonprd.com/Equipment.aspx?ID=425), [Clockwork Cloak](https://2e.aonprd.com/Equipment.aspx?ID=2310), [Clockwork Helm](https://2e.aonprd.com/Equipment.aspx?ID=894), [Clockwork Rejuvenator](https://2e.aonprd.com/Equipment.aspx?ID=895), [Clockwork Shield](https://2e.aonprd.com/Equipment.aspx?ID=1857), [Cloning Potion](https://2e.aonprd.com/Equipment.aspx?ID=2080), [Coating](https://2e.aonprd.com/Equipment.aspx?ID=1865), [Codebreaker's Parchment](https://2e.aonprd.com/Equipment.aspx?ID=1049), [Codex of Destruction and Renewal](https://2e.aonprd.com/Equipment.aspx?ID=2173), [Codex of Unimpeded Sight](https://2e.aonprd.com/Equipment.aspx?ID=991), [Coin of Comfort](https://2e.aonprd.com/Equipment.aspx?ID=1271), [Coldstar Pistols](https://2e.aonprd.com/Equipment.aspx?ID=2361), [Collar of the Eternal Bond](https://2e.aonprd.com/Equipment.aspx?ID=1050), [Communication Pendants](https://2e.aonprd.com/Equipment.aspx?ID=1463), [Communion Mat](https://2e.aonprd.com/Equipment.aspx?ID=2174), [Compass of Transpositional Awareness](https://2e.aonprd.com/Equipment.aspx?ID=1638), [Composer Staff](https://2e.aonprd.com/Equipment.aspx?ID=2249), [Conch of Otherworldly Seas](https://2e.aonprd.com/Equipment.aspx?ID=2626), [Conducting](https://2e.aonprd.com/Equipment.aspx?ID=919), [Conduit Shot](https://2e.aonprd.com/Equipment.aspx?ID=2047), [Confabulator](https://2e.aonprd.com/Equipment.aspx?ID=2166), [Conflagration Club](https://2e.aonprd.com/Equipment.aspx?ID=1051), [Conrasu Coin](https://2e.aonprd.com/Equipment.aspx?ID=1639), [Containment Contraption](https://2e.aonprd.com/Equipment.aspx?ID=1594), [Conundrum Spectacles](https://2e.aonprd.com/Equipment.aspx?ID=1468), [Cooperative Blade](https://2e.aonprd.com/Equipment.aspx?ID=922), [Copper Penny](https://2e.aonprd.com/Equipment.aspx?ID=2100), [Cordelia's Construct Key](https://2e.aonprd.com/Equipment.aspx?ID=884), [Coronet of Stars](https://2e.aonprd.com/Equipment.aspx?ID=2527), [Corpse Compass](https://2e.aonprd.com/Equipment.aspx?ID=1605), [Corpsecaller Round](https://2e.aonprd.com/Equipment.aspx?ID=1606), [Corpseward Pendant](https://2e.aonprd.com/Equipment.aspx?ID=2341), [Corrosive](https://2e.aonprd.com/Equipment.aspx?ID=292), [Corrosive Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=711), [Corrosive Engravings](https://2e.aonprd.com/Equipment.aspx?ID=2175), [Courtier's Pillow Book](https://2e.aonprd.com/Equipment.aspx?ID=2176), [Cowl of Keys](https://2e.aonprd.com/Equipment.aspx?ID=2528), [Coyote Cloak](https://2e.aonprd.com/Equipment.aspx?ID=426), [Crafter's Eyepiece](https://2e.aonprd.com/Equipment.aspx?ID=427), [Cresset of Grisly Interrogation](https://2e.aonprd.com/Equipment.aspx?ID=1726), [Crimson Brand](https://2e.aonprd.com/Equipment.aspx?ID=515), [Crown of Insight](https://2e.aonprd.com/Equipment.aspx?ID=1289), [Crown of the Companion](https://2e.aonprd.com/Equipment.aspx?ID=2334), [Crown of the Fire Eater](https://2e.aonprd.com/Equipment.aspx?ID=1435), [Crown of the Kobold King](https://2e.aonprd.com/Equipment.aspx?ID=1727), [Crushing](https://2e.aonprd.com/Equipment.aspx?ID=1298), [Crushing Coils](https://2e.aonprd.com/Equipment.aspx?ID=2377), [Cryolite Eye](https://2e.aonprd.com/Equipment.aspx?ID=1650), [Crystal Ball](https://2e.aonprd.com/Equipment.aspx?ID=253), [Cube of Force](https://2e.aonprd.com/Equipment.aspx?ID=1803), [Cube of Nex](https://2e.aonprd.com/Equipment.aspx?ID=1805), [Cube of Recall](https://2e.aonprd.com/Equipment.aspx?ID=2189), [Cunning](https://2e.aonprd.com/Equipment.aspx?ID=885), [Cursebreak Bulwark](https://2e.aonprd.com/Equipment.aspx?ID=1260), [Cursed Dreamstone](https://2e.aonprd.com/Equipment.aspx?ID=641), [Curtain Call Cloak](https://2e.aonprd.com/Equipment.aspx?ID=1782), [Dagger of Eternal Sleep](https://2e.aonprd.com/Equipment.aspx?ID=564), [Dagger of Venom](https://2e.aonprd.com/Equipment.aspx?ID=383), [Dancing](https://2e.aonprd.com/Equipment.aspx?ID=293), [Dancing Scarf](https://2e.aonprd.com/Equipment.aspx?ID=428), [Daredevil Boots](https://2e.aonprd.com/Equipment.aspx?ID=429), [Darkvision Scope](https://2e.aonprd.com/Equipment.aspx?ID=1212), [Dazing Coil](https://2e.aonprd.com/Equipment.aspx?ID=204), [Dazzling Rosary](https://2e.aonprd.com/Equipment.aspx?ID=1003), [Deafening Music Box](https://2e.aonprd.com/Equipment.aspx?ID=813), [Deathdrinking](https://2e.aonprd.com/Equipment.aspx?ID=1762), [Deathless](https://2e.aonprd.com/Equipment.aspx?ID=1238), [Deathless Light](https://2e.aonprd.com/Equipment.aspx?ID=1452), [Decanter of Endless Water](https://2e.aonprd.com/Equipment.aspx?ID=254), [Deck of Harrowed Tales](https://2e.aonprd.com/Equipment.aspx?ID=2497), [Deck of Illusions](https://2e.aonprd.com/Equipment.aspx?ID=1052), [Deck of Many Things](https://2e.aonprd.com/Equipment.aspx?ID=610), [Deck of Mischief](https://2e.aonprd.com/Equipment.aspx?ID=1053), [Deepdread Claw](https://2e.aonprd.com/Equipment.aspx?ID=768), [Defiled Costa](https://2e.aonprd.com/Equipment.aspx?ID=1793), [Deflecting Branch](https://2e.aonprd.com/Equipment.aspx?ID=1448), [Demolishing](https://2e.aonprd.com/Equipment.aspx?ID=1464), [Demolition Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2030), [Demon Mask](https://2e.aonprd.com/Equipment.aspx?ID=430), [Demon's Knot](https://2e.aonprd.com/Equipment.aspx?ID=2674), [Depth Charge](https://2e.aonprd.com/Equipment.aspx?ID=2048), [Desiccating Scepter](https://2e.aonprd.com/Equipment.aspx?ID=2519), [Desolation Locket](https://2e.aonprd.com/Equipment.aspx?ID=2228), [Detect Anathema Fulu](https://2e.aonprd.com/Equipment.aspx?ID=972), [Detector Stone](https://2e.aonprd.com/Equipment.aspx?ID=1570), [Deteriorating Dust](https://2e.aonprd.com/Equipment.aspx?ID=565), [Devil's Bargain](https://2e.aonprd.com/Equipment.aspx?ID=1844), [Devil's Luck](https://2e.aonprd.com/Equipment.aspx?ID=931), [Devil's Trident](https://2e.aonprd.com/Equipment.aspx?ID=1477), [Dezullon Fountain](https://2e.aonprd.com/Equipment.aspx?ID=1883), [Diadem of Intellect](https://2e.aonprd.com/Equipment.aspx?ID=401), [Dimension Shot](https://2e.aonprd.com/Equipment.aspx?ID=2049), [Dimensional Knot](https://2e.aonprd.com/Equipment.aspx?ID=1004), [Dinosaur Boots](https://2e.aonprd.com/Equipment.aspx?ID=1299), [Diplomat's Badge](https://2e.aonprd.com/Equipment.aspx?ID=431), [Discord Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2031), [Disintegration Bolt](https://2e.aonprd.com/Equipment.aspx?ID=161), [Dispelling Sliver](https://2e.aonprd.com/Equipment.aspx?ID=205), [Dispersing Bullet](https://2e.aonprd.com/Equipment.aspx?ID=1019), [Disrupting](https://2e.aonprd.com/Equipment.aspx?ID=294), [Disrupting Oil](https://2e.aonprd.com/Equipment.aspx?ID=2069), [Diver's Gloves](https://2e.aonprd.com/Equipment.aspx?ID=2461), [Diviner's Nose Chain](https://2e.aonprd.com/Equipment.aspx?ID=855), [Djezet Dose](https://2e.aonprd.com/Equipment.aspx?ID=1412), [Doctrine of Blissful Eternity](https://2e.aonprd.com/Equipment.aspx?ID=1798), [Dog-Bone Knife](https://2e.aonprd.com/Equipment.aspx?ID=1637), [Doubling Rings](https://2e.aonprd.com/Equipment.aspx?ID=432), [Draconic Toxin Bottle](https://2e.aonprd.com/Equipment.aspx?ID=2378), [Draft of Stellar Radiance](https://2e.aonprd.com/Equipment.aspx?ID=1823), [Dragon Handwraps](https://2e.aonprd.com/Equipment.aspx?ID=2138), [Dragon Rune Bracelet](https://2e.aonprd.com/Equipment.aspx?ID=2322), [Dragon Throat Scale](https://2e.aonprd.com/Equipment.aspx?ID=2022), [Dragon Turtle Plate](https://2e.aonprd.com/Equipment.aspx?ID=1845), [Dragon Turtle Scale](https://2e.aonprd.com/Equipment.aspx?ID=206), [Dragonbone Arrowhead](https://2e.aonprd.com/Equipment.aspx?ID=1020), [Dragonclaw Scutcheon](https://2e.aonprd.com/Equipment.aspx?ID=2101), [Dragonfly Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2032), [Dragonfly Potion](https://2e.aonprd.com/Equipment.aspx?ID=1272), [Dragonplate](https://2e.aonprd.com/Equipment.aspx?ID=151), [Dragonprism Staff](https://2e.aonprd.com/Equipment.aspx?ID=2250), [Dragon's Breath](https://2e.aonprd.com/Equipment.aspx?ID=1387), [Dragon's Breath Potion](https://2e.aonprd.com/Equipment.aspx?ID=185), [Dragon's Eye Charm](https://2e.aonprd.com/Equipment.aspx?ID=502), [Dragonscale Amulet](https://2e.aonprd.com/Equipment.aspx?ID=540), [Dragonscale Cameo](https://2e.aonprd.com/Equipment.aspx?ID=2102), [Dragonscale Staff](https://2e.aonprd.com/Equipment.aspx?ID=1884), [Dragonslayer's Shield](https://2e.aonprd.com/Equipment.aspx?ID=318), [Dragontooth Club](https://2e.aonprd.com/Equipment.aspx?ID=1885), [Dragontooth Trophy](https://2e.aonprd.com/Equipment.aspx?ID=2103), [Drake Rifle](https://2e.aonprd.com/Equipment.aspx?ID=1166), [Draxie's Recipe Book](https://2e.aonprd.com/Equipment.aspx?ID=2177), [Drazmorg's Staff of All-Sight](https://2e.aonprd.com/Equipment.aspx?ID=1728), [Dread](https://2e.aonprd.com/Equipment.aspx?ID=1252), [Dread Blindfold](https://2e.aonprd.com/Equipment.aspx?ID=433), [Dreadsmoke Thurible](https://2e.aonprd.com/Equipment.aspx?ID=566), [Dreaming Round](https://2e.aonprd.com/Equipment.aspx?ID=1191), [Dreamstone](https://2e.aonprd.com/Equipment.aspx?ID=507), [Drought Powder](https://2e.aonprd.com/Equipment.aspx?ID=2588), [Drover's Band](https://2e.aonprd.com/Equipment.aspx?ID=927), [Drum of Upheaval](https://2e.aonprd.com/Equipment.aspx?ID=1281), [Duelist's Beacon](https://2e.aonprd.com/Equipment.aspx?ID=1239), [Dullahan Codex](https://2e.aonprd.com/Equipment.aspx?ID=2379), [Dupe's Gold Nugget](https://2e.aonprd.com/Equipment.aspx?ID=1582), [Dust of Appearance](https://2e.aonprd.com/Equipment.aspx?ID=241), [Dust of Corpse Animation](https://2e.aonprd.com/Equipment.aspx?ID=712), [Dust of Disappearance](https://2e.aonprd.com/Equipment.aspx?ID=242), [Dwarven Thrower](https://2e.aonprd.com/Equipment.aspx?ID=384), [Dweomerweave Robe](https://2e.aonprd.com/Equipment.aspx?ID=1316), [Earthbinding](https://2e.aonprd.com/Equipment.aspx?ID=1866), [Earthglide Cloak](https://2e.aonprd.com/Equipment.aspx?ID=727), [Earthsight Box](https://2e.aonprd.com/Equipment.aspx?ID=728), [Ebon Marionette](https://2e.aonprd.com/Equipment.aspx?ID=1715), [Eclipse](https://2e.aonprd.com/Equipment.aspx?ID=503), [Effervescent Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=207), [Effervescent Decoction](https://2e.aonprd.com/Equipment.aspx?ID=1608), [Eidetic Potion](https://2e.aonprd.com/Equipment.aspx?ID=2081), [Eidolon Cape](https://2e.aonprd.com/Equipment.aspx?ID=2323), [Electric Eelskin](https://2e.aonprd.com/Equipment.aspx?ID=152), [Elemental Fragment](https://2e.aonprd.com/Equipment.aspx?ID=2653), [Elemental Gem](https://2e.aonprd.com/Equipment.aspx?ID=243), [Elysian Dew](https://2e.aonprd.com/Equipment.aspx?ID=2082), [Ember 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Mask](https://2e.aonprd.com/Equipment.aspx?ID=2565), [Everburning Coal](https://2e.aonprd.com/Equipment.aspx?ID=2603), [Everburning Torch](https://2e.aonprd.com/Equipment.aspx?ID=255), [Everyneed Pack](https://2e.aonprd.com/Equipment.aspx?ID=2306), [Everywhen Map](https://2e.aonprd.com/Equipment.aspx?ID=2670), [Exploding Shield](https://2e.aonprd.com/Equipment.aspx?ID=730), [Exploration Lens](https://2e.aonprd.com/Equipment.aspx?ID=1443), [Explorer's Yurt](https://2e.aonprd.com/Equipment.aspx?ID=365), [Explosive Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=162), [Explosive Missive](https://2e.aonprd.com/Equipment.aspx?ID=2061), [Extending](https://2e.aonprd.com/Equipment.aspx?ID=1055), [Extra Lung](https://2e.aonprd.com/Equipment.aspx?ID=2578), [Extraction Cauldron](https://2e.aonprd.com/Equipment.aspx?ID=1706), [Eye of Enlightenment](https://2e.aonprd.com/Equipment.aspx?ID=1021), [Eye of Fortune](https://2e.aonprd.com/Equipment.aspx?ID=435), [Eye of the Unseen](https://2e.aonprd.com/Equipment.aspx?ID=1367), [Eye Slash](https://2e.aonprd.com/Equipment.aspx?ID=2206), [Eyes of the Eagle](https://2e.aonprd.com/Equipment.aspx?ID=436), [Fade Band](https://2e.aonprd.com/Equipment.aspx?ID=210), [Faerie Dragon Liqueur](https://2e.aonprd.com/Equipment.aspx?ID=2085), [Fairy Bullet](https://2e.aonprd.com/Equipment.aspx?ID=1194), [Falconsight Eye](https://2e.aonprd.com/Equipment.aspx?ID=2157), [False Death Vial](https://2e.aonprd.com/Equipment.aspx?ID=2106), [Familiar Morsel](https://2e.aonprd.com/Equipment.aspx?ID=2119), [Familiar Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=998), [Fan of Soothing Winds](https://2e.aonprd.com/Equipment.aspx?ID=2579), [Fan of the Four Winds](https://2e.aonprd.com/Equipment.aspx?ID=2405), [Fanged](https://2e.aonprd.com/Equipment.aspx?ID=1433), [Fate Shot](https://2e.aonprd.com/Equipment.aspx?ID=2050), [Faydhaan's Dallah](https://2e.aonprd.com/Equipment.aspx?ID=2627), [Fear Gem](https://2e.aonprd.com/Equipment.aspx?ID=211), [Fearcracker](https://2e.aonprd.com/Equipment.aspx?ID=2024), [Fearless Sash](https://2e.aonprd.com/Equipment.aspx?ID=2311), [Fearsome](https://2e.aonprd.com/Equipment.aspx?ID=731), [Feast of Hungry Ghosts](https://2e.aonprd.com/Equipment.aspx?ID=1536), [Feather Step Stone](https://2e.aonprd.com/Equipment.aspx?ID=212), [Feather Token](https://2e.aonprd.com/Equipment.aspx?ID=244), [Ferrofluid Urchin](https://2e.aonprd.com/Equipment.aspx?ID=2613), [Festrem Mortu](https://2e.aonprd.com/Equipment.aspx?ID=2671), [Fiendish Teleportation](https://2e.aonprd.com/Equipment.aspx?ID=760), [Fiend's Hunger](https://2e.aonprd.com/Equipment.aspx?ID=2683), [Fighter's Fork](https://2e.aonprd.com/Equipment.aspx?ID=385), [Final Rest](https://2e.aonprd.com/Equipment.aspx?ID=1537), [Firecracker Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2691), [Fire-Jump Ring](https://2e.aonprd.com/Equipment.aspx?ID=732), [Firestarter Pellets](https://2e.aonprd.com/Equipment.aspx?ID=1005), [Five-Feather Wreath](https://2e.aonprd.com/Equipment.aspx?ID=1013), [Flame Navette](https://2e.aonprd.com/Equipment.aspx?ID=213), [Flame Tongue](https://2e.aonprd.com/Equipment.aspx?ID=386), [Flaming](https://2e.aonprd.com/Equipment.aspx?ID=295), [Flaming Star](https://2e.aonprd.com/Equipment.aspx?ID=1014), [Flask of Fellowship](https://2e.aonprd.com/Equipment.aspx?ID=1056), [Flaying Knife](https://2e.aonprd.com/Equipment.aspx?ID=787), [Floating Shield](https://2e.aonprd.com/Equipment.aspx?ID=319), [Floorbell](https://2e.aonprd.com/Equipment.aspx?ID=815), [Flurrying](https://2e.aonprd.com/Equipment.aspx?ID=1867), [Folding Boat](https://2e.aonprd.com/Equipment.aspx?ID=1370), [Folding Drums](https://2e.aonprd.com/Equipment.aspx?ID=926), [Follypops](https://2e.aonprd.com/Equipment.aspx?ID=1313), [Force Shield](https://2e.aonprd.com/Equipment.aspx?ID=320), [Force Tiles](https://2e.aonprd.com/Equipment.aspx?ID=1006), [Forge Warden](https://2e.aonprd.com/Equipment.aspx?ID=321), [Forgotten Shell](https://2e.aonprd.com/Equipment.aspx?ID=892), [Forgotten Signet](https://2e.aonprd.com/Equipment.aspx?ID=2362), [Fortification](https://2e.aonprd.com/Equipment.aspx?ID=285), [Fortifying Pebble](https://2e.aonprd.com/Equipment.aspx?ID=522), [Fortune's Coin](https://2e.aonprd.com/Equipment.aspx?ID=2190), [Fortune's Favor](https://2e.aonprd.com/Equipment.aspx?ID=2406), [Fossil Fragment](https://2e.aonprd.com/Equipment.aspx?ID=2590), [Four-Ways Dogslicer](https://2e.aonprd.com/Equipment.aspx?ID=733), [Freezing Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=713), [Frog Chair](https://2e.aonprd.com/Equipment.aspx?ID=1162), [Frost](https://2e.aonprd.com/Equipment.aspx?ID=296), [Frost Brand](https://2e.aonprd.com/Equipment.aspx?ID=387), [Frost Breath](https://2e.aonprd.com/Equipment.aspx?ID=2581), [Frostwalker Pattern](https://2e.aonprd.com/Equipment.aspx?ID=2208), [Fulminating Spear](https://2e.aonprd.com/Equipment.aspx?ID=1087), [Fulu of Fire Suppression](https://2e.aonprd.com/Equipment.aspx?ID=975), [Fulu of Flood Suppression](https://2e.aonprd.com/Equipment.aspx?ID=976), [Fulu of the Drunken Monkey](https://2e.aonprd.com/Equipment.aspx?ID=974), [Fulu of the Stoic Ox](https://2e.aonprd.com/Equipment.aspx?ID=977), [Fulus of Concealment](https://2e.aonprd.com/Equipment.aspx?ID=973), [Fundamental Oil](https://2e.aonprd.com/Equipment.aspx?ID=2070), [Fungal Armor](https://2e.aonprd.com/Equipment.aspx?ID=887), [Furnace of Endings](https://2e.aonprd.com/Equipment.aspx?ID=2552), [Gaffe Glasses](https://2e.aonprd.com/Equipment.aspx?ID=2380), [Gallows Tooth](https://2e.aonprd.com/Equipment.aspx?ID=214), [Galvanic Mortal Coil](https://2e.aonprd.com/Equipment.aspx?ID=1135), [Gambler's Staff](https://2e.aonprd.com/Equipment.aspx?ID=2251), [Gamepiece Chariot](https://2e.aonprd.com/Equipment.aspx?ID=1479), [Ganjay Book](https://2e.aonprd.com/Equipment.aspx?ID=859), [Garrote Bolt](https://2e.aonprd.com/Equipment.aspx?ID=888), [Garrote Shot](https://2e.aonprd.com/Equipment.aspx?ID=2051), [Gate Attenuator](https://2e.aonprd.com/Equipment.aspx?ID=2654), [Gauntlight](https://2e.aonprd.com/Equipment.aspx?ID=915), [Gearblade](https://2e.aonprd.com/Equipment.aspx?ID=896), [Gecko Potion](https://2e.aonprd.com/Equipment.aspx?ID=714), [Ghast Stiletto](https://2e.aonprd.com/Equipment.aspx?ID=1886), [Ghastly Cauldron](https://2e.aonprd.com/Equipment.aspx?ID=1707), [Ghost Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=163), [Ghost Courier Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2034), [Ghost Delivery Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2035), [Ghost Lantern](https://2e.aonprd.com/Equipment.aspx?ID=2191), [Ghost Oil](https://2e.aonprd.com/Equipment.aspx?ID=1571), [Ghost Touch](https://2e.aonprd.com/Equipment.aspx?ID=297), [Ghostbane Fulu](https://2e.aonprd.com/Equipment.aspx?ID=978), [Ghostcaller's Planchette](https://2e.aonprd.com/Equipment.aspx?ID=2230), [Ghosthand's Comet](https://2e.aonprd.com/Equipment.aspx?ID=2363), [Ghostly Portal Paint](https://2e.aonprd.com/Equipment.aspx?ID=1022), [Ghostshot Wrapping](https://2e.aonprd.com/Equipment.aspx?ID=1228), [Ghoul Hide](https://2e.aonprd.com/Equipment.aspx?ID=153), [Giant-Killing](https://2e.aonprd.com/Equipment.aspx?ID=1756), [Gift of the Poisoned Heart](https://2e.aonprd.com/Equipment.aspx?ID=1642), [Gingerbread House](https://2e.aonprd.com/Equipment.aspx?ID=1708), [Glaive of the Artist](https://2e.aonprd.com/Equipment.aspx?ID=567), [Glamered](https://2e.aonprd.com/Equipment.aspx?ID=286), [Glamorous Buckler](https://2e.aonprd.com/Equipment.aspx?ID=734), [Glasses of Sociability](https://2e.aonprd.com/Equipment.aspx?ID=1057), [Gliding](https://2e.aonprd.com/Equipment.aspx?ID=1831), [Glimmering Missive](https://2e.aonprd.com/Equipment.aspx?ID=2062), [Gloaming Arc](https://2e.aonprd.com/Equipment.aspx?ID=1716), [Gloaming Shard](https://2e.aonprd.com/Equipment.aspx?ID=1058), [Globe of Shrouds](https://2e.aonprd.com/Equipment.aspx?ID=2604), [Gloom Blade](https://2e.aonprd.com/Equipment.aspx?ID=388), [Glorious Plate](https://2e.aonprd.com/Equipment.aspx?ID=520), [Gloves of Carelessness](https://2e.aonprd.com/Equipment.aspx?ID=602), [Gloves of Storing](https://2e.aonprd.com/Equipment.aspx?ID=437), [Glowing Lantern Fruit](https://2e.aonprd.com/Equipment.aspx?ID=2641), [Gluttonous Spear](https://2e.aonprd.com/Equipment.aspx?ID=788), [Goblin-Eye Orb](https://2e.aonprd.com/Equipment.aspx?ID=1229), [Godsbreath Bow](https://2e.aonprd.com/Equipment.aspx?ID=1481), [Goggles of Night](https://2e.aonprd.com/Equipment.aspx?ID=438), [Golden Blade of Mzali](https://2e.aonprd.com/Equipment.aspx?ID=1449), [Golden Branding Iron](https://2e.aonprd.com/Equipment.aspx?ID=1583), [Golden Breath Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2036), [Golden Chrysalis](https://2e.aonprd.com/Equipment.aspx?ID=1023), [Golden Goose](https://2e.aonprd.com/Equipment.aspx?ID=1643), [Golden Legion Epaulet](https://2e.aonprd.com/Equipment.aspx?ID=499), [Golden Rod Memento](https://2e.aonprd.com/Equipment.aspx?ID=1478), [Golden Silencer](https://2e.aonprd.com/Equipment.aspx?ID=1585), [Golden Spur](https://2e.aonprd.com/Equipment.aspx?ID=1586), [Golden-Cased Bullet](https://2e.aonprd.com/Equipment.aspx?ID=1584), [Golem Stylus](https://2e.aonprd.com/Equipment.aspx?ID=633), [Gorget of the Primal Roar](https://2e.aonprd.com/Equipment.aspx?ID=439), [Gossip's Eye](https://2e.aonprd.com/Equipment.aspx?ID=2158), [Gourd Home](https://2e.aonprd.com/Equipment.aspx?ID=509), [Goz Mask](https://2e.aonprd.com/Equipment.aspx?ID=2348), [Grail of Twisted Desires](https://2e.aonprd.com/Equipment.aspx?ID=584), [Grasp of Droskar](https://2e.aonprd.com/Equipment.aspx?ID=1729), [Grave Token](https://2e.aonprd.com/Equipment.aspx?ID=1794), [Gravemist Taper](https://2e.aonprd.com/Equipment.aspx?ID=2025), [Gray Prince](https://2e.aonprd.com/Equipment.aspx?ID=2553), [Green Wyrmling Breath Potion](https://2e.aonprd.com/Equipment.aspx?ID=911), [Grievous](https://2e.aonprd.com/Equipment.aspx?ID=298), [Grim Sandglass](https://2e.aonprd.com/Equipment.aspx?ID=1015), [Grim Trophy](https://2e.aonprd.com/Equipment.aspx?ID=216), [Grimoire of Unknown Necessities](https://2e.aonprd.com/Equipment.aspx?ID=1458), [Grinning Pugwampi](https://2e.aonprd.com/Equipment.aspx?ID=2107), [Grisly Scythe](https://2e.aonprd.com/Equipment.aspx?ID=1761), [Grounding Spike](https://2e.aonprd.com/Equipment.aspx?ID=1874), [Growth Gun](https://2e.aonprd.com/Equipment.aspx?ID=1167), [Grub Gloves](https://2e.aonprd.com/Equipment.aspx?ID=2561), [Grudgestone](https://2e.aonprd.com/Equipment.aspx?ID=2108), [Guardian Aluum Charm](https://2e.aonprd.com/Equipment.aspx?ID=2498), [Guardian Shield](https://2e.aonprd.com/Equipment.aspx?ID=1572), [Guardian 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of Disguise](https://2e.aonprd.com/Equipment.aspx?ID=442), [Hat of Many Minds](https://2e.aonprd.com/Equipment.aspx?ID=1060), [Hauling](https://2e.aonprd.com/Equipment.aspx?ID=1372), [Headband of Inspired Wisdom](https://2e.aonprd.com/Equipment.aspx?ID=402), [Headbands of Translocation](https://2e.aonprd.com/Equipment.aspx?ID=2336), [Healer's Gel](https://2e.aonprd.com/Equipment.aspx?ID=1007), [Healer's Gloves](https://2e.aonprd.com/Equipment.aspx?ID=444), [Healing Potion](https://2e.aonprd.com/Equipment.aspx?ID=186), [Heartblood Ring](https://2e.aonprd.com/Equipment.aspx?ID=2371), [Heartening Missive](https://2e.aonprd.com/Equipment.aspx?ID=2063), [Heartripper Blade](https://2e.aonprd.com/Equipment.aspx?ID=1730), [Heckling Tools](https://2e.aonprd.com/Equipment.aspx?ID=2382), [Heedless Spurs](https://2e.aonprd.com/Equipment.aspx?ID=658), [Hell Staff](https://2e.aonprd.com/Equipment.aspx?ID=2253), [Hellfire Boots](https://2e.aonprd.com/Equipment.aspx?ID=735), [Helm of Underwater 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Toil](https://2e.aonprd.com/Equipment.aspx?ID=1731), [Incense of Distilled Death](https://2e.aonprd.com/Equipment.aspx?ID=715), [Indestructible Shield](https://2e.aonprd.com/Equipment.aspx?ID=322), [Indomitable Keepsake](https://2e.aonprd.com/Equipment.aspx?ID=1230), [Inexplicable Apparatus](https://2e.aonprd.com/Equipment.aspx?ID=445), [Infernal Health](https://2e.aonprd.com/Equipment.aspx?ID=761), [Infiltrator's Accessory](https://2e.aonprd.com/Equipment.aspx?ID=736), [Inquisitive Quill](https://2e.aonprd.com/Equipment.aspx?ID=2396), [Insistent Door Knocker](https://2e.aonprd.com/Equipment.aspx?ID=511), [Inspiring Spotlight](https://2e.aonprd.com/Equipment.aspx?ID=585), [Instant Fortress](https://2e.aonprd.com/Equipment.aspx?ID=366), [Instinct Crown](https://2e.aonprd.com/Equipment.aspx?ID=2338), [Instructions for Lasting Agony](https://2e.aonprd.com/Equipment.aspx?ID=993), [Inventor's Chair](https://2e.aonprd.com/Equipment.aspx?ID=2407), [Inventor's Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2037), [Invisibility](https://2e.aonprd.com/Equipment.aspx?ID=287), [Invisibility Potion](https://2e.aonprd.com/Equipment.aspx?ID=187), [Invisible Chain Shirt](https://2e.aonprd.com/Equipment.aspx?ID=1063), [Invisible Net](https://2e.aonprd.com/Equipment.aspx?ID=586), [Iris of the Sky](https://2e.aonprd.com/Equipment.aspx?ID=1182), [Iron Cube](https://2e.aonprd.com/Equipment.aspx?ID=218), [Iron Cudgel](https://2e.aonprd.com/Equipment.aspx?ID=219), [Iron Equalizer](https://2e.aonprd.com/Equipment.aspx?ID=220), [Iron Medallion](https://2e.aonprd.com/Equipment.aspx?ID=221), [Irondust Stew](https://2e.aonprd.com/Equipment.aspx?ID=2557), [Ivory Baton](https://2e.aonprd.com/Equipment.aspx?ID=1492), [Ixamè's Eye](https://2e.aonprd.com/Equipment.aspx?ID=1446), [Jaathoom's Scarf](https://2e.aonprd.com/Equipment.aspx?ID=2582), [Jabali's Dice](https://2e.aonprd.com/Equipment.aspx?ID=2591), [Jack's Tattered Cape](https://2e.aonprd.com/Equipment.aspx?ID=1482), [Jade Bauble](https://2e.aonprd.com/Equipment.aspx?ID=222), [Jade Cat](https://2e.aonprd.com/Equipment.aspx?ID=223), [Jahan Waystone](https://2e.aonprd.com/Equipment.aspx?ID=957), [Jann's Prism](https://2e.aonprd.com/Equipment.aspx?ID=2655), [Jar of Shifting Sands](https://2e.aonprd.com/Equipment.aspx?ID=1064), [Javelin of Lightning](https://2e.aonprd.com/Equipment.aspx?ID=246), [Jawbreaker Shield](https://2e.aonprd.com/Equipment.aspx?ID=645), [Jerkin of Liberation](https://2e.aonprd.com/Equipment.aspx?ID=663), [Jolt Coil](https://2e.aonprd.com/Equipment.aspx?ID=2231), [Judgement Thurible](https://2e.aonprd.com/Equipment.aspx?ID=2232), [Jug of Fond Remembrance](https://2e.aonprd.com/Equipment.aspx?ID=2193), [Juxtaposition Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1262), [Jyoti's Feather](https://2e.aonprd.com/Equipment.aspx?ID=2233), [Kaiju Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2038), [Kalmaug's Journal](https://2e.aonprd.com/Equipment.aspx?ID=2668), [Keen](https://2e.aonprd.com/Equipment.aspx?ID=300), [Key to the Stomach](https://2e.aonprd.com/Equipment.aspx?ID=1652), [Keymaking Tools](https://2e.aonprd.com/Equipment.aspx?ID=1065), [Kindled Tome](https://2e.aonprd.com/Equipment.aspx?ID=2397), [Kin-Warding](https://2e.aonprd.com/Equipment.aspx?ID=538), [Kizidhar's Shield](https://2e.aonprd.com/Equipment.aspx?ID=2642), [Knapsack of Halflingkind](https://2e.aonprd.com/Equipment.aspx?ID=446), [Knight Captain's Lance](https://2e.aonprd.com/Equipment.aspx?ID=1573), [Kraken Figurehead](https://2e.aonprd.com/Equipment.aspx?ID=2628), [Kraken's Guard](https://2e.aonprd.com/Equipment.aspx?ID=1292), [Lady's Knife](https://2e.aonprd.com/Equipment.aspx?ID=1437), [Lady's Spiral](https://2e.aonprd.com/Equipment.aspx?ID=1539), [Lambent Perfume](https://2e.aonprd.com/Equipment.aspx?ID=2605), [Lantern of Empty Light](https://2e.aonprd.com/Equipment.aspx?ID=916), [Laurel of the Empath](https://2e.aonprd.com/Equipment.aspx?ID=2139), [Lawbringer's Lasso](https://2e.aonprd.com/Equipment.aspx?ID=1598), [Legerdemain Handkerchief](https://2e.aonprd.com/Equipment.aspx?ID=2194), [Leopard's Armor](https://2e.aonprd.com/Equipment.aspx?ID=1089), [Lesser Cube of Nex](https://2e.aonprd.com/Equipment.aspx?ID=1804), [Liar's Gun](https://2e.aonprd.com/Equipment.aspx?ID=1173), [Librarian Staff](https://2e.aonprd.com/Equipment.aspx?ID=2254), [Librarian's Baton](https://2e.aonprd.com/Equipment.aspx?ID=1466), [Library Robes](https://2e.aonprd.com/Equipment.aspx?ID=1848), [Life-Boosting Oil](https://2e.aonprd.com/Equipment.aspx?ID=2071), [Life's Last Breath](https://2e.aonprd.com/Equipment.aspx?ID=659), [Lifting Belt](https://2e.aonprd.com/Equipment.aspx?ID=447), [Lightning Rod Shot](https://2e.aonprd.com/Equipment.aspx?ID=2053), [Lightweave Scarf](https://2e.aonprd.com/Equipment.aspx?ID=2234), [Limestone Shield](https://2e.aonprd.com/Equipment.aspx?ID=2592), [Linguist's Dictionary](https://2e.aonprd.com/Equipment.aspx?ID=2180), [Lini's Leafstick](https://2e.aonprd.com/Equipment.aspx?ID=1001), [Linnorm's Sankeit](https://2e.aonprd.com/Equipment.aspx?ID=1849), [Lion Badge](https://2e.aonprd.com/Equipment.aspx?ID=1498), [Lion Claw](https://2e.aonprd.com/Equipment.aspx?ID=1024), [Lionfish Spear](https://2e.aonprd.com/Equipment.aspx?ID=2629), [Lion's Shield](https://2e.aonprd.com/Equipment.aspx?ID=323), [Liquid Gold](https://2e.aonprd.com/Equipment.aspx?ID=1587), [Little Love](https://2e.aonprd.com/Equipment.aspx?ID=1483), [Locket of Sealed Nightmares](https://2e.aonprd.com/Equipment.aspx?ID=664), [Lodestone Pellet](https://2e.aonprd.com/Equipment.aspx?ID=1591), [Lost Ember](https://2e.aonprd.com/Equipment.aspx?ID=1653), [Lover's Gloves](https://2e.aonprd.com/Equipment.aspx?ID=737), [Lover's Knot](https://2e.aonprd.com/Equipment.aspx?ID=1744), [Luck Blade](https://2e.aonprd.com/Equipment.aspx?ID=390), [Luckless Dice](https://2e.aonprd.com/Equipment.aspx?ID=2383), [Lucky Draw Bandolier](https://2e.aonprd.com/Equipment.aspx?ID=1211), [Lucky Kitchen Witch](https://2e.aonprd.com/Equipment.aspx?ID=1710), [Lucky Rabbit's Foot](https://2e.aonprd.com/Equipment.aspx?ID=568), [Lyrakien Staff](https://2e.aonprd.com/Equipment.aspx?ID=2255), [Mad Mammoth's Juke](https://2e.aonprd.com/Equipment.aspx?ID=1505), [Maestro's Chair](https://2e.aonprd.com/Equipment.aspx?ID=1357), [Maestro's Instrument](https://2e.aonprd.com/Equipment.aspx?ID=260), [Magic Armor](https://2e.aonprd.com/Equipment.aspx?ID=147), [Magic Wand](https://2e.aonprd.com/Equipment.aspx?ID=368), [Magic Weapon](https://2e.aonprd.com/Equipment.aspx?ID=380), [Magical Hearing Aid](https://2e.aonprd.com/Equipment.aspx?ID=1348), [Magical Lock Fulu](https://2e.aonprd.com/Equipment.aspx?ID=979), [Magical Prosthetic Eye](https://2e.aonprd.com/Equipment.aspx?ID=2156), [Magnet Coin](https://2e.aonprd.com/Equipment.aspx?ID=2562), [Magnetic Shot](https://2e.aonprd.com/Equipment.aspx?ID=2054), [Magnetite Scope](https://2e.aonprd.com/Equipment.aspx?ID=1213), [Magnetizing](https://2e.aonprd.com/Equipment.aspx?ID=1833), [Magnifying Glass of Elucidation](https://2e.aonprd.com/Equipment.aspx?ID=1438), [Magnifying Scope](https://2e.aonprd.com/Equipment.aspx?ID=1214), [Mail of Luck](https://2e.aonprd.com/Equipment.aspx?ID=155), [Majordomo Torc](https://2e.aonprd.com/Equipment.aspx?ID=2398), [Malleable](https://2e.aonprd.com/Equipment.aspx?ID=2614), [Malleable Clay](https://2e.aonprd.com/Equipment.aspx?ID=1522), [Mammoth Bow](https://2e.aonprd.com/Equipment.aspx?ID=1531), [Manacles of Persuasion](https://2e.aonprd.com/Equipment.aspx?ID=569), [Man-Feller](https://2e.aonprd.com/Equipment.aspx?ID=1732), [Mantle of the Amazing Health](https://2e.aonprd.com/Equipment.aspx?ID=2140), [Marvelous Calliope](https://2e.aonprd.com/Equipment.aspx?ID=587), [Marvelous Medicines](https://2e.aonprd.com/Equipment.aspx?ID=261), [Marvelous Pigment](https://2e.aonprd.com/Equipment.aspx?ID=2120), [Mask of Allure](https://2e.aonprd.com/Equipment.aspx?ID=1066), [Mask of Mercy](https://2e.aonprd.com/Equipment.aspx?ID=2350), [Mask of the Banshee](https://2e.aonprd.com/Equipment.aspx?ID=738), [Mask of the Cursed Eye](https://2e.aonprd.com/Equipment.aspx?ID=2351), [Matchmaker Fulu](https://2e.aonprd.com/Equipment.aspx?ID=980), [Mattock of the Titans](https://2e.aonprd.com/Equipment.aspx?ID=391), [Maw of Hungry Shadows](https://2e.aonprd.com/Equipment.aspx?ID=2181), [Medusa Armor](https://2e.aonprd.com/Equipment.aspx?ID=603), [Medusa's Scream](https://2e.aonprd.com/Equipment.aspx?ID=739), [Memoir Map](https://2e.aonprd.com/Equipment.aspx?ID=2210), [Memory Guitar](https://2e.aonprd.com/Equipment.aspx?ID=1739), [Memory Palace](https://2e.aonprd.com/Equipment.aspx?ID=1374), [Menacing](https://2e.aonprd.com/Equipment.aspx?ID=2300), [Mending Lattice](https://2e.aonprd.com/Equipment.aspx?ID=224), [Mentalist's Staff](https://2e.aonprd.com/Equipment.aspx?ID=350), [Merciful](https://2e.aonprd.com/Equipment.aspx?ID=1869), [Merciful Balm](https://2e.aonprd.com/Equipment.aspx?ID=2072), [Merciful Charm](https://2e.aonprd.com/Equipment.aspx?ID=1523), [Mercurial Mantle](https://2e.aonprd.com/Equipment.aspx?ID=1067), [Mesmerizing Opal](https://2e.aonprd.com/Equipment.aspx?ID=225), [Messenger Missive](https://2e.aonprd.com/Equipment.aspx?ID=2064), [Messenger's Ring](https://2e.aonprd.com/Equipment.aspx?ID=448), [Meteor Shot](https://2e.aonprd.com/Equipment.aspx?ID=1196), [Metronomic Hammer](https://2e.aonprd.com/Equipment.aspx?ID=1595), [Metuak's Pendant](https://2e.aonprd.com/Equipment.aspx?ID=1525), [Midday Lantern](https://2e.aonprd.com/Equipment.aspx?ID=1450), [Mindlock Shot](https://2e.aonprd.com/Equipment.aspx?ID=2055), [Mind-Swap Potion](https://2e.aonprd.com/Equipment.aspx?ID=2088), [Minotaur Chair](https://2e.aonprd.com/Equipment.aspx?ID=1358), [Miogimo's Mask](https://2e.aonprd.com/Equipment.aspx?ID=889), [Mirror Goggles](https://2e.aonprd.com/Equipment.aspx?ID=2315), [Mirror of Sleeping Vigil](https://2e.aonprd.com/Equipment.aspx?ID=1439), [Mirror of Sorshen](https://2e.aonprd.com/Equipment.aspx?ID=615), [Mirror Robe](https://2e.aonprd.com/Equipment.aspx?ID=1319), [Misdirecting Haversack](https://2e.aonprd.com/Equipment.aspx?ID=1242), [Misleading](https://2e.aonprd.com/Equipment.aspx?ID=1834), [Mistranslator's Draft](https://2e.aonprd.com/Equipment.aspx?ID=1644), [Miter of Communion](https://2e.aonprd.com/Equipment.aspx?ID=570), [Monkey Pin](https://2e.aonprd.com/Equipment.aspx?ID=226), [Monkey's Paw](https://2e.aonprd.com/Equipment.aspx?ID=604), [Moonlit Chain](https://2e.aonprd.com/Equipment.aspx?ID=156), [Moonlit Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2121), [Moonstone Diadem](https://2e.aonprd.com/Equipment.aspx?ID=588), [Morphing Weapon](https://2e.aonprd.com/Equipment.aspx?ID=2615), [Mortal Chronicle](https://2e.aonprd.com/Equipment.aspx?ID=2211), [Mortalis Coin](https://2e.aonprd.com/Equipment.aspx?ID=2110), [Mortar of Hidden Meaning](https://2e.aonprd.com/Equipment.aspx?ID=571), [Mother Maw](https://2e.aonprd.com/Equipment.aspx?ID=2384), [Mountain to the Sky](https://2e.aonprd.com/Equipment.aspx?ID=770), [Mountebank's Passage](https://2e.aonprd.com/Equipment.aspx?ID=1183), [Mourner's Dawnlight Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2039), [Mudlily](https://2e.aonprd.com/Equipment.aspx?ID=1506), [Mummified Bat](https://2e.aonprd.com/Equipment.aspx?ID=227), [Murderer's Knot](https://2e.aonprd.com/Equipment.aspx?ID=228), [Mutagenic Renovator](https://2e.aonprd.com/Equipment.aspx?ID=1610), [Navigator's Star](https://2e.aonprd.com/Equipment.aspx?ID=2212), [Necklace of Fireballs](https://2e.aonprd.com/Equipment.aspx?ID=449), [Necklace of Knives](https://2e.aonprd.com/Equipment.aspx?ID=572), [Necklace of Strangulation](https://2e.aonprd.com/Equipment.aspx?ID=605), [Necrobinding Serum](https://2e.aonprd.com/Equipment.aspx?ID=1733), [Nectar of Purification](https://2e.aonprd.com/Equipment.aspx?ID=174), [Nemesis Name](https://2e.aonprd.com/Equipment.aspx?ID=2213), [Neophyte's Fipple](https://2e.aonprd.com/Equipment.aspx?ID=2122), [Nethysian Bulwark](https://2e.aonprd.com/Equipment.aspx?ID=546), [Nevercold](https://2e.aonprd.com/Equipment.aspx?ID=2026), [Nexian Sealing Blade](https://2e.aonprd.com/Equipment.aspx?ID=2521), [Nightmare Cudgel](https://2e.aonprd.com/Equipment.aspx?ID=890), [Nightpitch](https://2e.aonprd.com/Equipment.aspx?ID=2027), [Noppera-Bo Hood](https://2e.aonprd.com/Equipment.aspx?ID=2686), [North Wind's Night Verse](https://2e.aonprd.com/Equipment.aspx?ID=1068), [Nosoi Charm](https://2e.aonprd.com/Equipment.aspx?ID=1095), [Noxious Incense](https://2e.aonprd.com/Equipment.aspx?ID=1008), [Noxious Jerkin](https://2e.aonprd.com/Equipment.aspx?ID=646), [Numerian Steel Breastplate](https://2e.aonprd.com/Equipment.aspx?ID=811), [Oath of the Devoted](https://2e.aonprd.com/Equipment.aspx?ID=958), [Oathbow](https://2e.aonprd.com/Equipment.aspx?ID=392), [Obfuscation Oil](https://2e.aonprd.com/Equipment.aspx?ID=175), [Obsidian Edge](https://2e.aonprd.com/Equipment.aspx?ID=2606), [Octopus Potion](https://2e.aonprd.com/Equipment.aspx?ID=2630), [Oculus of Abaddon](https://2e.aonprd.com/Equipment.aspx?ID=1747), [Oil of Animation](https://2e.aonprd.com/Equipment.aspx?ID=176), [Oil of Corpse Restoration](https://2e.aonprd.com/Equipment.aspx?ID=2421), [Oil of Keen Edges](https://2e.aonprd.com/Equipment.aspx?ID=177), [Oil of Mending](https://2e.aonprd.com/Equipment.aspx?ID=178), [Oil of Object Animation](https://2e.aonprd.com/Equipment.aspx?ID=716), [Oil of Ownership](https://2e.aonprd.com/Equipment.aspx?ID=2073), [Oil of Potency](https://2e.aonprd.com/Equipment.aspx?ID=179), [Oil of Repulsion](https://2e.aonprd.com/Equipment.aspx?ID=180), [Oil of Revelation](https://2e.aonprd.com/Equipment.aspx?ID=717), [Oil of Skating](https://2e.aonprd.com/Equipment.aspx?ID=2074), [Oil of Swiftness](https://2e.aonprd.com/Equipment.aspx?ID=2075), [Oil of Unlife](https://2e.aonprd.com/Equipment.aspx?ID=718), [Oil of Weightlessness](https://2e.aonprd.com/Equipment.aspx?ID=181), [Oily Button](https://2e.aonprd.com/Equipment.aspx?ID=789), [Old Tillimaquin](https://2e.aonprd.com/Equipment.aspx?ID=1617), [Olfactory Stimulators](https://2e.aonprd.com/Equipment.aspx?ID=2150), [One Hundred Victories](https://2e.aonprd.com/Equipment.aspx?ID=2214), [Onyx Panther](https://2e.aonprd.com/Equipment.aspx?ID=229), [Open Mind](https://2e.aonprd.com/Equipment.aspx?ID=1806), [Orb of Dragonkind](https://2e.aonprd.com/Equipment.aspx?ID=616), [Orchestral Brooch](https://2e.aonprd.com/Equipment.aspx?ID=1025), [Ouroboros Buckles](https://2e.aonprd.com/Equipment.aspx?ID=1850), [Ouroboros 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Pouch](https://2e.aonprd.com/Equipment.aspx?ID=524), [Peacemaker](https://2e.aonprd.com/Equipment.aspx?ID=1231), [Peachwood Talisman](https://2e.aonprd.com/Equipment.aspx?ID=1542), [Penetrating Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=164), [Perfect Droplet](https://2e.aonprd.com/Equipment.aspx?ID=1016), [Persistent Lodestone](https://2e.aonprd.com/Equipment.aspx?ID=1232), [Persona Mask](https://2e.aonprd.com/Equipment.aspx?ID=451), [Petrification Cannon](https://2e.aonprd.com/Equipment.aspx?ID=1168), [Phantasmal Doorknob](https://2e.aonprd.com/Equipment.aspx?ID=2235), [Phantom Shroud](https://2e.aonprd.com/Equipment.aspx?ID=1783), [Philosopher's Extractor](https://2e.aonprd.com/Equipment.aspx?ID=617), [Phistophilus Fiddle](https://2e.aonprd.com/Equipment.aspx?ID=2408), [Phoenix Fighting Fan](https://2e.aonprd.com/Equipment.aspx?ID=945), [Phoenix Flask](https://2e.aonprd.com/Equipment.aspx?ID=1026), [Phoenix Necklace](https://2e.aonprd.com/Equipment.aspx?ID=946), [Pilferer's Gloves](https://2e.aonprd.com/Equipment.aspx?ID=2141), [Pillow Shield](https://2e.aonprd.com/Equipment.aspx?ID=1300), [Pipe of Dancing Smoke](https://2e.aonprd.com/Equipment.aspx?ID=2464), [Pirate Staff](https://2e.aonprd.com/Equipment.aspx?ID=2256), [Pistol of Wonder](https://2e.aonprd.com/Equipment.aspx?ID=1187), [Piston Gauntlets](https://2e.aonprd.com/Equipment.aspx?ID=1872), [Plate Armor of the Deep](https://2e.aonprd.com/Equipment.aspx?ID=157), [Pocket Gala](https://2e.aonprd.com/Equipment.aspx?ID=1382), [Pocket Stage](https://2e.aonprd.com/Equipment.aspx?ID=367), [Poisoner's Staff](https://2e.aonprd.com/Equipment.aspx?ID=838), [Poisonous Cloak](https://2e.aonprd.com/Equipment.aspx?ID=606), [Poisonous Dagger](https://2e.aonprd.com/Equipment.aspx?ID=910), [Polarizing Mace](https://2e.aonprd.com/Equipment.aspx?ID=1875), [Pontoon](https://2e.aonprd.com/Equipment.aspx?ID=2301), [Poracha Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2040), [Portable](https://2e.aonprd.com/Equipment.aspx?ID=1835), [Portable Gaming Hall](https://2e.aonprd.com/Equipment.aspx?ID=1275), [Portable Hole](https://2e.aonprd.com/Equipment.aspx?ID=2195), [Possibility Tome](https://2e.aonprd.com/Equipment.aspx?ID=262), [Potency Crystal](https://2e.aonprd.com/Equipment.aspx?ID=231), [Potion of Annulment](https://2e.aonprd.com/Equipment.aspx?ID=1711), [Potion of Disguise](https://2e.aonprd.com/Equipment.aspx?ID=719), [Potion of Expeditious Retreat](https://2e.aonprd.com/Equipment.aspx?ID=720), [Potion of Flying](https://2e.aonprd.com/Equipment.aspx?ID=189), [Potion of Grounding](https://2e.aonprd.com/Equipment.aspx?ID=1027), [Potion of Leaping](https://2e.aonprd.com/Equipment.aspx?ID=190), [Potion of Minute Echoes](https://2e.aonprd.com/Equipment.aspx?ID=1028), [Potion of Quickness](https://2e.aonprd.com/Equipment.aspx?ID=191), [Potion of Resistance](https://2e.aonprd.com/Equipment.aspx?ID=192), [Potion of Retaliation](https://2e.aonprd.com/Equipment.aspx?ID=721), [Potion of Shared Life](https://2e.aonprd.com/Equipment.aspx?ID=1030), [Potion of Shared Memories](https://2e.aonprd.com/Equipment.aspx?ID=722), [Potion of Stable Form](https://2e.aonprd.com/Equipment.aspx?ID=1029), [Potion of Swimming](https://2e.aonprd.com/Equipment.aspx?ID=193), [Potion of Tongues](https://2e.aonprd.com/Equipment.aspx?ID=194), [Potion of Undetectability](https://2e.aonprd.com/Equipment.aspx?ID=195), [Potion of Water Breathing](https://2e.aonprd.com/Equipment.aspx?ID=196), [Potion Patch](https://2e.aonprd.com/Equipment.aspx?ID=2123), [Predictable Silver Piece](https://2e.aonprd.com/Equipment.aspx?ID=740), [Presentable](https://2e.aonprd.com/Equipment.aspx?ID=1389), [Preserving](https://2e.aonprd.com/Equipment.aspx?ID=2302), [Primordial Flame](https://2e.aonprd.com/Equipment.aspx?ID=1513), [Prismatic Plate](https://2e.aonprd.com/Equipment.aspx?ID=1383), [Privacy Ward Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2692), [Private Workshop](https://2e.aonprd.com/Equipment.aspx?ID=1282), [Psychic Brigandine](https://2e.aonprd.com/Equipment.aspx?ID=1301), [Psychopomp Mask](https://2e.aonprd.com/Equipment.aspx?ID=964), [Purifying Spoon](https://2e.aonprd.com/Equipment.aspx?ID=2643), [Purloining Cloak](https://2e.aonprd.com/Equipment.aspx?ID=2401), [Putrescent Glob](https://2e.aonprd.com/Equipment.aspx?ID=790), [Pyrite Rat](https://2e.aonprd.com/Equipment.aspx?ID=912), [Queasy Lantern](https://2e.aonprd.com/Equipment.aspx?ID=1293), [Quenching](https://2e.aonprd.com/Equipment.aspx?ID=1836), [Quenching Potion](https://2e.aonprd.com/Equipment.aspx?ID=2089), [Quick Runner's Shirt](https://2e.aonprd.com/Equipment.aspx?ID=1303), [Quick Wig](https://2e.aonprd.com/Equipment.aspx?ID=1321), [Quill of Passage](https://2e.aonprd.com/Equipment.aspx?ID=881), [Radiant Prism](https://2e.aonprd.com/Equipment.aspx?ID=2236), [Rampart Shield](https://2e.aonprd.com/Equipment.aspx?ID=1283), [Ranging Shot](https://2e.aonprd.com/Equipment.aspx?ID=2056), [Rat-Catcher Trident](https://2e.aonprd.com/Equipment.aspx?ID=573), [Ration Tonic](https://2e.aonprd.com/Equipment.aspx?ID=723), [Rattling Bolt](https://2e.aonprd.com/Equipment.aspx?ID=2522), [Reading Glyphs](https://2e.aonprd.com/Equipment.aspx?ID=2215), [Reading Ring](https://2e.aonprd.com/Equipment.aspx?ID=1353), [Ready](https://2e.aonprd.com/Equipment.aspx?ID=741), [Reaper's Crescent](https://2e.aonprd.com/Equipment.aspx?ID=1879), [Reaper's Grasp](https://2e.aonprd.com/Equipment.aspx?ID=1184), [Reaper's Lancet](https://2e.aonprd.com/Equipment.aspx?ID=810), [Reaper's Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2124), [Rebirth Potion](https://2e.aonprd.com/Equipment.aspx?ID=2090), [Rebound Fulu](https://2e.aonprd.com/Equipment.aspx?ID=981), [Rebounding Breastplate](https://2e.aonprd.com/Equipment.aspx?ID=1070), [Recording Rod](https://2e.aonprd.com/Equipment.aspx?ID=803), [Redeemer's Pistol](https://2e.aonprd.com/Equipment.aspx?ID=1599), [Red-Handed Missive](https://2e.aonprd.com/Equipment.aspx?ID=2065), [Reducer Round](https://2e.aonprd.com/Equipment.aspx?ID=1603), [Reef Heart](https://2e.aonprd.com/Equipment.aspx?ID=1851), [Reflected Moonlight Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2041), [Reflecting Shard](https://2e.aonprd.com/Equipment.aspx?ID=2111), [Reflecting Shield](https://2e.aonprd.com/Equipment.aspx?ID=324), [Reflexive Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=1291), [Reforging Shield](https://2e.aonprd.com/Equipment.aspx?ID=542), [Remorhaz Armor](https://2e.aonprd.com/Equipment.aspx?ID=1852), [Resilient](https://2e.aonprd.com/Equipment.aspx?ID=279), [Resonant Guitar](https://2e.aonprd.com/Equipment.aspx?ID=2616), [Resonating Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1031), [Resonating Fork](https://2e.aonprd.com/Equipment.aspx?ID=2237), [Restful Sleep Fulu](https://2e.aonprd.com/Equipment.aspx?ID=982), [Restful Tent](https://2e.aonprd.com/Equipment.aspx?ID=1071), [Retaliation](https://2e.aonprd.com/Equipment.aspx?ID=2303), [Retribution Axe](https://2e.aonprd.com/Equipment.aspx?ID=393), [Retrieval Prism](https://2e.aonprd.com/Equipment.aspx?ID=1032), [Returning](https://2e.aonprd.com/Equipment.aspx?ID=301), [Reverberating Stone](https://2e.aonprd.com/Equipment.aspx?ID=2112), [Rhino Hide](https://2e.aonprd.com/Equipment.aspx?ID=158), [Rhino Hide Brooch](https://2e.aonprd.com/Equipment.aspx?ID=1090), [Rhino Shot](https://2e.aonprd.com/Equipment.aspx?ID=1284), [Rhinoceros Mask](https://2e.aonprd.com/Equipment.aspx?ID=2352), [Rhythm Bone](https://2e.aonprd.com/Equipment.aspx?ID=970), [Rhyton of the Radiant Ifrit](https://2e.aonprd.com/Equipment.aspx?ID=2607), [Ridill](https://2e.aonprd.com/Equipment.aspx?ID=1473), [Right of Retribution](https://2e.aonprd.com/Equipment.aspx?ID=933), [Rime Crystal](https://2e.aonprd.com/Equipment.aspx?ID=2238), [Rime Foil](https://2e.aonprd.com/Equipment.aspx?ID=1876), [Rime Jar](https://2e.aonprd.com/Equipment.aspx?ID=2422), [Ring of Bestial Friendship](https://2e.aonprd.com/Equipment.aspx?ID=1749), [Ring of Climbing](https://2e.aonprd.com/Equipment.aspx?ID=453), [Ring of Counterspells](https://2e.aonprd.com/Equipment.aspx?ID=454), [Ring of Discretion](https://2e.aonprd.com/Equipment.aspx?ID=2345), [Ring of Energy Resistance](https://2e.aonprd.com/Equipment.aspx?ID=455), [Ring of Lies](https://2e.aonprd.com/Equipment.aspx?ID=456), [Ring of Maniacal Devices](https://2e.aonprd.com/Equipment.aspx?ID=457), [Ring of Observation](https://2e.aonprd.com/Equipment.aspx?ID=2465), [Ring of Ravenousness](https://2e.aonprd.com/Equipment.aspx?ID=2385), [Ring of Recalcitrant Wishes](https://2e.aonprd.com/Equipment.aspx?ID=901), [Ring of Sneering Charity](https://2e.aonprd.com/Equipment.aspx?ID=1645), [Ring of Spell Turning](https://2e.aonprd.com/Equipment.aspx?ID=458), [Ring of Stoneshifting](https://2e.aonprd.com/Equipment.aspx?ID=634), [Ring of Sustenance](https://2e.aonprd.com/Equipment.aspx?ID=459), [Ring of Swimming](https://2e.aonprd.com/Equipment.aspx?ID=460), [Ring of the Ram](https://2e.aonprd.com/Equipment.aspx?ID=461), [Ring of the Tiger](https://2e.aonprd.com/Equipment.aspx?ID=1750), [Ring of Torag](https://2e.aonprd.com/Equipment.aspx?ID=1734), [Ring of Truth](https://2e.aonprd.com/Equipment.aspx?ID=607), [Ringmaster's Staff](https://2e.aonprd.com/Equipment.aspx?ID=589), [Roaring Potion](https://2e.aonprd.com/Equipment.aspx?ID=2091), [Robe of Eyes](https://2e.aonprd.com/Equipment.aspx?ID=463), [Robe of Stone](https://2e.aonprd.com/Equipment.aspx?ID=2593), [Rock-Braced](https://2e.aonprd.com/Equipment.aspx?ID=527), [Rod of Cancellation](https://2e.aonprd.com/Equipment.aspx?ID=742), [Rod of Negation](https://2e.aonprd.com/Equipment.aspx?ID=264), [Rod of Wonder](https://2e.aonprd.com/Equipment.aspx?ID=265), [Rooting](https://2e.aonprd.com/Equipment.aspx?ID=2644), [Rope of Climbing](https://2e.aonprd.com/Equipment.aspx?ID=743), [Rose of Loves Lost](https://2e.aonprd.com/Equipment.aspx?ID=1646), [Rovagug's Mud](https://2e.aonprd.com/Equipment.aspx?ID=2092), [Rowan Rifle](https://2e.aonprd.com/Equipment.aspx?ID=1185), [Ruby Capacitor](https://2e.aonprd.com/Equipment.aspx?ID=2113), [Runescribed Disk](https://2e.aonprd.com/Equipment.aspx?ID=1524), [Runestone](https://2e.aonprd.com/Equipment.aspx?ID=247), [Rustbringer](https://2e.aonprd.com/Equipment.aspx?ID=2617), [Rusting Carapace](https://2e.aonprd.com/Equipment.aspx?ID=1853), [Sage's Lash](https://2e.aonprd.com/Equipment.aspx?ID=1072), [Saints' Balm](https://2e.aonprd.com/Equipment.aspx?ID=590), [Sairazul Blue](https://2e.aonprd.com/Equipment.aspx?ID=2594), [Salve of Antiparalysis](https://2e.aonprd.com/Equipment.aspx?ID=182), [Salve of Slipperiness](https://2e.aonprd.com/Equipment.aspx?ID=183), [Sampling Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1618), [Sandals of the Stag](https://2e.aonprd.com/Equipment.aspx?ID=2142), [Sandalwood Fan](https://2e.aonprd.com/Equipment.aspx?ID=2645), [Sandcastle](https://2e.aonprd.com/Equipment.aspx?ID=2595), [Sandstorm Top](https://2e.aonprd.com/Equipment.aspx?ID=1480), [Sanguine Fang](https://2e.aonprd.com/Equipment.aspx?ID=2239), [Sanguine Klar](https://2e.aonprd.com/Equipment.aspx?ID=1859), [Sanitizing Pin](https://2e.aonprd.com/Equipment.aspx?ID=2697), [Sapling Shield](https://2e.aonprd.com/Equipment.aspx?ID=1860), [Sarkorian God-Caller Garb](https://2e.aonprd.com/Equipment.aspx?ID=1375), [Sash of Books](https://2e.aonprd.com/Equipment.aspx?ID=2529), [Saurian Spike](https://2e.aonprd.com/Equipment.aspx?ID=2240), [Savior Spike](https://2e.aonprd.com/Equipment.aspx?ID=232), [Scalding Gauntlets](https://2e.aonprd.com/Equipment.aspx?ID=2608), [Scapular of Shields](https://2e.aonprd.com/Equipment.aspx?ID=2530), [Scarab Cuirass](https://2e.aonprd.com/Equipment.aspx?ID=1243), [Scarlet Queen](https://2e.aonprd.com/Equipment.aspx?ID=2554), [Scizore of the Crab](https://2e.aonprd.com/Equipment.aspx?ID=1887), [Scope of Limning](https://2e.aonprd.com/Equipment.aspx?ID=1215), [Scope of Truth](https://2e.aonprd.com/Equipment.aspx?ID=1216), [Screech Shooter](https://2e.aonprd.com/Equipment.aspx?ID=1169), [Scroll](https://2e.aonprd.com/Equipment.aspx?ID=640), [Scroll Case of Simplicity](https://2e.aonprd.com/Equipment.aspx?ID=525), [Scrollstaff](https://2e.aonprd.com/Equipment.aspx?ID=521), [Sealing Chest](https://2e.aonprd.com/Equipment.aspx?ID=851), [Secret-Keeper's Mask](https://2e.aonprd.com/Equipment.aspx?ID=914), [Seeking Bracelets](https://2e.aonprd.com/Equipment.aspx?ID=1499), [Self-Emptying Pocket](https://2e.aonprd.com/Equipment.aspx?ID=1656), [Sentinel 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Shield](https://2e.aonprd.com/Equipment.aspx?ID=1245), [Silver Snake Cane](https://2e.aonprd.com/Equipment.aspx?ID=2618), [Silver Tripod](https://2e.aonprd.com/Equipment.aspx?ID=1235), [Singing Bowl of the Versatile Stance](https://2e.aonprd.com/Equipment.aspx?ID=574), [Singing Muse](https://2e.aonprd.com/Equipment.aspx?ID=1091), [Singing Shortbow](https://2e.aonprd.com/Equipment.aspx?ID=1074), [Singing Stone](https://2e.aonprd.com/Equipment.aspx?ID=2596), [Singularity Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1307), [Sinister Knight](https://2e.aonprd.com/Equipment.aspx?ID=518), [Skeletal Claw](https://2e.aonprd.com/Equipment.aspx?ID=1718), [Skeleton Key](https://2e.aonprd.com/Equipment.aspx?ID=266), [Skittering Mask](https://2e.aonprd.com/Equipment.aspx?ID=2355), [Skull Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1607), [Sky Hammer](https://2e.aonprd.com/Equipment.aspx?ID=394), [Sky Serpent Bolt](https://2e.aonprd.com/Equipment.aspx?ID=1376), [Sky-Piercing Bow](https://2e.aonprd.com/Equipment.aspx?ID=950), [Skyrider Sword](https://2e.aonprd.com/Equipment.aspx?ID=1432), [Skysunder](https://2e.aonprd.com/Equipment.aspx?ID=2660), [Slates of Distant Letters](https://2e.aonprd.com/Equipment.aspx?ID=744), [Sleep Arrow](https://2e.aonprd.com/Equipment.aspx?ID=166), [Sleeves of Storage](https://2e.aonprd.com/Equipment.aspx?ID=745), [Sleuth's Pipe](https://2e.aonprd.com/Equipment.aspx?ID=2409), [Slick](https://2e.aonprd.com/Equipment.aspx?ID=289), [Slime Whip](https://2e.aonprd.com/Equipment.aspx?ID=792), [Slippers of Spider Climbing](https://2e.aonprd.com/Equipment.aspx?ID=465), [Slippery Ribbon](https://2e.aonprd.com/Equipment.aspx?ID=793), [Sluggish Bracelet](https://2e.aonprd.com/Equipment.aspx?ID=2388), [Smogger](https://2e.aonprd.com/Equipment.aspx?ID=1592), [Smoke Veil](https://2e.aonprd.com/Equipment.aspx?ID=2609), [Smoking Sword](https://2e.aonprd.com/Equipment.aspx?ID=908), [Smuggler's Sack](https://2e.aonprd.com/Equipment.aspx?ID=2466), [Snagging](https://2e.aonprd.com/Equipment.aspx?ID=1390), [Snapleaf](https://2e.aonprd.com/Equipment.aspx?ID=512), [Snarling Badger](https://2e.aonprd.com/Equipment.aspx?ID=2114), [Sneaky Key](https://2e.aonprd.com/Equipment.aspx?ID=234), [Sniper's Bead](https://2e.aonprd.com/Equipment.aspx?ID=1234), [Snowshoes of the Long Trek](https://2e.aonprd.com/Equipment.aspx?ID=857), [Soaring](https://2e.aonprd.com/Equipment.aspx?ID=920), [Soaring Wings](https://2e.aonprd.com/Equipment.aspx?ID=2216), [Socialite Staff](https://2e.aonprd.com/Equipment.aspx?ID=2257), [Society Portrait](https://2e.aonprd.com/Equipment.aspx?ID=1629), [Soft-Landing](https://2e.aonprd.com/Equipment.aspx?ID=1391), [Songbird's Brush](https://2e.aonprd.com/Equipment.aspx?ID=1760), [Sonic Tuning Mace](https://2e.aonprd.com/Equipment.aspx?ID=1075), [Soothing Scents](https://2e.aonprd.com/Equipment.aspx?ID=1010), [Soul Chain](https://2e.aonprd.com/Equipment.aspx?ID=1737), [Soulspeaker](https://2e.aonprd.com/Equipment.aspx?ID=1736), [South Wind's Scorch Song](https://2e.aonprd.com/Equipment.aspx?ID=1076), [Spangled Rider's Suit](https://2e.aonprd.com/Equipment.aspx?ID=591), [Sparkblade](https://2e.aonprd.com/Equipment.aspx?ID=904), [Sparking Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2125), [Sparkshade Parasol](https://2e.aonprd.com/Equipment.aspx?ID=2610), [Sparkwarden](https://2e.aonprd.com/Equipment.aspx?ID=2661), [Spear of the Destroyer's Flame](https://2e.aonprd.com/Equipment.aspx?ID=1472), [Specialist's Ring](https://2e.aonprd.com/Equipment.aspx?ID=1077), [Spectacles of Inquiry](https://2e.aonprd.com/Equipment.aspx?ID=2316), [Spectacles of Piercing Sight](https://2e.aonprd.com/Equipment.aspx?ID=2317), [Spectacles of Understanding](https://2e.aonprd.com/Equipment.aspx?ID=882), [Spectral Opera Glasses](https://2e.aonprd.com/Equipment.aspx?ID=1784), [Speed](https://2e.aonprd.com/Equipment.aspx?ID=304), [Spell Duelist's Siphon](https://2e.aonprd.com/Equipment.aspx?ID=2182), [Spell Echo Shot](https://2e.aonprd.com/Equipment.aspx?ID=2058), [Spell-Bastion](https://2e.aonprd.com/Equipment.aspx?ID=1392), [Spellbook of Redundant Enchantment](https://2e.aonprd.com/Equipment.aspx?ID=994), [Spellbreaking](https://2e.aonprd.com/Equipment.aspx?ID=1837), [Spellcutter](https://2e.aonprd.com/Equipment.aspx?ID=1457), [Spellender](https://2e.aonprd.com/Equipment.aspx?ID=1092), [Spellguard Blade](https://2e.aonprd.com/Equipment.aspx?ID=746), [Spellguard Shield](https://2e.aonprd.com/Equipment.aspx?ID=325), [Spell-Storing](https://2e.aonprd.com/Equipment.aspx?ID=305), [Spellstrike Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=167), [Spellstriker Staff](https://2e.aonprd.com/Equipment.aspx?ID=2258), [Sphere of Annihilation](https://2e.aonprd.com/Equipment.aspx?ID=620), [Spider Chair](https://2e.aonprd.com/Equipment.aspx?ID=1163), [Spider Gun](https://2e.aonprd.com/Equipment.aspx?ID=1170), [Spider Lily Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=2687), [Spike Launcher](https://2e.aonprd.com/Equipment.aspx?ID=1171), [Spined Shield](https://2e.aonprd.com/Equipment.aspx?ID=326), [Spiny Lodestone](https://2e.aonprd.com/Equipment.aspx?ID=2620), [Spiral Athame](https://2e.aonprd.com/Equipment.aspx?ID=1817), [Spiral Chimes](https://2e.aonprd.com/Equipment.aspx?ID=2584), [Spirit Trap](https://2e.aonprd.com/Equipment.aspx?ID=2688), [Spirit-Sealing Fulu](https://2e.aonprd.com/Equipment.aspx?ID=983), [Spiritsight Crossbow](https://2e.aonprd.com/Equipment.aspx?ID=747), [Spiritsight Ring](https://2e.aonprd.com/Equipment.aspx?ID=2346), [Spiritual Warhorn](https://2e.aonprd.com/Equipment.aspx?ID=2126), [Splendid Floodlight](https://2e.aonprd.com/Equipment.aspx?ID=1785), [Splintering Spear](https://2e.aonprd.com/Equipment.aspx?ID=2646), [Spore Sap](https://2e.aonprd.com/Equipment.aspx?ID=647), [Spore Shepherd's Staff](https://2e.aonprd.com/Equipment.aspx?ID=2665), [Spun Cloud](https://2e.aonprd.com/Equipment.aspx?ID=2585), [Spurned Lute](https://2e.aonprd.com/Equipment.aspx?ID=2389), [Spy Staff](https://2e.aonprd.com/Equipment.aspx?ID=2259), [Spyglass Eye](https://2e.aonprd.com/Equipment.aspx?ID=2159), [Staff of Abjuration](https://2e.aonprd.com/Equipment.aspx?ID=351), [Staff of Air](https://2e.aonprd.com/Equipment.aspx?ID=2260), [Staff of Conjuration](https://2e.aonprd.com/Equipment.aspx?ID=352), [Staff of Divination](https://2e.aonprd.com/Equipment.aspx?ID=353), [Staff of Earth](https://2e.aonprd.com/Equipment.aspx?ID=2261), [Staff of Enchantment](https://2e.aonprd.com/Equipment.aspx?ID=354), [Staff of Evocation](https://2e.aonprd.com/Equipment.aspx?ID=355), [Staff of Final Rest](https://2e.aonprd.com/Equipment.aspx?ID=1285), [Staff of Fire](https://2e.aonprd.com/Equipment.aspx?ID=356), [Staff of Healing](https://2e.aonprd.com/Equipment.aspx?ID=357), [Staff of Illumination](https://2e.aonprd.com/Equipment.aspx?ID=358), [Staff of Illusion](https://2e.aonprd.com/Equipment.aspx?ID=359), [Staff of Impossible Visions](https://2e.aonprd.com/Equipment.aspx?ID=748), [Staff of Metal](https://2e.aonprd.com/Equipment.aspx?ID=2621), [Staff of Nature's Cunning](https://2e.aonprd.com/Equipment.aspx?ID=1002), [Staff of Nature's Vengeance](https://2e.aonprd.com/Equipment.aspx?ID=749), [Staff of Necromancy](https://2e.aonprd.com/Equipment.aspx?ID=360), [Staff of Power](https://2e.aonprd.com/Equipment.aspx?ID=361), [Staff of Providence](https://2e.aonprd.com/Equipment.aspx?ID=750), [Staff of Sieges](https://2e.aonprd.com/Equipment.aspx?ID=672), [Staff of the Black Desert](https://2e.aonprd.com/Equipment.aspx?ID=660), [Staff of the Desert Winds](https://2e.aonprd.com/Equipment.aspx?ID=1078), [Staff of the Dreamlands](https://2e.aonprd.com/Equipment.aspx?ID=1440), [Staff of the Magi](https://2e.aonprd.com/Equipment.aspx?ID=362), [Staff of Transmutation](https://2e.aonprd.com/Equipment.aspx?ID=363), [Staff of Water](https://2e.aonprd.com/Equipment.aspx?ID=2262), [Staff-Storing Shield](https://2e.aonprd.com/Equipment.aspx?ID=1079), [Stage Fright Missive](https://2e.aonprd.com/Equipment.aspx?ID=2066), [Stag's Helm](https://2e.aonprd.com/Equipment.aspx?ID=1752), [Stalagmite Seed](https://2e.aonprd.com/Equipment.aspx?ID=2597), [Stalk Goggles](https://2e.aonprd.com/Equipment.aspx?ID=1821), [Stampede Medallion](https://2e.aonprd.com/Equipment.aspx?ID=1080), [Stanching](https://2e.aonprd.com/Equipment.aspx?ID=1294), [Standard of the Primeval Howl](https://2e.aonprd.com/Equipment.aspx?ID=2197), [Star Chart Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=1484), [Star of Cynosure](https://2e.aonprd.com/Equipment.aspx?ID=2423), [Starfall Shield](https://2e.aonprd.com/Equipment.aspx?ID=1861), [Stargazer](https://2e.aonprd.com/Equipment.aspx?ID=1880), [Stargazer's Spyglass](https://2e.aonprd.com/Equipment.aspx?ID=2413), [Staring Skull](https://2e.aonprd.com/Equipment.aspx?ID=2217), [Starless Scope](https://2e.aonprd.com/Equipment.aspx?ID=954), [Starshot Arrow](https://2e.aonprd.com/Equipment.aspx?ID=772), [Starsong Nectar](https://2e.aonprd.com/Equipment.aspx?ID=2093), [Statue Skin Salve](https://2e.aonprd.com/Equipment.aspx?ID=2520), [Stepping Stone Shot](https://2e.aonprd.com/Equipment.aspx?ID=1198), [Stole of Civility](https://2e.aonprd.com/Equipment.aspx?ID=592), [Stone Bullet](https://2e.aonprd.com/Equipment.aspx?ID=168), [Stone Circle](https://2e.aonprd.com/Equipment.aspx?ID=1295), [Stone of Encouragement](https://2e.aonprd.com/Equipment.aspx?ID=2467), [Stone of Unrivaled Skill](https://2e.aonprd.com/Equipment.aspx?ID=1654), [Stone of Weight](https://2e.aonprd.com/Equipment.aspx?ID=608), [Stoneraiser Javelin](https://2e.aonprd.com/Equipment.aspx?ID=648), [Stonethroat Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1246), [Storm Arrow](https://2e.aonprd.com/Equipment.aspx?ID=169), [Storm Breath](https://2e.aonprd.com/Equipment.aspx?ID=2586), [Storm Chair](https://2e.aonprd.com/Equipment.aspx?ID=1164), [Storm Flash](https://2e.aonprd.com/Equipment.aspx?ID=395), [Storm Hammer](https://2e.aonprd.com/Equipment.aspx?ID=909), [Stormbreaker Fulu](https://2e.aonprd.com/Equipment.aspx?ID=984), [Stormfeather](https://2e.aonprd.com/Equipment.aspx?ID=1034), [Storyteller's Opus](https://2e.aonprd.com/Equipment.aspx?ID=995), [Striking](https://2e.aonprd.com/Equipment.aspx?ID=280), [Stumbling Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2043), [Sturdy Shield](https://2e.aonprd.com/Equipment.aspx?ID=327), [Summoning Handscroll](https://2e.aonprd.com/Equipment.aspx?ID=996), [Sun Sight](https://2e.aonprd.com/Equipment.aspx?ID=2218), [Sun Wheel](https://2e.aonprd.com/Equipment.aspx?ID=905), [Sunflower Censer](https://2e.aonprd.com/Equipment.aspx?ID=1800), [Sure-Step Crampons](https://2e.aonprd.com/Equipment.aspx?ID=2312), [Sure-Step Potion](https://2e.aonprd.com/Equipment.aspx?ID=2094), [Swallow-Spike](https://2e.aonprd.com/Equipment.aspx?ID=1838), [Swarmeater's Clasp](https://2e.aonprd.com/Equipment.aspx?ID=2347), [Swarming](https://2e.aonprd.com/Equipment.aspx?ID=1871), [Swift Block Cabochon](https://2e.aonprd.com/Equipment.aspx?ID=235), [Swiftmount Saddle](https://2e.aonprd.com/Equipment.aspx?ID=1575), [Swirling Sand](https://2e.aonprd.com/Equipment.aspx?ID=1619), [Tablet of Chained Souls](https://2e.aonprd.com/Equipment.aspx?ID=1647), [Tactician's Helm](https://2e.aonprd.com/Equipment.aspx?ID=2339), [Tailor's Boll](https://2e.aonprd.com/Equipment.aspx?ID=2647), [Tales in Timber](https://2e.aonprd.com/Equipment.aspx?ID=2648), [Talespinner's Lyre](https://2e.aonprd.com/Equipment.aspx?ID=2127), [Taleteller's Ring](https://2e.aonprd.com/Equipment.aspx?ID=1648), [Talisman Cord](https://2e.aonprd.com/Equipment.aspx?ID=883), [Talisman of the Sphere](https://2e.aonprd.com/Equipment.aspx?ID=621), [Tattletale Orb](https://2e.aonprd.com/Equipment.aspx?ID=2390), [Telekinetic Converter](https://2e.aonprd.com/Equipment.aspx?ID=2417), [Tentacle Cannon](https://2e.aonprd.com/Equipment.aspx?ID=1172), [Tentacle Potion](https://2e.aonprd.com/Equipment.aspx?ID=2095), [Terrifying Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=725), [Thawing Candle](https://2e.aonprd.com/Equipment.aspx?ID=2611), [The Avalanche](https://2e.aonprd.com/Equipment.aspx?ID=2532), [The Bear](https://2e.aonprd.com/Equipment.aspx?ID=2501), [The Beating](https://2e.aonprd.com/Equipment.aspx?ID=2502), [The Betrayal](https://2e.aonprd.com/Equipment.aspx?ID=2533), [The Big Sky](https://2e.aonprd.com/Equipment.aspx?ID=2475), [The Brass Dwarf](https://2e.aonprd.com/Equipment.aspx?ID=2476), [The Carnival](https://2e.aonprd.com/Equipment.aspx?ID=2477), [The Courtesan](https://2e.aonprd.com/Equipment.aspx?ID=2534), [The Cricket](https://2e.aonprd.com/Equipment.aspx?ID=2535), [The Crows](https://2e.aonprd.com/Equipment.aspx?ID=2536), [The Cyclone](https://2e.aonprd.com/Equipment.aspx?ID=2503), [The Dance](https://2e.aonprd.com/Equipment.aspx?ID=2537), [The Deck of Destiny](https://2e.aonprd.com/Equipment.aspx?ID=2531), [The Demon's Lantern](https://2e.aonprd.com/Equipment.aspx?ID=2504), [The Desert](https://2e.aonprd.com/Equipment.aspx?ID=2505), [The Eclipse](https://2e.aonprd.com/Equipment.aspx?ID=2538), [The Empty Throne](https://2e.aonprd.com/Equipment.aspx?ID=2478), [The Fiend](https://2e.aonprd.com/Equipment.aspx?ID=2479), [The Fool](https://2e.aonprd.com/Equipment.aspx?ID=2539), [The Forge](https://2e.aonprd.com/Equipment.aspx?ID=2506), [The Hidden Truth](https://2e.aonprd.com/Equipment.aspx?ID=2507), [The Inquisitor](https://2e.aonprd.com/Equipment.aspx?ID=2540), [The Joke](https://2e.aonprd.com/Equipment.aspx?ID=2541), [The Juggler](https://2e.aonprd.com/Equipment.aspx?ID=2480), [The Keep](https://2e.aonprd.com/Equipment.aspx?ID=2508), [The Lens of the Outreaching Eye](https://2e.aonprd.com/Equipment.aspx?ID=2499), [The Liar](https://2e.aonprd.com/Equipment.aspx?ID=2481), [The Locksmith](https://2e.aonprd.com/Equipment.aspx?ID=2482), [The Lost](https://2e.aonprd.com/Equipment.aspx?ID=2509), [The Marriage](https://2e.aonprd.com/Equipment.aspx?ID=2510), [The Midwife](https://2e.aonprd.com/Equipment.aspx?ID=2511), [The Mountain Man](https://2e.aonprd.com/Equipment.aspx?ID=2483), [The Owl](https://2e.aonprd.com/Equipment.aspx?ID=2512), [The Paladin](https://2e.aonprd.com/Equipment.aspx?ID=2485), [The Peacock](https://2e.aonprd.com/Equipment.aspx?ID=2542), [The Publican](https://2e.aonprd.com/Equipment.aspx?ID=2486), [The Queen Mother](https://2e.aonprd.com/Equipment.aspx?ID=2543), [The Rabbit Prince](https://2e.aonprd.com/Equipment.aspx?ID=2487), [The Rakshasa](https://2e.aonprd.com/Equipment.aspx?ID=2488), [The Sickness](https://2e.aonprd.com/Equipment.aspx?ID=2513), [The Silent Hag](https://2e.aonprd.com/Equipment.aspx?ID=2484), [The Snakebite](https://2e.aonprd.com/Equipment.aspx?ID=2489), [The Survivor](https://2e.aonprd.com/Equipment.aspx?ID=2514), [The Tangled Briar](https://2e.aonprd.com/Equipment.aspx?ID=2515), [The Teamster](https://2e.aonprd.com/Equipment.aspx?ID=2544), [The Theater](https://2e.aonprd.com/Equipment.aspx?ID=2490), [The Trader](https://2e.aonprd.com/Equipment.aspx?ID=2545), [The Trumpet](https://2e.aonprd.com/Equipment.aspx?ID=2491), [The Twin](https://2e.aonprd.com/Equipment.aspx?ID=2546), [The Tyrant](https://2e.aonprd.com/Equipment.aspx?ID=2516), [The Unicorn](https://2e.aonprd.com/Equipment.aspx?ID=2547), [The Uprising](https://2e.aonprd.com/Equipment.aspx?ID=2517), [The Vision](https://2e.aonprd.com/Equipment.aspx?ID=2492), [The Wanderer](https://2e.aonprd.com/Equipment.aspx?ID=2548), [The Waxworks](https://2e.aonprd.com/Equipment.aspx?ID=2518), [The Winged Serpent](https://2e.aonprd.com/Equipment.aspx?ID=2549), [Therapeutic Snap Peas](https://2e.aonprd.com/Equipment.aspx?ID=2649), [Third Eye](https://2e.aonprd.com/Equipment.aspx?ID=466), [Thorn Triad](https://2e.aonprd.com/Equipment.aspx?ID=2650), [Thoughtwhip Claw](https://2e.aonprd.com/Equipment.aspx?ID=1808), [Thousand-Blade Thesis](https://2e.aonprd.com/Equipment.aspx?ID=1081), [Thousand-Pains Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2044), [Thrice-Fried Mudwings](https://2e.aonprd.com/Equipment.aspx?ID=1315), [Thrower's Bandolier](https://2e.aonprd.com/Equipment.aspx?ID=2313), [Thunder Helm](https://2e.aonprd.com/Equipment.aspx?ID=1593), [Thunderbird Tuft](https://2e.aonprd.com/Equipment.aspx?ID=1011), [Thunderblast Slippers](https://2e.aonprd.com/Equipment.aspx?ID=2331), [Thundering](https://2e.aonprd.com/Equipment.aspx?ID=306), [Tidal Fishhook](https://2e.aonprd.com/Equipment.aspx?ID=1485), [Tiger Menuki](https://2e.aonprd.com/Equipment.aspx?ID=236), [Time Shield Potion](https://2e.aonprd.com/Equipment.aspx?ID=726), [Titan's Grasp](https://2e.aonprd.com/Equipment.aspx?ID=1082), [Tlil Mask](https://2e.aonprd.com/Equipment.aspx?ID=2356), [Tome of Dripping Shadows](https://2e.aonprd.com/Equipment.aspx?ID=2680), [Tome of Restorative Cleansing](https://2e.aonprd.com/Equipment.aspx?ID=2183), [Tooth and Claw Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=2219), [Topology Protoplasm](https://2e.aonprd.com/Equipment.aspx?ID=1035), [Torag's Silver Anvil](https://2e.aonprd.com/Equipment.aspx?ID=575), [Tornado Trompo](https://2e.aonprd.com/Equipment.aspx?ID=1741), [Torrent Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2128), [Tracker's Goggles](https://2e.aonprd.com/Equipment.aspx?ID=467), [Tracking Fulu](https://2e.aonprd.com/Equipment.aspx?ID=985), [Trackless](https://2e.aonprd.com/Equipment.aspx?ID=2304), [Tradecraft Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=2220), [Transposition Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1286), [Traveler's Any-Tool](https://2e.aonprd.com/Equipment.aspx?ID=268), [Traveler's Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2693), [Triangular Teeth](https://2e.aonprd.com/Equipment.aspx?ID=2221), [Trinity Geode](https://2e.aonprd.com/Equipment.aspx?ID=1017), [Tripline Arrow](https://2e.aonprd.com/Equipment.aspx?ID=1754), [Triton's Conch](https://2e.aonprd.com/Equipment.aspx?ID=269), [Trollhound Vest](https://2e.aonprd.com/Equipment.aspx?ID=1854), [Troubadour's Cap](https://2e.aonprd.com/Equipment.aspx?ID=2144), [True Name Amulet](https://2e.aonprd.com/Equipment.aspx?ID=1083), [Truesight Potion](https://2e.aonprd.com/Equipment.aspx?ID=199), [Trustworthy Round](https://2e.aonprd.com/Equipment.aspx?ID=1199), [Truth Potion](https://2e.aonprd.com/Equipment.aspx?ID=200), [Turnabout Shield](https://2e.aonprd.com/Equipment.aspx?ID=1862), [Tusk and Fang Chain](https://2e.aonprd.com/Equipment.aspx?ID=952), [Twilight Lantern](https://2e.aonprd.com/Equipment.aspx?ID=1451), [Twining Staff](https://2e.aonprd.com/Equipment.aspx?ID=396), [Tyrant's Writ](https://2e.aonprd.com/Equipment.aspx?ID=1801), [Ugly Cute's Gift](https://2e.aonprd.com/Equipment.aspx?ID=2689), [Umbraex Eye](https://2e.aonprd.com/Equipment.aspx?ID=1787), [Umbral Wings](https://2e.aonprd.com/Equipment.aspx?ID=1719), [Unbreakable Heart](https://2e.aonprd.com/Equipment.aspx?ID=2222), [Undead Compendium](https://2e.aonprd.com/Equipment.aspx?ID=1576), [Undead Scourge](https://2e.aonprd.com/Equipment.aspx?ID=1577), [Undertaker's Manifest](https://2e.aonprd.com/Equipment.aspx?ID=2185), [Underwater](https://2e.aonprd.com/Equipment.aspx?ID=2634), [Underwater Firing Mechanism](https://2e.aonprd.com/Equipment.aspx?ID=1224), [Unending Youth](https://2e.aonprd.com/Equipment.aspx?ID=762), [Unexceptional](https://2e.aonprd.com/Equipment.aspx?ID=2563), [Unfathomable Stargazer](https://2e.aonprd.com/Equipment.aspx?ID=2391), [Unholy](https://2e.aonprd.com/Equipment.aspx?ID=307), [Uniter of Clans](https://2e.aonprd.com/Equipment.aspx?ID=2662), [Unmemorable Mantle](https://2e.aonprd.com/Equipment.aspx?ID=513), [Unsullied Blood](https://2e.aonprd.com/Equipment.aspx?ID=1795), [Urn of Ashes](https://2e.aonprd.com/Equipment.aspx?ID=751), [Vampire-Fang Morningstar](https://2e.aonprd.com/Equipment.aspx?ID=1888), [Vampiric Scythe](https://2e.aonprd.com/Equipment.aspx?ID=1287), [Vanishing Coin](https://2e.aonprd.com/Equipment.aspx?ID=237), [Vapor Sphere](https://2e.aonprd.com/Equipment.aspx?ID=1036), [Vaporous Pipe](https://2e.aonprd.com/Equipment.aspx?ID=2198), [Varisian Emblem](https://2e.aonprd.com/Equipment.aspx?ID=2223), [Vaultbreaker's Harness](https://2e.aonprd.com/Equipment.aspx?ID=2307), [Veiled Figurehead](https://2e.aonprd.com/Equipment.aspx?ID=2635), [Vengeful Arm](https://2e.aonprd.com/Equipment.aspx?ID=1809), [Venomed Tongue](https://2e.aonprd.com/Equipment.aspx?ID=1810), [Venomous Cure Fulu](https://2e.aonprd.com/Equipment.aspx?ID=986), [Ventriloquist's Ring](https://2e.aonprd.com/Equipment.aspx?ID=468), [Verdant Staff](https://2e.aonprd.com/Equipment.aspx?ID=364), [Versatile Tinderbox](https://2e.aonprd.com/Equipment.aspx?ID=2651), [Vial of the Immortal Wellspring](https://2e.aonprd.com/Equipment.aspx?ID=1655), [Victory Plate](https://2e.aonprd.com/Equipment.aspx?ID=752), [Vigilant Eye](https://2e.aonprd.com/Equipment.aspx?ID=2241), [Vine Arrow](https://2e.aonprd.com/Equipment.aspx?ID=170), [Vine of Roses](https://2e.aonprd.com/Equipment.aspx?ID=1384), [Vine Whip](https://2e.aonprd.com/Equipment.aspx?ID=1889), [Violin of the Waves](https://2e.aonprd.com/Equipment.aspx?ID=2199), [Viper Arrow](https://2e.aonprd.com/Equipment.aspx?ID=171), [Viper Rapier](https://2e.aonprd.com/Equipment.aspx?ID=2145), [Viper's Fang](https://2e.aonprd.com/Equipment.aspx?ID=238), [Vital Earth](https://2e.aonprd.com/Equipment.aspx?ID=2598), [Voice from the Grave](https://2e.aonprd.com/Equipment.aspx?ID=2200), [Voicebox](https://2e.aonprd.com/Equipment.aspx?ID=2169), [Void Mirror](https://2e.aonprd.com/Equipment.aspx?ID=955), [Volcanic Vigor](https://2e.aonprd.com/Equipment.aspx?ID=2677), [Vorpal](https://2e.aonprd.com/Equipment.aspx?ID=308), [Voyager's Pack](https://2e.aonprd.com/Equipment.aspx?ID=469), [Vultures Wing](https://2e.aonprd.com/Equipment.aspx?ID=1796), [Walking Cauldron](https://2e.aonprd.com/Equipment.aspx?ID=753), [Wand Cane](https://2e.aonprd.com/Equipment.aspx?ID=2154), [Wand of Caustic Effluence](https://2e.aonprd.com/Equipment.aspx?ID=1467), [Wand of Choking Mist](https://2e.aonprd.com/Equipment.aspx?ID=2272), [Wand of Chromatic Burst](https://2e.aonprd.com/Equipment.aspx?ID=2273), [Wand of Clinging Rime](https://2e.aonprd.com/Equipment.aspx?ID=2274), [Wand of Contagious Frailty](https://2e.aonprd.com/Equipment.aspx?ID=2275), [Wand of Continuation](https://2e.aonprd.com/Equipment.aspx?ID=369), [Wand of Crackling Lightning](https://2e.aonprd.com/Equipment.aspx?ID=754), [Wand of Crushing Leaps](https://2e.aonprd.com/Equipment.aspx?ID=2276), [Wand of Dazzling Rays](https://2e.aonprd.com/Equipment.aspx?ID=2277), [Wand of Dumbfounding Doom](https://2e.aonprd.com/Equipment.aspx?ID=2278), [Wand of Fey Flames](https://2e.aonprd.com/Equipment.aspx?ID=1377), [Wand of Hawthorn](https://2e.aonprd.com/Equipment.aspx?ID=2279), [Wand of Hopeless Night](https://2e.aonprd.com/Equipment.aspx?ID=755), [Wand of Hybrid Form](https://2e.aonprd.com/Equipment.aspx?ID=2280), [Wand of Legerdemain](https://2e.aonprd.com/Equipment.aspx?ID=2281), [Wand of Manifold Missiles](https://2e.aonprd.com/Equipment.aspx?ID=370), [Wand of Mental Purification](https://2e.aonprd.com/Equipment.aspx?ID=2282), [Wand of Mercy](https://2e.aonprd.com/Equipment.aspx?ID=2283), [Wand of Noisome Acid](https://2e.aonprd.com/Equipment.aspx?ID=2284), [Wand of Overflowing Life](https://2e.aonprd.com/Equipment.aspx?ID=756), [Wand of Paralytic Shock](https://2e.aonprd.com/Equipment.aspx?ID=2285), [Wand of Pernicious Poison](https://2e.aonprd.com/Equipment.aspx?ID=2286), [Wand of Reaching](https://2e.aonprd.com/Equipment.aspx?ID=2287), [Wand of Refracting Rays](https://2e.aonprd.com/Equipment.aspx?ID=2288), [Wand of Rolling Flames](https://2e.aonprd.com/Equipment.aspx?ID=2289), [Wand of Shattering Images](https://2e.aonprd.com/Equipment.aspx?ID=2290), [Wand of Shrouded Step](https://2e.aonprd.com/Equipment.aspx?ID=2291), [Wand of Slaying](https://2e.aonprd.com/Equipment.aspx?ID=371), [Wand of Smoldering Fireballs](https://2e.aonprd.com/Equipment.aspx?ID=372), [Wand of Spiritual Warfare](https://2e.aonprd.com/Equipment.aspx?ID=1247), [Wand of Teeming Ghosts](https://2e.aonprd.com/Equipment.aspx?ID=2292), [Wand of the Ash Puppet](https://2e.aonprd.com/Equipment.aspx?ID=2293), [Wand of the Pampered Pet](https://2e.aonprd.com/Equipment.aspx?ID=2294), [Wand of the Snowfields](https://2e.aonprd.com/Equipment.aspx?ID=757), [Wand of the Spider](https://2e.aonprd.com/Equipment.aspx?ID=758), [Wand of Thundering Echoes](https://2e.aonprd.com/Equipment.aspx?ID=1385), [Wand of Tormented Slumber](https://2e.aonprd.com/Equipment.aspx?ID=2295), [Wand of Toxic Blades](https://2e.aonprd.com/Equipment.aspx?ID=2296), [Wand of Traitorous Thoughts](https://2e.aonprd.com/Equipment.aspx?ID=2297), [Wand of Wearying Dance](https://2e.aonprd.com/Equipment.aspx?ID=2298), [Wand of Widening](https://2e.aonprd.com/Equipment.aspx?ID=373), [Warcaller's Chime](https://2e.aonprd.com/Equipment.aspx?ID=1093), [Warden's Signet](https://2e.aonprd.com/Equipment.aspx?ID=2330), [Warding Statuette](https://2e.aonprd.com/Equipment.aspx?ID=2242), [Warding Escutcheon](https://2e.aonprd.com/Equipment.aspx?ID=1863), [Warding Tablets](https://2e.aonprd.com/Equipment.aspx?ID=997), [Warding Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=1000), [Wardrobe Stone](https://2e.aonprd.com/Equipment.aspx?ID=1323), [Wasp Guard](https://2e.aonprd.com/Equipment.aspx?ID=1855), [Watch of Lost Ages](https://2e.aonprd.com/Equipment.aspx?ID=2410), [Watchful Portrait](https://2e.aonprd.com/Equipment.aspx?ID=2129), [Waterproofing Wax](https://2e.aonprd.com/Equipment.aspx?ID=1012), [Wayfinder](https://2e.aonprd.com/Equipment.aspx?ID=470), [Weapon Potency](https://2e.aonprd.com/Equipment.aspx?ID=281), [Weapon Shot](https://2e.aonprd.com/Equipment.aspx?ID=2059), [Weapon-Weird Oil](https://2e.aonprd.com/Equipment.aspx?ID=2077), [Whelming Scrimshaw](https://2e.aonprd.com/Equipment.aspx?ID=2130), [Whip of Compliance](https://2e.aonprd.com/Equipment.aspx?ID=593), [Whisper Briolette](https://2e.aonprd.com/Equipment.aspx?ID=839), [Whisper of the First Lie](https://2e.aonprd.com/Equipment.aspx?ID=471), [Whispering Staff](https://2e.aonprd.com/Equipment.aspx?ID=2146), [Whistle of Calling](https://2e.aonprd.com/Equipment.aspx?ID=1578), [Wig of Holding](https://2e.aonprd.com/Equipment.aspx?ID=1324), [Wind at Your Back](https://2e.aonprd.com/Equipment.aspx?ID=2201), [Wind Ocarina](https://2e.aonprd.com/Equipment.aspx?ID=2131), [Wind-Catcher](https://2e.aonprd.com/Equipment.aspx?ID=1393), [Winder's Ring](https://2e.aonprd.com/Equipment.aspx?ID=1596), [Windlass Bolas](https://2e.aonprd.com/Equipment.aspx?ID=1873), [Wine of the Blood](https://2e.aonprd.com/Equipment.aspx?ID=1635), [Winged](https://2e.aonprd.com/Equipment.aspx?ID=759), [Winged Boots](https://2e.aonprd.com/Equipment.aspx?ID=472), [Wisp Chain](https://2e.aonprd.com/Equipment.aspx?ID=2587), [Witchwyrd Beacon](https://2e.aonprd.com/Equipment.aspx?ID=2500), [Wizard's Tower](https://2e.aonprd.com/Equipment.aspx?ID=1265), [Wolf Fang](https://2e.aonprd.com/Equipment.aspx?ID=239), [Wondrous Figurine](https://2e.aonprd.com/Equipment.aspx?ID=270), [Wooden Nickle](https://2e.aonprd.com/Equipment.aspx?ID=2115), [Wordreaper](https://2e.aonprd.com/Equipment.aspx?ID=1500), [Words of Wisdom](https://2e.aonprd.com/Equipment.aspx?ID=2564), [Wounding](https://2e.aonprd.com/Equipment.aspx?ID=309), [Wounding Oil](https://2e.aonprd.com/Equipment.aspx?ID=2078), [Wovenwood Shield](https://2e.aonprd.com/Equipment.aspx?ID=1378), [Wraithweave Patch](https://2e.aonprd.com/Equipment.aspx?ID=1724), [Wrestler's Armbands](https://2e.aonprd.com/Equipment.aspx?ID=2404), [Wyrm Claw](https://2e.aonprd.com/Equipment.aspx?ID=2243), [Wyrm Drinker](https://2e.aonprd.com/Equipment.aspx?ID=1453), [Wyrm on the Wing](https://2e.aonprd.com/Equipment.aspx?ID=2225), [Zealot Staff](https://2e.aonprd.com/Equipment.aspx?ID=2263), [Zombie Staff](https://2e.aonprd.com/Equipment.aspx?ID=2264), [Zuhra's Gloves](https://2e.aonprd.com/Equipment.aspx?ID=2622) - -## Feats - -[Arrow of Death](https://2e.aonprd.com/Feats.aspx?ID=1968), [Beast Gunner Dedication](https://2e.aonprd.com/Feats.aspx?ID=3229), [Blasting Beams](https://2e.aonprd.com/Feats.aspx?ID=3780), [Bone Spikes](https://2e.aonprd.com/Feats.aspx?ID=3784), [Call Gun](https://2e.aonprd.com/Feats.aspx?ID=3269), [Consume Energy](https://2e.aonprd.com/Feats.aspx?ID=3781), [Controlled Bullet](https://2e.aonprd.com/Feats.aspx?ID=3233), [Crimson Shroud](https://2e.aonprd.com/Feats.aspx?ID=898), [Distant Wandering](https://2e.aonprd.com/Feats.aspx?ID=3791), [Drain Vitality](https://2e.aonprd.com/Feats.aspx?ID=3231), [Eerie Flicker](https://2e.aonprd.com/Feats.aspx?ID=3788), [Eldritch Archer Dedication](https://2e.aonprd.com/Feats.aspx?ID=1960), [Enchanting Arrow](https://2e.aonprd.com/Feats.aspx?ID=1962), [Enervating Wail](https://2e.aonprd.com/Feats.aspx?ID=3790), [Fulminating Shot](https://2e.aonprd.com/Feats.aspx?ID=3268), [Gathering Moss](https://2e.aonprd.com/Feats.aspx?ID=4180), [Ghostly Grasp (Deviant)](https://2e.aonprd.com/Feats.aspx?ID=3789), [Gift of the Hoard](https://2e.aonprd.com/Feats.aspx?ID=3754), [High-Speed Regeneration](https://2e.aonprd.com/Feats.aspx?ID=3786), [Implausible Infiltration](https://2e.aonprd.com/Feats.aspx?ID=596), [Implement's Assault](https://2e.aonprd.com/Feats.aspx?ID=3731), [Jelly Body](https://2e.aonprd.com/Feats.aspx?ID=3753), [Magic Arrow](https://2e.aonprd.com/Feats.aspx?ID=1963), [Mind Shards](https://2e.aonprd.com/Feats.aspx?ID=3867), [Miraculous Flight](https://2e.aonprd.com/Feats.aspx?ID=3153), [Narrative Conduit](https://2e.aonprd.com/Feats.aspx?ID=3036), [Phase Arrow](https://2e.aonprd.com/Feats.aspx?ID=1967), [Phase Bullet](https://2e.aonprd.com/Feats.aspx?ID=3270), [Precious Arrow](https://2e.aonprd.com/Feats.aspx?ID=1964), [Propulsive Leap](https://2e.aonprd.com/Feats.aspx?ID=3783), [Rule of Three](https://2e.aonprd.com/Feats.aspx?ID=3037), [Seeker Arrow](https://2e.aonprd.com/Feats.aspx?ID=1966), [Siphon Life](https://2e.aonprd.com/Feats.aspx?ID=3755), [Steal Spell](https://2e.aonprd.com/Feats.aspx?ID=1808), [Storming Breath](https://2e.aonprd.com/Feats.aspx?ID=3782), [Tectonic Stomp](https://2e.aonprd.com/Feats.aspx?ID=3787), [Titan Swing](https://2e.aonprd.com/Feats.aspx?ID=3785), [Walk on the Wind](https://2e.aonprd.com/Feats.aspx?ID=3760) - -## Hazards - -[Acid Strongbox Trap](https://2e.aonprd.com/Hazards.aspx?ID=115), [Air Rift](https://2e.aonprd.com/Hazards.aspx?ID=55), [Ancient Apparatus](https://2e.aonprd.com/Hazards.aspx?ID=420), [Armageddon Orb](https://2e.aonprd.com/Hazards.aspx?ID=19), [Auto-Turret](https://2e.aonprd.com/Hazards.aspx?ID=106), [Axiomatic Polymorph Trap](https://2e.aonprd.com/Hazards.aspx?ID=243), [Banshee's Symphony](https://2e.aonprd.com/Hazards.aspx?ID=29), [Bottomless Pit](https://2e.aonprd.com/Hazards.aspx?ID=11), [Breath of Despair](https://2e.aonprd.com/Hazards.aspx?ID=277), [Broken Rebus Attack](https://2e.aonprd.com/Hazards.aspx?ID=52), [Brooding Fvalthahalia](https://2e.aonprd.com/Hazards.aspx?ID=169), [Button Mash](https://2e.aonprd.com/Hazards.aspx?ID=310), [Buzzing Latch Rune](https://2e.aonprd.com/Hazards.aspx?ID=229), [Call of the Void](https://2e.aonprd.com/Hazards.aspx?ID=196), [Castigate the Faithless](https://2e.aonprd.com/Hazards.aspx?ID=314), [Choking Tethers](https://2e.aonprd.com/Hazards.aspx?ID=318), [Clone Mirrors](https://2e.aonprd.com/Hazards.aspx?ID=190), [Color Spray Trap](https://2e.aonprd.com/Hazards.aspx?ID=175), [Compression Tunnel](https://2e.aonprd.com/Hazards.aspx?ID=327), [Confounding Portal](https://2e.aonprd.com/Hazards.aspx?ID=180), [Constricting Hall](https://2e.aonprd.com/Hazards.aspx?ID=191), [Convergence Lattice](https://2e.aonprd.com/Hazards.aspx?ID=238), [Cordon Alarm](https://2e.aonprd.com/Hazards.aspx?ID=346), [Crush the Uninvited](https://2e.aonprd.com/Hazards.aspx?ID=319), [Dahak's Shell](https://2e.aonprd.com/Hazards.aspx?ID=69), [Dahak's Skull](https://2e.aonprd.com/Hazards.aspx?ID=71), [Darkside Mirror](https://2e.aonprd.com/Hazards.aspx?ID=28), [Deathly Dream](https://2e.aonprd.com/Hazards.aspx?ID=105), [Death's Slumber Ward](https://2e.aonprd.com/Hazards.aspx?ID=114), [Dimensional Darkside Mirror](https://2e.aonprd.com/Hazards.aspx?ID=62), [Disorienting Illusions](https://2e.aonprd.com/Hazards.aspx?ID=181), [Distortion Mirror](https://2e.aonprd.com/Hazards.aspx?ID=187), [Dragon Pillar](https://2e.aonprd.com/Hazards.aspx?ID=67), [Dragonstorm](https://2e.aonprd.com/Hazards.aspx?ID=88), [Dread Aura](https://2e.aonprd.com/Hazards.aspx?ID=278), [Dream-Poisoned Door](https://2e.aonprd.com/Hazards.aspx?ID=383), [Eldritch Echoes](https://2e.aonprd.com/Hazards.aspx?ID=297), [Electric Latch Rune](https://2e.aonprd.com/Hazards.aspx?ID=5), [Electrified Gate](https://2e.aonprd.com/Hazards.aspx?ID=313), [Electrified Hall](https://2e.aonprd.com/Hazards.aspx?ID=408), [Electrified Water Ward](https://2e.aonprd.com/Hazards.aspx?ID=94), [Endless Elven Aging](https://2e.aonprd.com/Hazards.aspx?ID=81), [Enraged Polar Bear Spirit](https://2e.aonprd.com/Hazards.aspx?ID=414), [Exhaling Portal](https://2e.aonprd.com/Hazards.aspx?ID=192), [Explosive Crystal Spheres](https://2e.aonprd.com/Hazards.aspx?ID=257), [Falling Stars](https://2e.aonprd.com/Hazards.aspx?ID=391), [False Floor](https://2e.aonprd.com/Hazards.aspx?ID=184), [False Step Floor](https://2e.aonprd.com/Hazards.aspx?ID=186), [Fireball Rune](https://2e.aonprd.com/Hazards.aspx?ID=7), [Floating Flamethrower](https://2e.aonprd.com/Hazards.aspx?ID=56), [Flying Guillotine](https://2e.aonprd.com/Hazards.aspx?ID=371), [Freezing Floor](https://2e.aonprd.com/Hazards.aspx?ID=363), [Freezing Floor Tiles](https://2e.aonprd.com/Hazards.aspx?ID=57), [Frozen Moment](https://2e.aonprd.com/Hazards.aspx?ID=16), [Glyph of Warding](https://2e.aonprd.com/Hazards.aspx?ID=263), [Glyph of Warding](https://2e.aonprd.com/Hazards.aspx?ID=266), [Glyph of Warding](https://2e.aonprd.com/Hazards.aspx?ID=302), [Gravehall Trap](https://2e.aonprd.com/Hazards.aspx?ID=50), [Gremlin Horde](https://2e.aonprd.com/Hazards.aspx?ID=177), [Guardian Mural](https://2e.aonprd.com/Hazards.aspx?ID=390), [Hallowed Wheel](https://2e.aonprd.com/Hazards.aspx?ID=224), [Hammer of Forbiddance](https://2e.aonprd.com/Hazards.aspx?ID=13), [Imperious Darkside Mirror](https://2e.aonprd.com/Hazards.aspx?ID=237), [Keystone Repulsion](https://2e.aonprd.com/Hazards.aspx?ID=322), [Krooth Summoning Rune](https://2e.aonprd.com/Hazards.aspx?ID=222), [Lesser Dragonstorm](https://2e.aonprd.com/Hazards.aspx?ID=87), [Life Magnet](https://2e.aonprd.com/Hazards.aspx?ID=377), [Life-Draining Thunder](https://2e.aonprd.com/Hazards.aspx?ID=167), [Lifeleech Crystal Patch](https://2e.aonprd.com/Hazards.aspx?ID=78), [Locking Alarm](https://2e.aonprd.com/Hazards.aspx?ID=301), [Lodestone Trap](https://2e.aonprd.com/Hazards.aspx?ID=247), [Luminous Ward](https://2e.aonprd.com/Hazards.aspx?ID=85), [Mana Whorl](https://2e.aonprd.com/Hazards.aspx?ID=305), [Masks of Aroden's Guises](https://2e.aonprd.com/Hazards.aspx?ID=223), [Maze of Mirrors](https://2e.aonprd.com/Hazards.aspx?ID=225), [Memory Hole](https://2e.aonprd.com/Hazards.aspx?ID=211), [Memory of Osoyo](https://2e.aonprd.com/Hazards.aspx?ID=361), [Mental Assault](https://2e.aonprd.com/Hazards.aspx?ID=317), [Mental Scream Trap](https://2e.aonprd.com/Hazards.aspx?ID=83), [Mirror Door](https://2e.aonprd.com/Hazards.aspx?ID=178), [Mukradi Summoning Runes](https://2e.aonprd.com/Hazards.aspx?ID=230), [Night's Breath Trap](https://2e.aonprd.com/Hazards.aspx?ID=259), [Nyrissa's Tempest](https://2e.aonprd.com/Hazards.aspx?ID=307), [Orb Blast Trap](https://2e.aonprd.com/Hazards.aspx?ID=293), [Paradox Engine](https://2e.aonprd.com/Hazards.aspx?ID=170), [Paranoia Well](https://2e.aonprd.com/Hazards.aspx?ID=295), [Pendulum Pit](https://2e.aonprd.com/Hazards.aspx?ID=99), [Phantasmagoric Fog Trap](https://2e.aonprd.com/Hazards.aspx?ID=280), [Pharaoh's Ward](https://2e.aonprd.com/Hazards.aspx?ID=9), [Planar Eviction Trap](https://2e.aonprd.com/Hazards.aspx?ID=98), [Planar Rift](https://2e.aonprd.com/Hazards.aspx?ID=15), [Poisoned Secret Door Trap](https://2e.aonprd.com/Hazards.aspx?ID=231), [Poisonous Atmosphere](https://2e.aonprd.com/Hazards.aspx?ID=358), [Polymorph Trap](https://2e.aonprd.com/Hazards.aspx?ID=14), [Praise of Yog-Sothoth](https://2e.aonprd.com/Hazards.aspx?ID=294), [Psychic Wave](https://2e.aonprd.com/Hazards.aspx?ID=326), [Punishing Altar](https://2e.aonprd.com/Hazards.aspx?ID=121), [Reflected Desires](https://2e.aonprd.com/Hazards.aspx?ID=182), [Rogue Sphere](https://2e.aonprd.com/Hazards.aspx?ID=392), [Rushing Waters](https://2e.aonprd.com/Hazards.aspx?ID=423), [Rusted Door](https://2e.aonprd.com/Hazards.aspx?ID=419), [Rusty Spike Launcher](https://2e.aonprd.com/Hazards.aspx?ID=422), [Scholar's Bane](https://2e.aonprd.com/Hazards.aspx?ID=356), [Second Chance](https://2e.aonprd.com/Hazards.aspx?ID=18), [Seismic Spears Trap](https://2e.aonprd.com/Hazards.aspx?ID=86), [Serpent Ward](https://2e.aonprd.com/Hazards.aspx?ID=91), [Shadow Guards](https://2e.aonprd.com/Hazards.aspx?ID=354), [Shadow Heart](https://2e.aonprd.com/Hazards.aspx?ID=212), [Shadow Lash](https://2e.aonprd.com/Hazards.aspx?ID=330), [Shadow Maze](https://2e.aonprd.com/Hazards.aspx?ID=393), [Shadowshift Field](https://2e.aonprd.com/Hazards.aspx?ID=347), [Shattering Rune](https://2e.aonprd.com/Hazards.aspx?ID=129), [Shroud of Silence](https://2e.aonprd.com/Hazards.aspx?ID=360), [Sigil of Deepest Fears](https://2e.aonprd.com/Hazards.aspx?ID=188), [Skewering Hall](https://2e.aonprd.com/Hazards.aspx?ID=316), [Soul Draining Cage](https://2e.aonprd.com/Hazards.aspx?ID=125), [Soul Stasis](https://2e.aonprd.com/Hazards.aspx?ID=311), [Soul-Draining Spirit Collectors](https://2e.aonprd.com/Hazards.aspx?ID=315), [Spider Summoning Rune](https://2e.aonprd.com/Hazards.aspx?ID=101), [Spiral Seal](https://2e.aonprd.com/Hazards.aspx?ID=269), [Spiraling Comets](https://2e.aonprd.com/Hazards.aspx?ID=312), [Stabbing Sentinels](https://2e.aonprd.com/Hazards.aspx?ID=236), [Stinger Ward Trap](https://2e.aonprd.com/Hazards.aspx?ID=100), [Stygian Fires](https://2e.aonprd.com/Hazards.aspx?ID=285), [Summoning Rune](https://2e.aonprd.com/Hazards.aspx?ID=20), [Summoning Rune](https://2e.aonprd.com/Hazards.aspx?ID=200), [Summoning Rune](https://2e.aonprd.com/Hazards.aspx?ID=372), [Summoning Rune](https://2e.aonprd.com/Hazards.aspx?ID=373), [Telekinetic Swarm Trap](https://2e.aonprd.com/Hazards.aspx?ID=27), [Teleport Trap](https://2e.aonprd.com/Hazards.aspx?ID=296), [Test of Endurance](https://2e.aonprd.com/Hazards.aspx?ID=287), [Thalassophobic Pool](https://2e.aonprd.com/Hazards.aspx?ID=195), [The Cleansing Hall](https://2e.aonprd.com/Hazards.aspx?ID=308), [The Enmity Cycle](https://2e.aonprd.com/Hazards.aspx?ID=388), [The Putrid Rise](https://2e.aonprd.com/Hazards.aspx?ID=264), [Thief's Trap](https://2e.aonprd.com/Hazards.aspx?ID=241), [Time Rift](https://2e.aonprd.com/Hazards.aspx?ID=320), [Toxic Furnace](https://2e.aonprd.com/Hazards.aspx?ID=256), [Tree of Dreadful Dreams](https://2e.aonprd.com/Hazards.aspx?ID=73), [Unbearable Sorrow](https://2e.aonprd.com/Hazards.aspx?ID=410), [Unfinished Portalrender](https://2e.aonprd.com/Hazards.aspx?ID=262), [Unstable Fiendfire Cage](https://2e.aonprd.com/Hazards.aspx?ID=321), [Urgathoa's Ire](https://2e.aonprd.com/Hazards.aspx?ID=331), [Vision of Dahak](https://2e.aonprd.com/Hazards.aspx?ID=66), [Wailing Crystals](https://2e.aonprd.com/Hazards.aspx?ID=77), [Wheel of Misery](https://2e.aonprd.com/Hazards.aspx?ID=24), [Witch-Priests' Curse](https://2e.aonprd.com/Hazards.aspx?ID=235), [Wrath of the Destroyer](https://2e.aonprd.com/Hazards.aspx?ID=70) - -## Item Curses - -[Arrow Attracting](https://2e.aonprd.com/ItemCurses.aspx?ID=1), [Arsonous](https://2e.aonprd.com/ItemCurses.aspx?ID=2), [Backbiting](https://2e.aonprd.com/ItemCurses.aspx?ID=3), [Bloodbiter](https://2e.aonprd.com/ItemCurses.aspx?ID=4), [Degenerating](https://2e.aonprd.com/ItemCurses.aspx?ID=5), [Dependent](https://2e.aonprd.com/ItemCurses.aspx?ID=6), [Dreary](https://2e.aonprd.com/ItemCurses.aspx?ID=7), [Erratic Transposing](https://2e.aonprd.com/ItemCurses.aspx?ID=8), [Grandstanding](https://2e.aonprd.com/ItemCurses.aspx?ID=9), [Overdramatic](https://2e.aonprd.com/ItemCurses.aspx?ID=10), [Raucous](https://2e.aonprd.com/ItemCurses.aspx?ID=11), [Ravenous](https://2e.aonprd.com/ItemCurses.aspx?ID=12), [Staining](https://2e.aonprd.com/ItemCurses.aspx?ID=13), [Withering](https://2e.aonprd.com/ItemCurses.aspx?ID=14) - -## Vehicles - -[Bunta](https://2e.aonprd.com/Vehicles.aspx?ID=50), [Cauldron of Flying](https://2e.aonprd.com/Vehicles.aspx?ID=53), [Planar Skiff](https://2e.aonprd.com/Vehicles.aspx?ID=56), [Sand Racer](https://2e.aonprd.com/Vehicles.aspx?ID=47) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Manipulate.md b/content/Mechanics/Rule References/Manipulate.md deleted file mode 100755 index b8a97e8ce..000000000 --- a/content/Mechanics/Rule References/Manipulate.md +++ /dev/null @@ -1,28 +0,0 @@ -# Manipulate - -**Source** [_Core Rulebook pg. 633_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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](https://2e.aonprd.com/Actions.aspx?ID=54), [Affix a Fulu](https://2e.aonprd.com/Actions.aspx?ID=772), [Affix a Talisman](https://2e.aonprd.com/Actions.aspx?ID=520), [Amulet's Abeyance](https://2e.aonprd.com/Actions.aspx?ID=1229), [Camouflage Campsite](https://2e.aonprd.com/Actions.aspx?ID=1472), [Camp Management](https://2e.aonprd.com/Actions.aspx?ID=1484), [Collect Spirit Remnant](https://2e.aonprd.com/Actions.aspx?ID=1160), [Compose Missive](https://2e.aonprd.com/Actions.aspx?ID=1591), [Conceal an Object](https://2e.aonprd.com/Actions.aspx?ID=61), [Cook Basic Meal](https://2e.aonprd.com/Actions.aspx?ID=1473), [Cook Special Meal](https://2e.aonprd.com/Actions.aspx?ID=1474), [Craft](https://2e.aonprd.com/Actions.aspx?ID=43), [Craft Disharmonic Instrument](https://2e.aonprd.com/Actions.aspx?ID=1126), [Disable a Device](https://2e.aonprd.com/Actions.aspx?ID=69), [Discover Special Meal](https://2e.aonprd.com/Actions.aspx?ID=1475), [Drink from the Chalice](https://2e.aonprd.com/Actions.aspx?ID=1231), [Enhance Weapons](https://2e.aonprd.com/Actions.aspx?ID=1482), [Enter the Harrow Court](https://2e.aonprd.com/Actions.aspx?ID=2041), [Explode](https://2e.aonprd.com/Actions.aspx?ID=902), [Exploit Vulnerability](https://2e.aonprd.com/Actions.aspx?ID=1227), [Feast on the Fallen](https://2e.aonprd.com/Actions.aspx?ID=348), [Fling Magic](https://2e.aonprd.com/Actions.aspx?ID=1233), [Grab an Edge](https://2e.aonprd.com/Actions.aspx?ID=95), [Grow](https://2e.aonprd.com/Actions.aspx?ID=1905), [Harvest Heartsliver](https://2e.aonprd.com/Actions.aspx?ID=1125), [Impersonate](https://2e.aonprd.com/Actions.aspx?ID=46), [Interact](https://2e.aonprd.com/Actions.aspx?ID=80), [Intimidating Posture](https://2e.aonprd.com/Actions.aspx?ID=1494), [Maintain Armor](https://2e.aonprd.com/Actions.aspx?ID=1488), [Manifest Eidolon](https://2e.aonprd.com/Actions.aspx?ID=757), [Mirror's Reflection](https://2e.aonprd.com/Actions.aspx?ID=1232), [Overdrive](https://2e.aonprd.com/Actions.aspx?ID=901), [Palm an Object](https://2e.aonprd.com/Actions.aspx?ID=67), [Pick a Lock](https://2e.aonprd.com/Actions.aspx?ID=70), [Point Out](https://2e.aonprd.com/Actions.aspx?ID=97), [Prove Peace](https://2e.aonprd.com/Actions.aspx?ID=625), [Quick Alchemy](https://2e.aonprd.com/Actions.aspx?ID=2), [Quick Tincture](https://2e.aonprd.com/Actions.aspx?ID=547), [Release](https://2e.aonprd.com/Actions.aspx?ID=83), [Repair](https://2e.aonprd.com/Actions.aspx?ID=42), [Ring Bell](https://2e.aonprd.com/Actions.aspx?ID=1230), [Set Traps](https://2e.aonprd.com/Actions.aspx?ID=1486), [Steal](https://2e.aonprd.com/Actions.aspx?ID=68), [Stop](https://2e.aonprd.com/Actions.aspx?ID=485), [Take Control](https://2e.aonprd.com/Actions.aspx?ID=486), [Treat Disease](https://2e.aonprd.com/Actions.aspx?ID=55), [Treat Poison](https://2e.aonprd.com/Actions.aspx?ID=56), [Treat Wounds](https://2e.aonprd.com/Actions.aspx?ID=57), [Wilderness Survival](https://2e.aonprd.com/Actions.aspx?ID=1483) - -## Activities - -[Affix a Talisman](https://2e.aonprd.com/Activities.aspx?ID=10) - -## Feats - -[Accompany](https://2e.aonprd.com/Feats.aspx?ID=1644), [Advanced First Aid](https://2e.aonprd.com/Feats.aspx?ID=2107), [Alloy Flesh and Steel](https://2e.aonprd.com/Feats.aspx?ID=4263), [Anoint Ally](https://2e.aonprd.com/Feats.aspx?ID=1811), [Architect of Flame](https://2e.aonprd.com/Feats.aspx?ID=4246), [Ashen Veil](https://2e.aonprd.com/Feats.aspx?ID=3589), [Automatic Writing](https://2e.aonprd.com/Feats.aspx?ID=3771), [Barrier of Boreal Frost](https://2e.aonprd.com/Feats.aspx?ID=4278), [Battle Medicine](https://2e.aonprd.com/Feats.aspx?ID=760), [Bizarre Transformation](https://2e.aonprd.com/Feats.aspx?ID=3769), [Bond Conservation](https://2e.aonprd.com/Feats.aspx?ID=648), [Boost Modulation](https://2e.aonprd.com/Feats.aspx?ID=3073), [Call Implement](https://2e.aonprd.com/Feats.aspx?ID=3704), [Can't Fall Here](https://2e.aonprd.com/Feats.aspx?ID=2375), [Cast Out](https://2e.aonprd.com/Feats.aspx?ID=3455), [Ceremony of Protection](https://2e.aonprd.com/Feats.aspx?ID=2776), [Chaotic Spell](https://2e.aonprd.com/Feats.aspx?ID=4386), [Chromotherapy](https://2e.aonprd.com/Feats.aspx?ID=3772), [Clockwork Celerity](https://2e.aonprd.com/Feats.aspx?ID=3060), [Collapse Armor](https://2e.aonprd.com/Feats.aspx?ID=3051), [Collapse Construct](https://2e.aonprd.com/Feats.aspx?ID=3052), [Conceal Spell](https://2e.aonprd.com/Feats.aspx?ID=640), [Conductive Sphere](https://2e.aonprd.com/Feats.aspx?ID=4259), [Crawling Fire](https://2e.aonprd.com/Feats.aspx?ID=4242), [Cryptic Spell](https://2e.aonprd.com/Feats.aspx?ID=3761), [Crystal Healing](https://2e.aonprd.com/Feats.aspx?ID=3773), [Deep Freeze](https://2e.aonprd.com/Feats.aspx?ID=3075), [Dig Quickly](https://2e.aonprd.com/Feats.aspx?ID=1214), [Distracting Explosion](https://2e.aonprd.com/Feats.aspx?ID=3069), [Divine Disharmony](https://2e.aonprd.com/Feats.aspx?ID=3700), [Eerie Proclamation](https://2e.aonprd.com/Feats.aspx?ID=3767), [Elaborate Flourish](https://2e.aonprd.com/Feats.aspx?ID=1813), [Electrify Armor](https://2e.aonprd.com/Feats.aspx?ID=3070), [Emergency Medical Assistance](https://2e.aonprd.com/Feats.aspx?ID=2258), [Eternal Torch](https://2e.aonprd.com/Feats.aspx?ID=4237), [Exude Abyssal Corruption](https://2e.aonprd.com/Feats.aspx?ID=3818), [Feast](https://2e.aonprd.com/Feats.aspx?ID=3559), [Ferocious Gust](https://2e.aonprd.com/Feats.aspx?ID=2652), [Flame Jump](https://2e.aonprd.com/Feats.aspx?ID=2294), [Focused Juggler](https://2e.aonprd.com/Feats.aspx?ID=1188), [Forcible Energy](https://2e.aonprd.com/Feats.aspx?ID=1841), [Form Control](https://2e.aonprd.com/Feats.aspx?ID=321), [Friendly Toss](https://2e.aonprd.com/Feats.aspx?ID=1615), [Furnace Form](https://2e.aonprd.com/Feats.aspx?ID=4247), [Harmonize](https://2e.aonprd.com/Feats.aspx?ID=193), [Hedge Maze](https://2e.aonprd.com/Feats.aspx?ID=4291), [Helpful Tinkering](https://2e.aonprd.com/Feats.aspx?ID=3071), [Hydraulic Maneuvers](https://2e.aonprd.com/Feats.aspx?ID=2310), [Igneogenesis](https://2e.aonprd.com/Feats.aspx?ID=4226), [Impenetrable Fog](https://2e.aonprd.com/Feats.aspx?ID=4275), [Improvised Crafting](https://2e.aonprd.com/Feats.aspx?ID=2250), [Instinctive Strike](https://2e.aonprd.com/Feats.aspx?ID=1616), [Juggle](https://2e.aonprd.com/Feats.aspx?ID=1199), [Leyline Conduit](https://2e.aonprd.com/Feats.aspx?ID=354), [Megavolt](https://2e.aonprd.com/Feats.aspx?ID=3062), [Melodious Spell](https://2e.aonprd.com/Feats.aspx?ID=189), [Nonlethal Spell](https://2e.aonprd.com/Feats.aspx?ID=1835), [Ocean's Balm](https://2e.aonprd.com/Feats.aspx?ID=4267), [Ostentatious Arrival](https://2e.aonprd.com/Feats.aspx?ID=2913), [Overdrive Ally](https://2e.aonprd.com/Feats.aspx?ID=3067), [Overwhelming Energy](https://2e.aonprd.com/Feats.aspx?ID=337), [Pit of Snakes](https://2e.aonprd.com/Feats.aspx?ID=3997), [Poison Weapon](https://2e.aonprd.com/Feats.aspx?ID=563), [Portentous Spell](https://2e.aonprd.com/Feats.aspx?ID=1506), [Quaking Stomp](https://2e.aonprd.com/Feats.aspx?ID=178), [Quick Stow (Swordmaster)](https://2e.aonprd.com/Feats.aspx?ID=2253), [Reactive Distraction](https://2e.aonprd.com/Feats.aspx?ID=601), [Reflexive Catch](https://2e.aonprd.com/Feats.aspx?ID=1190), [Reloading Trick](https://2e.aonprd.com/Feats.aspx?ID=2685), [Restore Omen](https://2e.aonprd.com/Feats.aspx?ID=4156), [Resuscitate](https://2e.aonprd.com/Feats.aspx?ID=2031), [Rock Rampart](https://2e.aonprd.com/Feats.aspx?ID=4232), [Root to Life](https://2e.aonprd.com/Feats.aspx?ID=3702), [Scrap Barricade](https://2e.aonprd.com/Feats.aspx?ID=4258), [Searing Restoration](https://2e.aonprd.com/Feats.aspx?ID=3054), [Share Weakness](https://2e.aonprd.com/Feats.aspx?ID=3717), [Slayer's Blessing](https://2e.aonprd.com/Feats.aspx?ID=3481), [Slice and Swipe](https://2e.aonprd.com/Feats.aspx?ID=2206), [Spark Fist](https://2e.aonprd.com/Feats.aspx?ID=3286), [Stepping Stones](https://2e.aonprd.com/Feats.aspx?ID=4223), [Surging Might](https://2e.aonprd.com/Feats.aspx?ID=1499), [Surprise Snare](https://2e.aonprd.com/Feats.aspx?ID=2075), [Tamper](https://2e.aonprd.com/Feats.aspx?ID=3049), [Target of Opportunity](https://2e.aonprd.com/Feats.aspx?ID=2017), [Timeline-Splitting Spell](https://2e.aonprd.com/Feats.aspx?ID=3846), [Torrent in the Blood](https://2e.aonprd.com/Feats.aspx?ID=4273), [Touch Focus](https://2e.aonprd.com/Feats.aspx?ID=4079), [Train Animal](https://2e.aonprd.com/Feats.aspx?ID=856), [Transpose](https://2e.aonprd.com/Feats.aspx?ID=2926), [Treat Condition](https://2e.aonprd.com/Feats.aspx?ID=2029), [Trick Magic Item](https://2e.aonprd.com/Feats.aspx?ID=857), [Turn Away Misfortune](https://2e.aonprd.com/Feats.aspx?ID=3707), [Ubiquitous Weakness](https://2e.aonprd.com/Feats.aspx?ID=3733), [Unlimited Potential](https://2e.aonprd.com/Feats.aspx?ID=3697), [Unusual Composition](https://2e.aonprd.com/Feats.aspx?ID=200), [Widen Spell](https://2e.aonprd.com/Feats.aspx?ID=315), [Wild Winds Gust](https://2e.aonprd.com/Feats.aspx?ID=478), [Wooden Palisade](https://2e.aonprd.com/Feats.aspx?ID=4288) - -## Focus Spells - -[Arms of Nature](https://2e.aonprd.com/Spells.aspx?ID=1418), [Combustion](https://2e.aonprd.com/Spells.aspx?ID=1309), [Crushing Ground](https://2e.aonprd.com/Spells.aspx?ID=1306), [Powerful Inhalation](https://2e.aonprd.com/Spells.aspx?ID=1305), [Practice Makes Perfect](https://2e.aonprd.com/Spells.aspx?ID=1346), [Pulverizing Cascade](https://2e.aonprd.com/Spells.aspx?ID=1311), [Repel Metal](https://2e.aonprd.com/Spells.aspx?ID=1381), [Rising Surf](https://2e.aonprd.com/Spells.aspx?ID=1310), [Serrate](https://2e.aonprd.com/Spells.aspx?ID=1380), [Stone Lance](https://2e.aonprd.com/Spells.aspx?ID=1307), [Tireless Worker](https://2e.aonprd.com/Spells.aspx?ID=1347), [Updraft](https://2e.aonprd.com/Spells.aspx?ID=1304), [Wildfire](https://2e.aonprd.com/Spells.aspx?ID=1308), [Wood Walk](https://2e.aonprd.com/Spells.aspx?ID=1419) - -## Skills - -[Administer First Aid](https://2e.aonprd.com/Skills.aspx?ID=9), [Conceal an Object](https://2e.aonprd.com/Skills.aspx?ID=15), [Craft](https://2e.aonprd.com/Skills.aspx?ID=4), [Disable a Device](https://2e.aonprd.com/Skills.aspx?ID=17), [Impersonate](https://2e.aonprd.com/Skills.aspx?ID=5), [Palm an Object](https://2e.aonprd.com/Skills.aspx?ID=17), [Pick a Lock](https://2e.aonprd.com/Skills.aspx?ID=17), [Repair](https://2e.aonprd.com/Skills.aspx?ID=4), [Steal](https://2e.aonprd.com/Skills.aspx?ID=17), [Treat Disease](https://2e.aonprd.com/Skills.aspx?ID=9), [Treat Poison](https://2e.aonprd.com/Skills.aspx?ID=9), [Treat Wounds](https://2e.aonprd.com/Skills.aspx?ID=9) - -## Spells - -[Airlift](https://2e.aonprd.com/Spells.aspx?ID=1303), [Arrow Salvo](https://2e.aonprd.com/Spells.aspx?ID=1399), [Beheading Buzz Saw](https://2e.aonprd.com/Spells.aspx?ID=1365), [Blazing Armory](https://2e.aonprd.com/Spells.aspx?ID=1348), [Burrow Ward](https://2e.aonprd.com/Spells.aspx?ID=1328), [Cauterize Wounds](https://2e.aonprd.com/Spells.aspx?ID=1349), [Cave Fangs](https://2e.aonprd.com/Spells.aspx?ID=1329), [Cinder Swarm](https://2e.aonprd.com/Spells.aspx?ID=1350), [Clad in Metal](https://2e.aonprd.com/Spells.aspx?ID=1366), [Cleanse Air](https://2e.aonprd.com/Spells.aspx?ID=1313), [Cloud Dragon's Cloak](https://2e.aonprd.com/Spells.aspx?ID=1314), [Conductive Weapon](https://2e.aonprd.com/Spells.aspx?ID=1367), [Coral Scourge](https://2e.aonprd.com/Spells.aspx?ID=1384), [Dancing Fountain](https://2e.aonprd.com/Spells.aspx?ID=1385), [Deep Breath](https://2e.aonprd.com/Spells.aspx?ID=1315), [Dehydrate](https://2e.aonprd.com/Spells.aspx?ID=1351), [Detect Metal](https://2e.aonprd.com/Spells.aspx?ID=1368), [Dive and Breach](https://2e.aonprd.com/Spells.aspx?ID=1386), [Draw Moisture](https://2e.aonprd.com/Spells.aspx?ID=1387), [Eat Fire](https://2e.aonprd.com/Spells.aspx?ID=1352), [Elemental Breath](https://2e.aonprd.com/Spells.aspx?ID=1420), [Elemental Sense](https://2e.aonprd.com/Spells.aspx?ID=1422), [Engrave Memory](https://2e.aonprd.com/Spells.aspx?ID=1330), [Entwined Roots](https://2e.aonprd.com/Spells.aspx?ID=1400), [Exploding Earth](https://2e.aonprd.com/Spells.aspx?ID=1331), [Falsify Heat](https://2e.aonprd.com/Spells.aspx?ID=1353), [Ferrous Form](https://2e.aonprd.com/Spells.aspx?ID=1369), [Field of Razors](https://2e.aonprd.com/Spells.aspx?ID=1370), [Fireproof](https://2e.aonprd.com/Spells.aspx?ID=1355), [Fire's Pathway](https://2e.aonprd.com/Spells.aspx?ID=1354), [Flame Dancer](https://2e.aonprd.com/Spells.aspx?ID=1356), [Flames of Ego](https://2e.aonprd.com/Spells.aspx?ID=1357), [Flourishing Flora](https://2e.aonprd.com/Spells.aspx?ID=1401), [Fold Metal](https://2e.aonprd.com/Spells.aspx?ID=1371), [Freezing Rain](https://2e.aonprd.com/Spells.aspx?ID=1388), [Frost Pillar](https://2e.aonprd.com/Spells.aspx?ID=1389), [Gentle Breeze](https://2e.aonprd.com/Spells.aspx?ID=1316), [Glass Form](https://2e.aonprd.com/Spells.aspx?ID=1332), [Grasp of the Deep](https://2e.aonprd.com/Spells.aspx?ID=1390), [Grasping Earth](https://2e.aonprd.com/Spells.aspx?ID=1334), [Heatvision](https://2e.aonprd.com/Spells.aspx?ID=1358), [Heaving Earth](https://2e.aonprd.com/Spells.aspx?ID=1335), [Helpful Wood Spirits](https://2e.aonprd.com/Spells.aspx?ID=1402), [Hungry Depths](https://2e.aonprd.com/Spells.aspx?ID=1391), [Illuminate](https://2e.aonprd.com/Spells.aspx?ID=1359), [Instant Pottery](https://2e.aonprd.com/Spells.aspx?ID=1336), [Interposing Earth](https://2e.aonprd.com/Spells.aspx?ID=1337), [Life-Draining Roots](https://2e.aonprd.com/Spells.aspx?ID=1403), [Lignify](https://2e.aonprd.com/Spells.aspx?ID=1404), [Lotus Walk](https://2e.aonprd.com/Spells.aspx?ID=1405), [Magnetic Dominion](https://2e.aonprd.com/Spells.aspx?ID=1372), [Mantle of the Melting Heart](https://2e.aonprd.com/Spells.aspx?ID=1373), [Mantle of the Unwavering Heart](https://2e.aonprd.com/Spells.aspx?ID=1406), [Mercurial Stride](https://2e.aonprd.com/Spells.aspx?ID=1374), [Misty Memory](https://2e.aonprd.com/Spells.aspx?ID=1392), [Needle Darts](https://2e.aonprd.com/Spells.aspx?ID=1375), [Noxious Metals](https://2e.aonprd.com/Spells.aspx?ID=1376), [Pave Ground](https://2e.aonprd.com/Spells.aspx?ID=1338), [Personal Ocean](https://2e.aonprd.com/Spells.aspx?ID=1393), [Phantom Orchestra](https://2e.aonprd.com/Spells.aspx?ID=1317), [Phoenix Ward](https://2e.aonprd.com/Spells.aspx?ID=1360), [Pillar of Water](https://2e.aonprd.com/Spells.aspx?ID=1394), [Pollen Pods](https://2e.aonprd.com/Spells.aspx?ID=1407), [Pressure Zone](https://2e.aonprd.com/Spells.aspx?ID=1318), [Propulsive Breeze](https://2e.aonprd.com/Spells.aspx?ID=1319), [Rainbow Fumarole](https://2e.aonprd.com/Spells.aspx?ID=1361), [Rigid Form](https://2e.aonprd.com/Spells.aspx?ID=1408), [Root Reading](https://2e.aonprd.com/Spells.aspx?ID=1409), [Rousing Splash](https://2e.aonprd.com/Spells.aspx?ID=1395), [Rubble Step](https://2e.aonprd.com/Spells.aspx?ID=1339), [Rust Cloud](https://2e.aonprd.com/Spells.aspx?ID=1377), [Sand Form](https://2e.aonprd.com/Spells.aspx?ID=1340), [Scrying Ripples](https://2e.aonprd.com/Spells.aspx?ID=1396), [Shielded Arm](https://2e.aonprd.com/Spells.aspx?ID=1378), [Shock to the System](https://2e.aonprd.com/Spells.aspx?ID=1320), [Signal Skyrocket](https://2e.aonprd.com/Spells.aspx?ID=1362), [Slashing Gust](https://2e.aonprd.com/Spells.aspx?ID=1321), [Sliding Blocks](https://2e.aonprd.com/Spells.aspx?ID=1341), [Splinter Volley](https://2e.aonprd.com/Spells.aspx?ID=1410), [Stifling Stillness](https://2e.aonprd.com/Spells.aspx?ID=1322), [Summon Elemental Herald](https://2e.aonprd.com/Spells.aspx?ID=1423), [Take Root](https://2e.aonprd.com/Spells.aspx?ID=1411), [Tempest Cloak](https://2e.aonprd.com/Spells.aspx?ID=1323), [Thermal Remedy](https://2e.aonprd.com/Spells.aspx?ID=1363), [Timber](https://2e.aonprd.com/Spells.aspx?ID=1412), [Tremor Signs](https://2e.aonprd.com/Spells.aspx?ID=1342), [Tremorsense](https://2e.aonprd.com/Spells.aspx?ID=1343), [Vacuum](https://2e.aonprd.com/Spells.aspx?ID=1324), [Verdant Sprout](https://2e.aonprd.com/Spells.aspx?ID=1413), [Vitrifying Blast](https://2e.aonprd.com/Spells.aspx?ID=1344), [Voice on the Breeze](https://2e.aonprd.com/Spells.aspx?ID=1325), [Wall of Metal](https://2e.aonprd.com/Spells.aspx?ID=1379), [Wall of Shrubs](https://2e.aonprd.com/Spells.aspx?ID=1414), [Waterproof](https://2e.aonprd.com/Spells.aspx?ID=1397), [Weaken Earth](https://2e.aonprd.com/Spells.aspx?ID=1345), [Weave Wood](https://2e.aonprd.com/Spells.aspx?ID=1415), [Whirlpool](https://2e.aonprd.com/Spells.aspx?ID=1398), [Wisdom of the Winds](https://2e.aonprd.com/Spells.aspx?ID=1326), [Wooden Double](https://2e.aonprd.com/Spells.aspx?ID=1416), [Wooden Fists](https://2e.aonprd.com/Spells.aspx?ID=1417), [Ymeri's Mark](https://2e.aonprd.com/Spells.aspx?ID=1364), [Zephyr Slip](https://2e.aonprd.com/Spells.aspx?ID=1327) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Massive Damage.md b/content/Mechanics/Rule References/Massive Damage.md deleted file mode 100755 index 110c6c3c0..000000000 --- a/content/Mechanics/Rule References/Massive Damage.md +++ /dev/null @@ -1,4 +0,0 @@ -# Massive Damage - -**Source** [_Core Rulebook pg. 461_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Mental.md b/content/Mechanics/Rule References/Mental.md deleted file mode 100755 index 0ada210f6..000000000 --- a/content/Mechanics/Rule References/Mental.md +++ /dev/null @@ -1,44 +0,0 @@ -# Mental - -**Source** [_Core Rulebook pg. 634_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -A mental effect can alter the target's mind. It has no effect on an object or a [mindless](https://2e.aonprd.com/Traits.aspx?ID=108) creature. - -## Actions - -[Badger Rage](https://2e.aonprd.com/Actions.aspx?ID=14), [Bolster Confidence](https://2e.aonprd.com/Actions.aspx?ID=1485), [Calculate Threats](https://2e.aonprd.com/Actions.aspx?ID=1225), [Coerce](https://2e.aonprd.com/Actions.aspx?ID=52), [Create a Diversion](https://2e.aonprd.com/Actions.aspx?ID=45), [Demoralize](https://2e.aonprd.com/Actions.aspx?ID=53), [Feint](https://2e.aonprd.com/Actions.aspx?ID=48), [Forgive Foe](https://2e.aonprd.com/Actions.aspx?ID=1438), [Grim Swagger](https://2e.aonprd.com/Actions.aspx?ID=913), [Iron Command](https://2e.aonprd.com/Actions.aspx?ID=552), [Lie](https://2e.aonprd.com/Actions.aspx?ID=47), [Make an Impression](https://2e.aonprd.com/Actions.aspx?ID=50), [Pointed Question](https://2e.aonprd.com/Actions.aspx?ID=549), [Rage](https://2e.aonprd.com/Actions.aspx?ID=3), [Rally](https://2e.aonprd.com/Actions.aspx?ID=464), [Request](https://2e.aonprd.com/Actions.aspx?ID=51), [Restore the Mind](https://2e.aonprd.com/Actions.aspx?ID=1223), [Ring Bell](https://2e.aonprd.com/Actions.aspx?ID=1230), [Screaming Skull](https://2e.aonprd.com/Actions.aspx?ID=1171), [Seething Frenzy](https://2e.aonprd.com/Actions.aspx?ID=761), [Tell Campfire Story](https://2e.aonprd.com/Actions.aspx?ID=1481), [Visions of Sin](https://2e.aonprd.com/Actions.aspx?ID=765) - -## Curses - -[Consummate Liar](https://2e.aonprd.com/Curses.aspx?ID=48), [Coward's Roots](https://2e.aonprd.com/Curses.aspx?ID=18), [Curse of Nightmares](https://2e.aonprd.com/Curses.aspx?ID=15), [Droskar's Gloom](https://2e.aonprd.com/Curses.aspx?ID=40), [Enforced Hospitality](https://2e.aonprd.com/Curses.aspx?ID=39), [Lord's Arrogance](https://2e.aonprd.com/Curses.aspx?ID=47), [Obnubilate Curse](https://2e.aonprd.com/Curses.aspx?ID=49), [Rage of the Excommunicant](https://2e.aonprd.com/Curses.aspx?ID=37), [Reviled of Nature](https://2e.aonprd.com/Curses.aspx?ID=27), [Sellsword's Folly](https://2e.aonprd.com/Curses.aspx?ID=22), [Sinful Tongue](https://2e.aonprd.com/Curses.aspx?ID=35), [Theft of Thought](https://2e.aonprd.com/Curses.aspx?ID=16) - -## Equipment - -[Bewildering Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2117), [Bravo's Brew](https://2e.aonprd.com/Equipment.aspx?ID=84), [Candle of Inflamed Passions](https://2e.aonprd.com/Equipment.aspx?ID=2602), [Candle of Truth](https://2e.aonprd.com/Equipment.aspx?ID=240), [Captivating Score](https://2e.aonprd.com/Equipment.aspx?ID=2060), [Careless Delight](https://2e.aonprd.com/Equipment.aspx?ID=1995), [Comprehension Elixir](https://2e.aonprd.com/Equipment.aspx?ID=88), [Dread](https://2e.aonprd.com/Equipment.aspx?ID=1252), [Dread Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=686), [Dread Blindfold](https://2e.aonprd.com/Equipment.aspx?ID=433), [Dread Helm](https://2e.aonprd.com/Equipment.aspx?ID=1976), [Dream Pollen Snare](https://2e.aonprd.com/Equipment.aspx?ID=1510), [Dreaming Round](https://2e.aonprd.com/Equipment.aspx?ID=1191), [Ebon Marionette](https://2e.aonprd.com/Equipment.aspx?ID=1715), [Empathic Cords](https://2e.aonprd.com/Equipment.aspx?ID=1465), [Empath's Cordial](https://2e.aonprd.com/Equipment.aspx?ID=2083), [Envisioning Mask](https://2e.aonprd.com/Equipment.aspx?ID=729), [Faerie Dragon Liqueur](https://2e.aonprd.com/Equipment.aspx?ID=2085), [Fear Gem](https://2e.aonprd.com/Equipment.aspx?ID=211), [Fearsome](https://2e.aonprd.com/Equipment.aspx?ID=731), [Fulu Compendium](https://2e.aonprd.com/Equipment.aspx?ID=988), [Ghost Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=1948), [Hex Blaster](https://2e.aonprd.com/Equipment.aspx?ID=1597), [Holy Steam Ball](https://2e.aonprd.com/Equipment.aspx?ID=1150), [Jade Bauble](https://2e.aonprd.com/Equipment.aspx?ID=222), [Lover's Gloves](https://2e.aonprd.com/Equipment.aspx?ID=737), [Memory Guitar](https://2e.aonprd.com/Equipment.aspx?ID=1739), [Merciful](https://2e.aonprd.com/Equipment.aspx?ID=1869), [Mindlance](https://2e.aonprd.com/Equipment.aspx?ID=1891), [Mindsponge](https://2e.aonprd.com/Equipment.aspx?ID=2424), [Mind-Swap Potion](https://2e.aonprd.com/Equipment.aspx?ID=2088), [Moon Radish Soup](https://2e.aonprd.com/Equipment.aspx?ID=1746), [Overloaded Brain Grenade](https://2e.aonprd.com/Equipment.aspx?ID=1462), [Owlbear Egg](https://2e.aonprd.com/Equipment.aspx?ID=1924), [Phantasmal Doorknob](https://2e.aonprd.com/Equipment.aspx?ID=2235), [Potion of Shared Memories](https://2e.aonprd.com/Equipment.aspx?ID=722), [Redeemer's Pistol](https://2e.aonprd.com/Equipment.aspx?ID=1599), [Sleep Arrow](https://2e.aonprd.com/Equipment.aspx?ID=166), [Snarling Badger](https://2e.aonprd.com/Equipment.aspx?ID=2114), [Stage Fright Missive](https://2e.aonprd.com/Equipment.aspx?ID=2066), [Standard of the Primeval Howl](https://2e.aonprd.com/Equipment.aspx?ID=2197), [Terrifying Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=725), [Truth Potion](https://2e.aonprd.com/Equipment.aspx?ID=200), [Vexing Vapor](https://2e.aonprd.com/Equipment.aspx?ID=1278), [Voice from the Grave](https://2e.aonprd.com/Equipment.aspx?ID=2200), [Wand of Dumbfounding Doom](https://2e.aonprd.com/Equipment.aspx?ID=2278), [Wand of Mental Purification](https://2e.aonprd.com/Equipment.aspx?ID=2282), [Wand of Paralytic Shock](https://2e.aonprd.com/Equipment.aspx?ID=2285), [Wand of Tormented Slumber](https://2e.aonprd.com/Equipment.aspx?ID=2295), [Wand of Traitorous Thoughts](https://2e.aonprd.com/Equipment.aspx?ID=2297), [Wand of Wearying Dance](https://2e.aonprd.com/Equipment.aspx?ID=2298), [Warpwobble Poison](https://2e.aonprd.com/Equipment.aspx?ID=2020), [Whisper Briolette](https://2e.aonprd.com/Equipment.aspx?ID=839), [Yellow Musk Vial](https://2e.aonprd.com/Equipment.aspx?ID=652) - -## Feats - -[Acknowledge Fan](https://2e.aonprd.com/Feats.aspx?ID=4150), [All in my Head](https://2e.aonprd.com/Feats.aspx?ID=1660), [Alluring Performance](https://2e.aonprd.com/Feats.aspx?ID=4029), [Beastmaster Bond](https://2e.aonprd.com/Feats.aspx?ID=1906), [Big Debut](https://2e.aonprd.com/Feats.aspx?ID=4146), [Boaster's Challenge](https://2e.aonprd.com/Feats.aspx?ID=1068), [Bon Mot](https://2e.aonprd.com/Feats.aspx?ID=2114), [Brain Drain](https://2e.aonprd.com/Feats.aspx?ID=3672), [Catchy Tune](https://2e.aonprd.com/Feats.aspx?ID=2637), [Caterwaul](https://2e.aonprd.com/Feats.aspx?ID=1267), [Cavalier's Banner](https://2e.aonprd.com/Feats.aspx?ID=1920), [Command Attention](https://2e.aonprd.com/Feats.aspx?ID=1934), [Cringe](https://2e.aonprd.com/Feats.aspx?ID=1270), [Dark Persona's Presence](https://2e.aonprd.com/Feats.aspx?ID=3673), [Disarming Smile](https://2e.aonprd.com/Feats.aspx?ID=4116), [Disruptive Stare](https://2e.aonprd.com/Feats.aspx?ID=3995), [Disturbing Knowledge](https://2e.aonprd.com/Feats.aspx?ID=2123), [Dragon Roar](https://2e.aonprd.com/Feats.aspx?ID=451), [Drain Emotion](https://2e.aonprd.com/Feats.aspx?ID=4047), [Dream Logic](https://2e.aonprd.com/Feats.aspx?ID=3880), [Empathetic Plea](https://2e.aonprd.com/Feats.aspx?ID=1416), [Enchanting Arrow](https://2e.aonprd.com/Feats.aspx?ID=1962), [Encouraging Words](https://2e.aonprd.com/Feats.aspx?ID=1210), [Enlightened Presence](https://2e.aonprd.com/Feats.aspx?ID=479), [Evangelize](https://2e.aonprd.com/Feats.aspx?ID=1180), [Feeling Your Oats](https://2e.aonprd.com/Feats.aspx?ID=4139), [Flourishing Finish](https://2e.aonprd.com/Feats.aspx?ID=2212), [Frightful Aura](https://2e.aonprd.com/Feats.aspx?ID=3519), [Frightful Condemnation](https://2e.aonprd.com/Feats.aspx?ID=3333), [Frightful Moan](https://2e.aonprd.com/Feats.aspx?ID=3497), [Gorilla Pound](https://2e.aonprd.com/Feats.aspx?ID=1741), [Grovel](https://2e.aonprd.com/Feats.aspx?ID=1277), [Heroic Presence](https://2e.aonprd.com/Feats.aspx?ID=1443), [Histrionic Injury](https://2e.aonprd.com/Feats.aspx?ID=3346), [Hypnotic Lure](https://2e.aonprd.com/Feats.aspx?ID=3987), [Infiltrate Dream](https://2e.aonprd.com/Feats.aspx?ID=3874), [Infinite Expanse of Bluest Heaven](https://2e.aonprd.com/Feats.aspx?ID=4220), [Inspiring Resilience](https://2e.aonprd.com/Feats.aspx?ID=3629), [Instigate Psychic Duel](https://2e.aonprd.com/Feats.aspx?ID=3861), [Intimidating Strike](https://2e.aonprd.com/Feats.aspx?ID=368), [It Was Me All Along!](https://2e.aonprd.com/Feats.aspx?ID=4152), [Mental Balm](https://2e.aonprd.com/Feats.aspx?ID=3660), [Mental Static](https://2e.aonprd.com/Feats.aspx?ID=3674), [Mesmerizing Gaze](https://2e.aonprd.com/Feats.aspx?ID=1933), [Mind Shards](https://2e.aonprd.com/Feats.aspx?ID=3867), [Mistaken Identity](https://2e.aonprd.com/Feats.aspx?ID=3797), [Mummy's Despair](https://2e.aonprd.com/Feats.aspx?ID=3524), [No Cause for Alarm](https://2e.aonprd.com/Feats.aspx?ID=2139), [One for All](https://2e.aonprd.com/Feats.aspx?ID=1519), [Oneiric Influence](https://2e.aonprd.com/Feats.aspx?ID=3878), [Pistolero's Challenge](https://2e.aonprd.com/Feats.aspx?ID=3174), [Portentous Spell](https://2e.aonprd.com/Feats.aspx?ID=1506), [Read Psychometric Resonance](https://2e.aonprd.com/Feats.aspx?ID=3776), [Remove Presence](https://2e.aonprd.com/Feats.aspx?ID=3675), [Reveal True Name](https://2e.aonprd.com/Feats.aspx?ID=3028), [Snap Out of It! (Marshal)](https://2e.aonprd.com/Feats.aspx?ID=2008), [Startling Appearance (Vigilante)](https://2e.aonprd.com/Feats.aspx?ID=2088), [Statement Strut](https://2e.aonprd.com/Feats.aspx?ID=4145), [Steel Yourself!](https://2e.aonprd.com/Feats.aspx?ID=2009), [Strix Vengeance](https://2e.aonprd.com/Feats.aspx?ID=2650), [Thoughtsense](https://2e.aonprd.com/Feats.aspx?ID=3676), [Tut-Tut](https://2e.aonprd.com/Feats.aspx?ID=4136), [Voice Cold as Death](https://2e.aonprd.com/Feats.aspx?ID=3590), [Warped Reflection](https://2e.aonprd.com/Feats.aspx?ID=3796), [Watch Your Back](https://2e.aonprd.com/Feats.aspx?ID=1794), [Wave the Flag](https://2e.aonprd.com/Feats.aspx?ID=3621), [Whispering Steps](https://2e.aonprd.com/Feats.aspx?ID=3677), [Wrath of the First Ghoul](https://2e.aonprd.com/Feats.aspx?ID=3895), [You're Next](https://2e.aonprd.com/Feats.aspx?ID=553) - -## Focus Spells - -[Aberrant Whispers](https://2e.aonprd.com/Spells.aspx?ID=491), [Allegro](https://2e.aonprd.com/Spells.aspx?ID=380), [Ancestral Defense](https://2e.aonprd.com/Spells.aspx?ID=742), [Ancestral Touch](https://2e.aonprd.com/Spells.aspx?ID=744), [Beastmaster Trance](https://2e.aonprd.com/Spells.aspx?ID=661), [Blind Ambition](https://2e.aonprd.com/Spells.aspx?ID=404), [Brain Drain](https://2e.aonprd.com/Spells.aspx?ID=747), [Call to Arms](https://2e.aonprd.com/Spells.aspx?ID=748), [Captivating Adoration](https://2e.aonprd.com/Spells.aspx?ID=405), [Charming Touch](https://2e.aonprd.com/Spells.aspx?ID=406), [Charming Words](https://2e.aonprd.com/Spells.aspx?ID=523), [Commanding Lash](https://2e.aonprd.com/Spells.aspx?ID=408), [Competitive Edge](https://2e.aonprd.com/Spells.aspx?ID=409), [Confront Selves](https://2e.aonprd.com/Spells.aspx?ID=1260), [Contagious Idea](https://2e.aonprd.com/Spells.aspx?ID=1141), [Counter Performance](https://2e.aonprd.com/Spells.aspx?ID=381), [Debilitating Dichotomy](https://2e.aonprd.com/Spells.aspx?ID=750), [Delusional Pride](https://2e.aonprd.com/Spells.aspx?ID=414), [Dirge of Doom](https://2e.aonprd.com/Spells.aspx?ID=382), [Dread Aura](https://2e.aonprd.com/Spells.aspx?ID=526), [Dread Secret](https://2e.aonprd.com/Spells.aspx?ID=752), [Dreamer's Call](https://2e.aonprd.com/Spells.aspx?ID=418), [Empty Inside](https://2e.aonprd.com/Spells.aspx?ID=626), [Ephemeral Hazards](https://2e.aonprd.com/Spells.aspx?ID=601), [Evil Eye](https://2e.aonprd.com/Spells.aspx?ID=798), [Eyes of the Dead](https://2e.aonprd.com/Spells.aspx?ID=1104), [Faerie Dust](https://2e.aonprd.com/Spells.aspx?ID=508), [Fatal Aria](https://2e.aonprd.com/Spells.aspx?ID=383), [Fearful Feast](https://2e.aonprd.com/Spells.aspx?ID=1258), [Font of Serenity](https://2e.aonprd.com/Spells.aspx?ID=613), [Forbidden Thought](https://2e.aonprd.com/Spells.aspx?ID=1139), [Frenzied Revelry](https://2e.aonprd.com/Spells.aspx?ID=1169), [Heart's Desire](https://2e.aonprd.com/Spells.aspx?ID=784), [Heroic Feat](https://2e.aonprd.com/Spells.aspx?ID=754), [Hollow Heart](https://2e.aonprd.com/Spells.aspx?ID=1170), [Horrific Visage](https://2e.aonprd.com/Spells.aspx?ID=514), [Inspire Competence](https://2e.aonprd.com/Spells.aspx?ID=385), [Inspire Courage](https://2e.aonprd.com/Spells.aspx?ID=386), [Inspire Defense](https://2e.aonprd.com/Spells.aspx?ID=387), [Lament](https://2e.aonprd.com/Spells.aspx?ID=614), [Litany of Self-Interest](https://2e.aonprd.com/Spells.aspx?ID=735), [Manifold Lives](https://2e.aonprd.com/Spells.aspx?ID=1197), [Needle of Vengeance](https://2e.aonprd.com/Spells.aspx?ID=801), [Ordained Purpose](https://2e.aonprd.com/Spells.aspx?ID=836), [Over the Coals](https://2e.aonprd.com/Spells.aspx?ID=1182), [Overflowing Sorrow](https://2e.aonprd.com/Spells.aspx?ID=615), [Pact Broker](https://2e.aonprd.com/Spells.aspx?ID=1180), [Pied Piping](https://2e.aonprd.com/Spells.aspx?ID=730), [Remember the Lost](https://2e.aonprd.com/Spells.aspx?ID=625), [Retributive Pain](https://2e.aonprd.com/Spells.aspx?ID=447), [Rewrite Possibility](https://2e.aonprd.com/Spells.aspx?ID=1299), [Roar of the Wyrm](https://2e.aonprd.com/Spells.aspx?ID=629), [Safeguard Secret](https://2e.aonprd.com/Spells.aspx?ID=448), [Savor the Sting](https://2e.aonprd.com/Spells.aspx?ID=449), [Sepulchral Mask](https://2e.aonprd.com/Spells.aspx?ID=786), [Shaken Confidence](https://2e.aonprd.com/Spells.aspx?ID=1174), [Share Burden](https://2e.aonprd.com/Spells.aspx?ID=612), [Shared Nightmare](https://2e.aonprd.com/Spells.aspx?ID=451), [Shatter Mind](https://2e.aonprd.com/Spells.aspx?ID=1140), [Song of Marching](https://2e.aonprd.com/Spells.aspx?ID=731), [Song of Strength](https://2e.aonprd.com/Spells.aspx?ID=732), [Soothing Ballad](https://2e.aonprd.com/Spells.aspx?ID=391), [Soothing Words](https://2e.aonprd.com/Spells.aspx?ID=452), [Subjugate Undead](https://2e.aonprd.com/Spells.aspx?ID=1106), [Sweet Dream](https://2e.aonprd.com/Spells.aspx?ID=455), [Touch of Obedience](https://2e.aonprd.com/Spells.aspx?ID=459), [Triple Time](https://2e.aonprd.com/Spells.aspx?ID=392), [Veil of Confidence](https://2e.aonprd.com/Spells.aspx?ID=466), [Veil of Dreams](https://2e.aonprd.com/Spells.aspx?ID=808), [Waking Dream](https://2e.aonprd.com/Spells.aspx?ID=1198), [Waking Nightmare](https://2e.aonprd.com/Spells.aspx?ID=468), [Weaponize Secret](https://2e.aonprd.com/Spells.aspx?ID=1177), [Wind Whispers](https://2e.aonprd.com/Spells.aspx?ID=1178), [Word of Freedom](https://2e.aonprd.com/Spells.aspx?ID=470), [You're Mine](https://2e.aonprd.com/Spells.aspx?ID=520), [Zeal for Battle](https://2e.aonprd.com/Spells.aspx?ID=472) - -## Hazards - -[Confounding Portal](https://2e.aonprd.com/Hazards.aspx?ID=180), [Explosive Entrance](https://2e.aonprd.com/Hazards.aspx?ID=411), [Poisonous Atmosphere](https://2e.aonprd.com/Hazards.aspx?ID=358), [Reflected Desires](https://2e.aonprd.com/Hazards.aspx?ID=182), [Unbearable Sorrow](https://2e.aonprd.com/Hazards.aspx?ID=410) - -## Monsters - -[Brainchild](https://2e.aonprd.com/Monsters.aspx?ID=1085) - -## Rituals - -[Awaken Animal](https://2e.aonprd.com/Rituals.aspx?ID=3), [Awaken Object](https://2e.aonprd.com/Rituals.aspx?ID=53), [Bacchanalia](https://2e.aonprd.com/Rituals.aspx?ID=85), [Concealment's Curtain](https://2e.aonprd.com/Rituals.aspx?ID=55), [Dread Ambience](https://2e.aonprd.com/Rituals.aspx?ID=56), [Geas](https://2e.aonprd.com/Rituals.aspx?ID=12), [Ideal Mimicry](https://2e.aonprd.com/Rituals.aspx?ID=60), [Inveigle](https://2e.aonprd.com/Rituals.aspx?ID=14), [Mind Swap](https://2e.aonprd.com/Rituals.aspx?ID=61), [Oblivious Expulsion](https://2e.aonprd.com/Rituals.aspx?ID=87), [Tattoo Whispers](https://2e.aonprd.com/Rituals.aspx?ID=51) - -## Skills - -[Coerce](https://2e.aonprd.com/Skills.aspx?ID=7), [Create a Diversion](https://2e.aonprd.com/Skills.aspx?ID=5), [Demoralize](https://2e.aonprd.com/Skills.aspx?ID=7), [Feint](https://2e.aonprd.com/Skills.aspx?ID=5), [Lie](https://2e.aonprd.com/Skills.aspx?ID=5), [Make an Impression](https://2e.aonprd.com/Skills.aspx?ID=6), [Request](https://2e.aonprd.com/Skills.aspx?ID=6) - -## Spells - -[Agitate](https://2e.aonprd.com/Spells.aspx?ID=566), [Agonizing Despair](https://2e.aonprd.com/Spells.aspx?ID=665), [Anathematic Reprisal](https://2e.aonprd.com/Spells.aspx?ID=9), [Animal Messenger](https://2e.aonprd.com/Spells.aspx?ID=11), [Animal Vision](https://2e.aonprd.com/Spells.aspx?ID=12), [Animus Mine](https://2e.aonprd.com/Spells.aspx?ID=567), [Aromatic Lure](https://2e.aonprd.com/Spells.aspx?ID=812), [Aura of the Unremarkable](https://2e.aonprd.com/Spells.aspx?ID=847), [Bane](https://2e.aonprd.com/Spells.aspx?ID=18), [Befuddle](https://2e.aonprd.com/Spells.aspx?ID=569), [Belittling Boast](https://2e.aonprd.com/Spells.aspx?ID=1278), [Bless](https://2e.aonprd.com/Spells.aspx?ID=25), [Blinding Fury](https://2e.aonprd.com/Spells.aspx?ID=672), [Blistering Invective](https://2e.aonprd.com/Spells.aspx?ID=674), [Calm Emotions](https://2e.aonprd.com/Spells.aspx?ID=31), [Canticle of Everlasting Grief](https://2e.aonprd.com/Spells.aspx?ID=879), [Celestial Accord](https://2e.aonprd.com/Spells.aspx?ID=1220), [Charitable Urge](https://2e.aonprd.com/Spells.aspx?ID=677), [Charm](https://2e.aonprd.com/Spells.aspx?ID=34), [Clownish Curse](https://2e.aonprd.com/Spells.aspx?ID=642), [Command](https://2e.aonprd.com/Spells.aspx?ID=45), [Compel True Name](https://2e.aonprd.com/Spells.aspx?ID=1064), [Confusion](https://2e.aonprd.com/Spells.aspx?ID=48), [Crisis of Faith](https://2e.aonprd.com/Spells.aspx?ID=55), [Crusade](https://2e.aonprd.com/Spells.aspx?ID=56), [Crushing Despair](https://2e.aonprd.com/Spells.aspx?ID=57), [Cutting Insult](https://2e.aonprd.com/Spells.aspx?ID=1282), [Daydreamer's Curse](https://2e.aonprd.com/Spells.aspx?ID=840), [Daze](https://2e.aonprd.com/Spells.aspx?ID=61), [Déjà Vu](https://2e.aonprd.com/Spells.aspx?ID=684), [Discern Lies](https://2e.aonprd.com/Spells.aspx?ID=74), [Divine Inspiration](https://2e.aonprd.com/Spells.aspx?ID=83), [Dominate](https://2e.aonprd.com/Spells.aspx?ID=87), [Draw Ire](https://2e.aonprd.com/Spells.aspx?ID=897), [Dream Council](https://2e.aonprd.com/Spells.aspx?ID=89), [Dream Message](https://2e.aonprd.com/Spells.aspx?ID=90), [Dreaming Potential](https://2e.aonprd.com/Spells.aspx?ID=91), [Dull Ambition](https://2e.aonprd.com/Spells.aspx?ID=686), [Ectoplasmic Expulsion](https://2e.aonprd.com/Spells.aspx?ID=846), [Elysian Whimsy](https://2e.aonprd.com/Spells.aspx?ID=1221), [Empathic Link](https://2e.aonprd.com/Spells.aspx?ID=1115), [Endure](https://2e.aonprd.com/Spells.aspx?ID=573), [Entrancing Eyes](https://2e.aonprd.com/Spells.aspx?ID=649), [Excise Lexicon](https://2e.aonprd.com/Spells.aspx?ID=1264), [Fabricated Truth](https://2e.aonprd.com/Spells.aspx?ID=106), [Favorable Review](https://2e.aonprd.com/Spells.aspx?ID=644), [Fear](https://2e.aonprd.com/Spells.aspx?ID=110), [Feeblemind](https://2e.aonprd.com/Spells.aspx?ID=112), [Flames of Ego](https://2e.aonprd.com/Spells.aspx?ID=1357), [Forced Mercy](https://2e.aonprd.com/Spells.aspx?ID=1118), [Foresight](https://2e.aonprd.com/Spells.aspx?ID=127), [Girzanje's March](https://2e.aonprd.com/Spells.aspx?ID=1068), [Glibness](https://2e.aonprd.com/Spells.aspx?ID=135), [Glimmer of Charm](https://2e.aonprd.com/Spells.aspx?ID=919), [Grasp of the Deep](https://2e.aonprd.com/Spells.aspx?ID=1390), [Guiding Star](https://2e.aonprd.com/Spells.aspx?ID=923), [Halcyon Infusion](https://2e.aonprd.com/Spells.aspx?ID=816), [Hallucination](https://2e.aonprd.com/Spells.aspx?ID=144), [Heinous Future](https://2e.aonprd.com/Spells.aspx?ID=1435), [Heroism](https://2e.aonprd.com/Spells.aspx?ID=149), [Hideous Laughter](https://2e.aonprd.com/Spells.aspx?ID=150), [Horrifying Blood Loss](https://2e.aonprd.com/Spells.aspx?ID=1207), [Hypnopompic Terrors](https://2e.aonprd.com/Spells.aspx?ID=1090), [Impart Empathy](https://2e.aonprd.com/Spells.aspx?ID=1094), [Impending Doom](https://2e.aonprd.com/Spells.aspx?ID=929), [Implement of Destruction](https://2e.aonprd.com/Spells.aspx?ID=1155), [Inexhaustible Cynicism](https://2e.aonprd.com/Spells.aspx?ID=931), [Infectious Comedy](https://2e.aonprd.com/Spells.aspx?ID=1240), [Infectious Ennui](https://2e.aonprd.com/Spells.aspx?ID=1235), [Infectious Enthusiasm](https://2e.aonprd.com/Spells.aspx?ID=932), [Infectious Melody](https://2e.aonprd.com/Spells.aspx?ID=933), [Invoke Spirits](https://2e.aonprd.com/Spells.aspx?ID=937), [Join Pasts](https://2e.aonprd.com/Spells.aspx?ID=552), [Liberating Command](https://2e.aonprd.com/Spells.aspx?ID=580), [Lose the Path](https://2e.aonprd.com/Spells.aspx?ID=940), [Mask of Terror](https://2e.aonprd.com/Spells.aspx?ID=185), [Message](https://2e.aonprd.com/Spells.aspx?ID=190), [Message Rune](https://2e.aonprd.com/Spells.aspx?ID=581), [Mind Games](https://2e.aonprd.com/Spells.aspx?ID=859), [Mind of Menace](https://2e.aonprd.com/Spells.aspx?ID=949), [Mind Probe](https://2e.aonprd.com/Spells.aspx?ID=193), [Mind Reading](https://2e.aonprd.com/Spells.aspx?ID=194), [Mindlink](https://2e.aonprd.com/Spells.aspx?ID=195), [Mirecloak](https://2e.aonprd.com/Spells.aspx?ID=1078), [Mirror Malefactors](https://2e.aonprd.com/Spells.aspx?ID=950), [Modify Memory](https://2e.aonprd.com/Spells.aspx?ID=200), [Movanic Glimmer](https://2e.aonprd.com/Spells.aspx?ID=1223), [Nightmare](https://2e.aonprd.com/Spells.aspx?ID=208), [Oneiric Mire](https://2e.aonprd.com/Spells.aspx?ID=961), [Outcast's Curse](https://2e.aonprd.com/Spells.aspx?ID=211), [Overwhelming Presence](https://2e.aonprd.com/Spells.aspx?ID=212), [Pack Attack](https://2e.aonprd.com/Spells.aspx?ID=1095), [Paralyze](https://2e.aonprd.com/Spells.aspx?ID=213), [Paranoia](https://2e.aonprd.com/Spells.aspx?ID=214), [Phantasmal Calamity](https://2e.aonprd.com/Spells.aspx?ID=218), [Phantasmal Killer](https://2e.aonprd.com/Spells.aspx?ID=219), [Phantasmal Protagonist](https://2e.aonprd.com/Spells.aspx?ID=1230), [Phantasmal Treasure](https://2e.aonprd.com/Spells.aspx?ID=707), [Phantom Pain](https://2e.aonprd.com/Spells.aspx?ID=220), [Phantom Prison](https://2e.aonprd.com/Spells.aspx?ID=969), [Possession](https://2e.aonprd.com/Spells.aspx?ID=225), [Power Word Blind](https://2e.aonprd.com/Spells.aspx?ID=226), [Power Word Kill](https://2e.aonprd.com/Spells.aspx?ID=227), [Power Word Stun](https://2e.aonprd.com/Spells.aspx?ID=228), [Project Image](https://2e.aonprd.com/Spells.aspx?ID=237), [Repulsion](https://2e.aonprd.com/Spells.aspx?ID=254), [Roaring Applause](https://2e.aonprd.com/Spells.aspx?ID=987), [Sage's Curse](https://2e.aonprd.com/Spells.aspx?ID=1107), [Schadenfreude](https://2e.aonprd.com/Spells.aspx?ID=991), [Sending](https://2e.aonprd.com/Spells.aspx?ID=272), [Shadow Army](https://2e.aonprd.com/Spells.aspx?ID=994), [Share Lore](https://2e.aonprd.com/Spells.aspx?ID=584), [Shift Blame](https://2e.aonprd.com/Spells.aspx?ID=997), [Sleep](https://2e.aonprd.com/Spells.aspx?ID=288), [Soothe](https://2e.aonprd.com/Spells.aspx?ID=291), [Spirit Sense](https://2e.aonprd.com/Spells.aspx?ID=718), [Spiritual Anamnesis](https://2e.aonprd.com/Spells.aspx?ID=554), [Subconscious Suggestion](https://2e.aonprd.com/Spells.aspx?ID=314), [Sudden Recollection](https://2e.aonprd.com/Spells.aspx?ID=1003), [Suggestion](https://2e.aonprd.com/Spells.aspx?ID=315), [Suspended Retribution](https://2e.aonprd.com/Spells.aspx?ID=1190), [Synaptic Pulse](https://2e.aonprd.com/Spells.aspx?ID=327), [Synesthesia](https://2e.aonprd.com/Spells.aspx?ID=328), [Tame](https://2e.aonprd.com/Spells.aspx?ID=1014), [Teeth to Terror](https://2e.aonprd.com/Spells.aspx?ID=1210), [Telepathic Bond](https://2e.aonprd.com/Spells.aspx?ID=335), [Telepathic Demand](https://2e.aonprd.com/Spells.aspx?ID=336), [Telepathy](https://2e.aonprd.com/Spells.aspx?ID=337), [Thundering Dominance](https://2e.aonprd.com/Spells.aspx?ID=1018), [Timely Tutor](https://2e.aonprd.com/Spells.aspx?ID=1020), [Touch of Idiocy](https://2e.aonprd.com/Spells.aspx?ID=341), [Umbral Extraction](https://2e.aonprd.com/Spells.aspx?ID=1022), [Umbral Mindtheft](https://2e.aonprd.com/Spells.aspx?ID=1211), [Uncontrollable Dance](https://2e.aonprd.com/Spells.aspx?ID=347), [Unfathomable Song](https://2e.aonprd.com/Spells.aspx?ID=349), [Unspeakable Shadow](https://2e.aonprd.com/Spells.aspx?ID=1025), [Vicious Jealousy](https://2e.aonprd.com/Spells.aspx?ID=1212), [Vision of Beauty](https://2e.aonprd.com/Spells.aspx?ID=1238), [Warp Mind](https://2e.aonprd.com/Spells.aspx?ID=369), [Warrior's Regret](https://2e.aonprd.com/Spells.aspx?ID=1030), [Weird](https://2e.aonprd.com/Spells.aspx?ID=375), [Zealous Conviction](https://2e.aonprd.com/Spells.aspx?ID=378), [Zone of Truth](https://2e.aonprd.com/Spells.aspx?ID=379) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Necomancy.md b/content/Mechanics/Rule References/Necomancy.md deleted file mode 100755 index 8b2f8b197..000000000 --- a/content/Mechanics/Rule References/Necomancy.md +++ /dev/null @@ -1,44 +0,0 @@ -# Necromancy - -**Source** [_Core Rulebook pg. 634_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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](https://2e.aonprd.com/Actions.aspx?ID=1168), [Drink from the Chalice](https://2e.aonprd.com/Actions.aspx?ID=1231), [Jinx](https://2e.aonprd.com/Actions.aspx?ID=541) - -## Curses - -[Blackfrost](https://2e.aonprd.com/Curses.aspx?ID=51), [Boatman's Toll](https://2e.aonprd.com/Curses.aspx?ID=46), [Curse of Slumber](https://2e.aonprd.com/Curses.aspx?ID=23), [Curse of the Rotting Heart](https://2e.aonprd.com/Curses.aspx?ID=45), [Grave Curse](https://2e.aonprd.com/Curses.aspx?ID=30), [Malingerer's Malaise](https://2e.aonprd.com/Curses.aspx?ID=52), [Reviling Earth](https://2e.aonprd.com/Curses.aspx?ID=24), [Spirit Anchor](https://2e.aonprd.com/Curses.aspx?ID=25), [Unraveling Skin](https://2e.aonprd.com/Curses.aspx?ID=33) - -## Diseases - -[Bonechill](https://2e.aonprd.com/Diseases.aspx?ID=8), [Nightmare Fever](https://2e.aonprd.com/Diseases.aspx?ID=12) - -## Equipment - -[Accursed Staff](https://2e.aonprd.com/Equipment.aspx?ID=2244), [Advancing](https://2e.aonprd.com/Equipment.aspx?ID=1827), [Ambrosia of Undying Hope](https://2e.aonprd.com/Equipment.aspx?ID=661), [Ancestral Embrace](https://2e.aonprd.com/Equipment.aspx?ID=1528), [Anointing Oil](https://2e.aonprd.com/Equipment.aspx?ID=1563), [Antivenom Potion](https://2e.aonprd.com/Equipment.aspx?ID=902), [Armor of the Holy Warrior](https://2e.aonprd.com/Equipment.aspx?ID=1562), [Barbed Vest](https://2e.aonprd.com/Equipment.aspx?ID=820), [Battle Medic's Baton](https://2e.aonprd.com/Equipment.aspx?ID=2187), [Bellicose Dagger](https://2e.aonprd.com/Equipment.aspx?ID=2374), [Belt of Good Health](https://2e.aonprd.com/Equipment.aspx?ID=913), [Bloodletting Kukri](https://2e.aonprd.com/Equipment.aspx?ID=381), [Bloodseeker Beak](https://2e.aonprd.com/Equipment.aspx?ID=201), [Bloodthirsty](https://2e.aonprd.com/Equipment.aspx?ID=1297), [Bower Fruit](https://2e.aonprd.com/Equipment.aspx?ID=2375), [Brain Cylinder](https://2e.aonprd.com/Equipment.aspx?ID=953), [Burr Shield](https://2e.aonprd.com/Equipment.aspx?ID=1044), [Carrion Cask](https://2e.aonprd.com/Equipment.aspx?ID=1797), [Celestial Peach](https://2e.aonprd.com/Equipment.aspx?ID=769), [Celestial Peachwood Sword](https://2e.aonprd.com/Equipment.aspx?ID=1533), [Chain of the Stilled Spirit](https://2e.aonprd.com/Equipment.aspx?ID=812), [Clockwork Rejuvenator](https://2e.aonprd.com/Equipment.aspx?ID=895), [Codex of Destruction and Renewal](https://2e.aonprd.com/Equipment.aspx?ID=2173), [Coronet of Stars](https://2e.aonprd.com/Equipment.aspx?ID=2527), [Corpse Compass](https://2e.aonprd.com/Equipment.aspx?ID=1605), [Corpsecaller Round](https://2e.aonprd.com/Equipment.aspx?ID=1606), [Cresset of Grisly Interrogation](https://2e.aonprd.com/Equipment.aspx?ID=1726), [Crown of the Companion](https://2e.aonprd.com/Equipment.aspx?ID=2334), [Crushing](https://2e.aonprd.com/Equipment.aspx?ID=1298), [Crying Angel Pendant](https://2e.aonprd.com/Equipment.aspx?ID=203), [Dagger of Eternal Sleep](https://2e.aonprd.com/Equipment.aspx?ID=564), [Dagger of Venom](https://2e.aonprd.com/Equipment.aspx?ID=383), [Dawnflower Beads](https://2e.aonprd.com/Equipment.aspx?ID=2394), [Death Knell Powder](https://2e.aonprd.com/Equipment.aspx?ID=2001), [Deathdrinking](https://2e.aonprd.com/Equipment.aspx?ID=1762), [Deathless](https://2e.aonprd.com/Equipment.aspx?ID=1238), [Demon Armor](https://2e.aonprd.com/Equipment.aspx?ID=150), [Desiccating Scepter](https://2e.aonprd.com/Equipment.aspx?ID=2519), [Disrupting](https://2e.aonprd.com/Equipment.aspx?ID=294), [Disrupting Oil](https://2e.aonprd.com/Equipment.aspx?ID=2069), [Doctrine of Blissful Eternity](https://2e.aonprd.com/Equipment.aspx?ID=1798), [Dreadsmoke Thurible](https://2e.aonprd.com/Equipment.aspx?ID=566), [Dullahan Codex](https://2e.aonprd.com/Equipment.aspx?ID=2379), [Dust of Corpse Animation](https://2e.aonprd.com/Equipment.aspx?ID=712), [Emberheart](https://2e.aonprd.com/Equipment.aspx?ID=1054), [Enveloping Light](https://2e.aonprd.com/Equipment.aspx?ID=1290), [Festrem Mortu](https://2e.aonprd.com/Equipment.aspx?ID=2671), [Fiend's Hunger](https://2e.aonprd.com/Equipment.aspx?ID=2683), [Final Blade](https://2e.aonprd.com/Equipment.aspx?ID=1094), [Final Rest](https://2e.aonprd.com/Equipment.aspx?ID=1537), [Flaying Knife](https://2e.aonprd.com/Equipment.aspx?ID=787), [Fu Water](https://2e.aonprd.com/Equipment.aspx?ID=987), [Fulcrum Lenses](https://2e.aonprd.com/Equipment.aspx?ID=942), [Fulu Compendium](https://2e.aonprd.com/Equipment.aspx?ID=988), [Galvanic Mortal Coil](https://2e.aonprd.com/Equipment.aspx?ID=1135), [Gauntlight](https://2e.aonprd.com/Equipment.aspx?ID=915), [Ghast Stiletto](https://2e.aonprd.com/Equipment.aspx?ID=1886), [Ghastly Cauldron](https://2e.aonprd.com/Equipment.aspx?ID=1707), [Ghostbane Fulu](https://2e.aonprd.com/Equipment.aspx?ID=978), [Ghostcaller's Planchette](https://2e.aonprd.com/Equipment.aspx?ID=2230), [Ghoul Hide](https://2e.aonprd.com/Equipment.aspx?ID=153), [Giant-Killing](https://2e.aonprd.com/Equipment.aspx?ID=1756), [Gift of the Poisoned Heart](https://2e.aonprd.com/Equipment.aspx?ID=1642), [Gluttonous Spear](https://2e.aonprd.com/Equipment.aspx?ID=788), [Golden Breath Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2036), [Grim Sandglass](https://2e.aonprd.com/Equipment.aspx?ID=1015), [Grisly Scythe](https://2e.aonprd.com/Equipment.aspx?ID=1761), [Grub Gloves](https://2e.aonprd.com/Equipment.aspx?ID=2561), [Guardian Staff](https://2e.aonprd.com/Equipment.aspx?ID=2252), [Habu's Cudgel](https://2e.aonprd.com/Equipment.aspx?ID=1088), [Healer's Gloves](https://2e.aonprd.com/Equipment.aspx?ID=444), [Healing Potion](https://2e.aonprd.com/Equipment.aspx?ID=186), [Heartblood Ring](https://2e.aonprd.com/Equipment.aspx?ID=2371), [Heartripper Blade](https://2e.aonprd.com/Equipment.aspx?ID=1730), [Holy Prayer Beads](https://2e.aonprd.com/Equipment.aspx?ID=256), [Holy Water](https://2e.aonprd.com/Equipment.aspx?ID=245), [Horns of Naraga](https://2e.aonprd.com/Equipment.aspx?ID=614), [Horrid Figurine](https://2e.aonprd.com/Equipment.aspx?ID=2192), [Hundred-Moth Caress](https://2e.aonprd.com/Equipment.aspx?ID=1061), [Hunger Oil](https://2e.aonprd.com/Equipment.aspx?ID=2005), [Hungering Maw](https://2e.aonprd.com/Equipment.aspx?ID=2109), [In the Shadows of Toil](https://2e.aonprd.com/Equipment.aspx?ID=1731), [Incense of Distilled Death](https://2e.aonprd.com/Equipment.aspx?ID=715), [Instructions for Lasting Agony](https://2e.aonprd.com/Equipment.aspx?ID=993), [Jyoti's Feather](https://2e.aonprd.com/Equipment.aspx?ID=2233), [Lady's Spiral](https://2e.aonprd.com/Equipment.aspx?ID=1539), [Lich Soul Cage](https://2e.aonprd.com/Equipment.aspx?ID=488), [Life-Boosting Oil](https://2e.aonprd.com/Equipment.aspx?ID=2071), [Life's Last Breath](https://2e.aonprd.com/Equipment.aspx?ID=659), [Lover's Knot](https://2e.aonprd.com/Equipment.aspx?ID=1744), [Manacles of Persuasion](https://2e.aonprd.com/Equipment.aspx?ID=569), [Marvelous Medicines](https://2e.aonprd.com/Equipment.aspx?ID=261), [Mask of Mercy](https://2e.aonprd.com/Equipment.aspx?ID=2350), [Mask of the Banshee](https://2e.aonprd.com/Equipment.aspx?ID=738), [Mask of the Cursed Eye](https://2e.aonprd.com/Equipment.aspx?ID=2351), [Mask of Uncanny Breath](https://2e.aonprd.com/Equipment.aspx?ID=2326), [Mindsponge](https://2e.aonprd.com/Equipment.aspx?ID=2424), [Mind-Swap Potion](https://2e.aonprd.com/Equipment.aspx?ID=2088), [Miogimo's Mask](https://2e.aonprd.com/Equipment.aspx?ID=889), [Monkey's Paw](https://2e.aonprd.com/Equipment.aspx?ID=604), [Mortalis Coin](https://2e.aonprd.com/Equipment.aspx?ID=2110), [Necrobinding Serum](https://2e.aonprd.com/Equipment.aspx?ID=1733), [Nectar of Purification](https://2e.aonprd.com/Equipment.aspx?ID=174), [Oath of the Devoted](https://2e.aonprd.com/Equipment.aspx?ID=958), [Oculus of Abaddon](https://2e.aonprd.com/Equipment.aspx?ID=1747), [Oil of Corpse Restoration](https://2e.aonprd.com/Equipment.aspx?ID=2421), [Oil of Unlife](https://2e.aonprd.com/Equipment.aspx?ID=718), [One Hundred Victories](https://2e.aonprd.com/Equipment.aspx?ID=2214), [Oracular Crown](https://2e.aonprd.com/Equipment.aspx?ID=2329), [Pact of Blood-Taking](https://2e.aonprd.com/Equipment.aspx?ID=932), [Panacea](https://2e.aonprd.com/Equipment.aspx?ID=188), [Panacea Fruit](https://2e.aonprd.com/Equipment.aspx?ID=665), [Phoenix Necklace](https://2e.aonprd.com/Equipment.aspx?ID=946), [Pirate Staff](https://2e.aonprd.com/Equipment.aspx?ID=2256), [Poisoner's Staff](https://2e.aonprd.com/Equipment.aspx?ID=838), [Poisonous Dagger](https://2e.aonprd.com/Equipment.aspx?ID=910), [Potion of Shared Life](https://2e.aonprd.com/Equipment.aspx?ID=1030), [Preserving](https://2e.aonprd.com/Equipment.aspx?ID=2302), [Psychopomp Mask](https://2e.aonprd.com/Equipment.aspx?ID=964), [Queasy Lantern](https://2e.aonprd.com/Equipment.aspx?ID=1293), [Quenching Potion](https://2e.aonprd.com/Equipment.aspx?ID=2089), [Reaper's Grasp](https://2e.aonprd.com/Equipment.aspx?ID=1184), [Reaper's Lancet](https://2e.aonprd.com/Equipment.aspx?ID=810), [Reaper's Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2124), [Reflexive Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=1291), [Restful Sleep Fulu](https://2e.aonprd.com/Equipment.aspx?ID=982), [Sage's Lash](https://2e.aonprd.com/Equipment.aspx?ID=1072), [Saints' Balm](https://2e.aonprd.com/Equipment.aspx?ID=590), [Salve of Antiparalysis](https://2e.aonprd.com/Equipment.aspx?ID=182), [Sampling Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1618), [Sanguine Fang](https://2e.aonprd.com/Equipment.aspx?ID=2239), [Sanguine Klar](https://2e.aonprd.com/Equipment.aspx?ID=1859), [Shadow Ash](https://2e.aonprd.com/Equipment.aspx?ID=1723), [Shared-Pain Sankeit](https://2e.aonprd.com/Equipment.aspx?ID=2386), [Sight-Theft Grit](https://2e.aonprd.com/Equipment.aspx?ID=2013), [Skeletal Claw](https://2e.aonprd.com/Equipment.aspx?ID=1718), [Skull Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1607), [Soul Cage](https://2e.aonprd.com/Equipment.aspx?ID=1545), [Spider Lily Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=2687), [Spirit-Sealing Fulu](https://2e.aonprd.com/Equipment.aspx?ID=983), [Staff of Final Rest](https://2e.aonprd.com/Equipment.aspx?ID=1285), [Staff of Healing](https://2e.aonprd.com/Equipment.aspx?ID=357), [Staff of Necromancy](https://2e.aonprd.com/Equipment.aspx?ID=360), [Stalwart's Ring](https://2e.aonprd.com/Equipment.aspx?ID=480), [Stanching](https://2e.aonprd.com/Equipment.aspx?ID=1294), [Sun Orchid Elixir](https://2e.aonprd.com/Equipment.aspx?ID=497), [Tablet of Chained Souls](https://2e.aonprd.com/Equipment.aspx?ID=1647), [Tallowheart Mass](https://2e.aonprd.com/Equipment.aspx?ID=1738), [The Beating](https://2e.aonprd.com/Equipment.aspx?ID=2502), [The Midwife](https://2e.aonprd.com/Equipment.aspx?ID=2511), [The Rakshasa](https://2e.aonprd.com/Equipment.aspx?ID=2488), [The Sickness](https://2e.aonprd.com/Equipment.aspx?ID=2513), [The Snakebite](https://2e.aonprd.com/Equipment.aspx?ID=2489), [The Survivor](https://2e.aonprd.com/Equipment.aspx?ID=2514), [The Waxworks](https://2e.aonprd.com/Equipment.aspx?ID=2518), [Thousand-Pains Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2044), [Tome of Restorative Cleansing](https://2e.aonprd.com/Equipment.aspx?ID=2183), [Trollhound Vest](https://2e.aonprd.com/Equipment.aspx?ID=1854), [Tyrant's Writ](https://2e.aonprd.com/Equipment.aspx?ID=1801), [Undead Scourge](https://2e.aonprd.com/Equipment.aspx?ID=1577), [Unholy Water](https://2e.aonprd.com/Equipment.aspx?ID=248), [Urn of Ashes](https://2e.aonprd.com/Equipment.aspx?ID=751), [Vampire-Fang Morningstar](https://2e.aonprd.com/Equipment.aspx?ID=1888), [Vampiric Scythe](https://2e.aonprd.com/Equipment.aspx?ID=1287), [Venomous Cure Fulu](https://2e.aonprd.com/Equipment.aspx?ID=986), [Verdant Branch](https://2e.aonprd.com/Equipment.aspx?ID=2162), [Voice from the Grave](https://2e.aonprd.com/Equipment.aspx?ID=2200), [Wand of Contagious Frailty](https://2e.aonprd.com/Equipment.aspx?ID=2275), [Wand of Overflowing Life](https://2e.aonprd.com/Equipment.aspx?ID=756), [Wand of Pernicious Poison](https://2e.aonprd.com/Equipment.aspx?ID=2286), [Wand of Teeming Ghosts](https://2e.aonprd.com/Equipment.aspx?ID=2292), [Wasp Guard](https://2e.aonprd.com/Equipment.aspx?ID=1855), [Wayfinder](https://2e.aonprd.com/Equipment.aspx?ID=470), [Whelming Scrimshaw](https://2e.aonprd.com/Equipment.aspx?ID=2130), [Whisperer of Souls](https://2e.aonprd.com/Equipment.aspx?ID=2367), [Wine of the Blood](https://2e.aonprd.com/Equipment.aspx?ID=1635), [Wounding](https://2e.aonprd.com/Equipment.aspx?ID=309), [Wounding Oil](https://2e.aonprd.com/Equipment.aspx?ID=2078), [Zombie Staff](https://2e.aonprd.com/Equipment.aspx?ID=2264) - -## Feats - -[Arrow of Death](https://2e.aonprd.com/Feats.aspx?ID=1968), [Breath of Hungry Death](https://2e.aonprd.com/Feats.aspx?ID=3894), [Cantorian Rejuvenation](https://2e.aonprd.com/Feats.aspx?ID=2372), [Cantorian Restoration](https://2e.aonprd.com/Feats.aspx?ID=2378), [Channel Smite](https://2e.aonprd.com/Feats.aspx?ID=276), [Cleansing Light](https://2e.aonprd.com/Feats.aspx?ID=3981), [Coffin Bound](https://2e.aonprd.com/Feats.aspx?ID=3554), [Corrupted Shield](https://2e.aonprd.com/Feats.aspx?ID=1674), [Crimson Shroud](https://2e.aonprd.com/Feats.aspx?ID=898), [Drain Vitality](https://2e.aonprd.com/Feats.aspx?ID=3231), [Eerie Proclamation](https://2e.aonprd.com/Feats.aspx?ID=3767), [Enervating Wail](https://2e.aonprd.com/Feats.aspx?ID=3790), [Festering Wound](https://2e.aonprd.com/Feats.aspx?ID=3566), [Fey Life](https://2e.aonprd.com/Feats.aspx?ID=3759), [Gathering Moss](https://2e.aonprd.com/Feats.aspx?ID=4180), [Ghost Wrangler](https://2e.aonprd.com/Feats.aspx?ID=3628), [Glory and Valor!](https://2e.aonprd.com/Feats.aspx?ID=2540), [Guardian Ghosts](https://2e.aonprd.com/Feats.aspx?ID=3493), [High-Speed Regeneration](https://2e.aonprd.com/Feats.aspx?ID=3786), [Liberate Soul](https://2e.aonprd.com/Feats.aspx?ID=3469), [Life Leap](https://2e.aonprd.com/Feats.aspx?ID=1420), [Morphic Manipulation](https://2e.aonprd.com/Feats.aspx?ID=3775), [Necromancer's Visage](https://2e.aonprd.com/Feats.aspx?ID=3484), [Olethros's Decree](https://2e.aonprd.com/Feats.aspx?ID=2365), [Pact of the Final Breath](https://2e.aonprd.com/Feats.aspx?ID=3827), [Paralyzing Slash](https://2e.aonprd.com/Feats.aspx?ID=3509), [Rejuvenation Token](https://2e.aonprd.com/Feats.aspx?ID=3539), [Root to Life](https://2e.aonprd.com/Feats.aspx?ID=3702), [Ruby Resurrection](https://2e.aonprd.com/Feats.aspx?ID=2752), [Scapegoat Parallel Self](https://2e.aonprd.com/Feats.aspx?ID=2753), [Secret Eater](https://2e.aonprd.com/Feats.aspx?ID=3890), [Sepulchral Sublimation](https://2e.aonprd.com/Feats.aspx?ID=3485), [Siphon Life](https://2e.aonprd.com/Feats.aspx?ID=3755), [Slayer's Strike](https://2e.aonprd.com/Feats.aspx?ID=3478), [Spirit Speaker](https://2e.aonprd.com/Feats.aspx?ID=3423), [Spirit's Absolution](https://2e.aonprd.com/Feats.aspx?ID=3456), [Spirits' Interference](https://2e.aonprd.com/Feats.aspx?ID=150), [Sustaining Steel](https://2e.aonprd.com/Feats.aspx?ID=2874), [Tap Vitality](https://2e.aonprd.com/Feats.aspx?ID=3817), [Taste Blood](https://2e.aonprd.com/Feats.aspx?ID=2349), [Their Master's Call](https://2e.aonprd.com/Feats.aspx?ID=3494), [Unbreakable Bond](https://2e.aonprd.com/Feats.aspx?ID=3451), [Undying Conviction](https://2e.aonprd.com/Feats.aspx?ID=3483) - -## Focus Spells - -[Achaekek's Clutch](https://2e.aonprd.com/Spells.aspx?ID=814), [Armor of Bones](https://2e.aonprd.com/Spells.aspx?ID=745), [Call of the Grave](https://2e.aonprd.com/Spells.aspx?ID=522), [Celestial Brand](https://2e.aonprd.com/Spells.aspx?ID=497), [Claim Undead](https://2e.aonprd.com/Spells.aspx?ID=749), [Cleansing Flames](https://2e.aonprd.com/Spells.aspx?ID=852), [Curse of Death](https://2e.aonprd.com/Spells.aspx?ID=794), [Death's Call](https://2e.aonprd.com/Spells.aspx?ID=413), [Delay Affliction](https://2e.aonprd.com/Spells.aspx?ID=751), [Divine Plagues](https://2e.aonprd.com/Spells.aspx?ID=610), [Drain Life](https://2e.aonprd.com/Spells.aspx?ID=502), [Ectoplasmic Interstice](https://2e.aonprd.com/Spells.aspx?ID=617), [Eject Soul](https://2e.aonprd.com/Spells.aspx?ID=616), [Eradicate Undeath](https://2e.aonprd.com/Spells.aspx?ID=420), [Euphoric Renewal](https://2e.aonprd.com/Spells.aspx?ID=1168), [Fallow Field](https://2e.aonprd.com/Spells.aspx?ID=599), [Fearful Feast](https://2e.aonprd.com/Spells.aspx?ID=1258), [Foul Miasma](https://2e.aonprd.com/Spells.aspx?ID=611), [Glutton's Jaw](https://2e.aonprd.com/Spells.aspx?ID=511), [Goodberry](https://2e.aonprd.com/Spells.aspx?ID=473), [Grasping Grave](https://2e.aonprd.com/Spells.aspx?ID=512), [Hallowed Ground](https://2e.aonprd.com/Spells.aspx?ID=1103), [Heal Animal](https://2e.aonprd.com/Spells.aspx?ID=474), [Heal Companion](https://2e.aonprd.com/Spells.aspx?ID=771), [Healer's Blessing](https://2e.aonprd.com/Spells.aspx?ID=426), [Hero's Defiance](https://2e.aonprd.com/Spells.aspx?ID=394), [Hymn of Healing](https://2e.aonprd.com/Spells.aspx?ID=728), [Jealous Hex](https://2e.aonprd.com/Spells.aspx?ID=515), [Lay on Hands](https://2e.aonprd.com/Spells.aspx?ID=395), [Life Boost](https://2e.aonprd.com/Spells.aspx?ID=799), [Life Link](https://2e.aonprd.com/Spells.aspx?ID=758), [Life Siphon](https://2e.aonprd.com/Spells.aspx?ID=532), [Life-Giving Form](https://2e.aonprd.com/Spells.aspx?ID=757), [Lifelink Surge](https://2e.aonprd.com/Spells.aspx?ID=1049), [Malignant Sustenance](https://2e.aonprd.com/Spells.aspx?ID=432), [Ode to Ouroboros](https://2e.aonprd.com/Spells.aspx?ID=729), [Over the Coals](https://2e.aonprd.com/Spells.aspx?ID=1182), [Positive Luminance](https://2e.aonprd.com/Spells.aspx?ID=439), [Quivering Palm](https://2e.aonprd.com/Spells.aspx?ID=487), [Rebuke Death](https://2e.aonprd.com/Spells.aspx?ID=446), [Rejuvenating Flames](https://2e.aonprd.com/Spells.aspx?ID=850), [Restorative Moment](https://2e.aonprd.com/Spells.aspx?ID=805), [Return the Favor](https://2e.aonprd.com/Spells.aspx?ID=1181), [Shall Not Falter, Shall Not Rout](https://2e.aonprd.com/Spells.aspx?ID=817), [Shambling Horror](https://2e.aonprd.com/Spells.aspx?ID=1105), [Shepherd of Souls](https://2e.aonprd.com/Spells.aspx?ID=787), [Song of the Fallen](https://2e.aonprd.com/Spells.aspx?ID=563), [Soothing Mist](https://2e.aonprd.com/Spells.aspx?ID=777), [Soul Siphon](https://2e.aonprd.com/Spells.aspx?ID=760), [Spirit Object](https://2e.aonprd.com/Spells.aspx?ID=810), [Steal Shadow](https://2e.aonprd.com/Spells.aspx?ID=789), [Subjugate Undead](https://2e.aonprd.com/Spells.aspx?ID=1106), [Take its Course](https://2e.aonprd.com/Spells.aspx?ID=456), [Touch of Corruption](https://2e.aonprd.com/Spells.aspx?ID=819), [Touch of Undeath](https://2e.aonprd.com/Spells.aspx?ID=461), [Undeath's Blessing](https://2e.aonprd.com/Spells.aspx?ID=518), [Wholeness of Body](https://2e.aonprd.com/Spells.aspx?ID=488), [Withering Grasp](https://2e.aonprd.com/Spells.aspx?ID=598) - -## Hazards - -[Punishing Altar](https://2e.aonprd.com/Hazards.aspx?ID=121), [Soul Draining Cage](https://2e.aonprd.com/Hazards.aspx?ID=125) - -## Item Curses - -[Bloodbiter](https://2e.aonprd.com/ItemCurses.aspx?ID=4), [Degenerating](https://2e.aonprd.com/ItemCurses.aspx?ID=5), [Withering](https://2e.aonprd.com/ItemCurses.aspx?ID=14) - -## Rituals - -[Bathe in Blood](https://2e.aonprd.com/Rituals.aspx?ID=54), [Blight](https://2e.aonprd.com/Rituals.aspx?ID=4), [Blunt the Final Blade](https://2e.aonprd.com/Rituals.aspx?ID=69), [Call Spirit](https://2e.aonprd.com/Rituals.aspx?ID=5), [Clone](https://2e.aonprd.com/Rituals.aspx?ID=30), [Corpse Communion](https://2e.aonprd.com/Rituals.aspx?ID=94), [Create Undead](https://2e.aonprd.com/Rituals.aspx?ID=10), [Extract Brain](https://2e.aonprd.com/Rituals.aspx?ID=47), [Garden of Death](https://2e.aonprd.com/Rituals.aspx?ID=58), [Mind Swap](https://2e.aonprd.com/Rituals.aspx?ID=61), [Mosquito Blight](https://2e.aonprd.com/Rituals.aspx?ID=73), [Mother's Blessing](https://2e.aonprd.com/Rituals.aspx?ID=75), [Plant Growth](https://2e.aonprd.com/Rituals.aspx?ID=18), [Portrait of Spite](https://2e.aonprd.com/Rituals.aspx?ID=63), [Raga of Remembrance](https://2e.aonprd.com/Rituals.aspx?ID=72), [Ravenous Reanimation](https://2e.aonprd.com/Rituals.aspx?ID=26), [Recall Past Life](https://2e.aonprd.com/Rituals.aspx?ID=88), [Reincarnate](https://2e.aonprd.com/Rituals.aspx?ID=35), [Rest Eternal](https://2e.aonprd.com/Rituals.aspx?ID=36), [Resurrect](https://2e.aonprd.com/Rituals.aspx?ID=20), [Terminate Bloodline](https://2e.aonprd.com/Rituals.aspx?ID=27) - -## Spells - -[Abyssal Plague](https://2e.aonprd.com/Spells.aspx?ID=1), [Admonishing Ray](https://2e.aonprd.com/Spells.aspx?ID=820), [Advanced Scurvy](https://2e.aonprd.com/Spells.aspx?ID=1275), [All is One, One is All](https://2e.aonprd.com/Spells.aspx?ID=815), [Ancient Dust](https://2e.aonprd.com/Spells.aspx?ID=1261), [Animate Dead](https://2e.aonprd.com/Spells.aspx?ID=666), [Awaken Entropy](https://2e.aonprd.com/Spells.aspx?ID=1183), [Bind Soul](https://2e.aonprd.com/Spells.aspx?ID=21), [Bind Undead](https://2e.aonprd.com/Spells.aspx?ID=22), [Blindness](https://2e.aonprd.com/Spells.aspx?ID=26), [Blister](https://2e.aonprd.com/Spells.aspx?ID=673), [Blood Feast](https://2e.aonprd.com/Spells.aspx?ID=648), [Blood Vendetta](https://2e.aonprd.com/Spells.aspx?ID=675), [Bloodspray Curse](https://2e.aonprd.com/Spells.aspx?ID=873), [Bone Spray](https://2e.aonprd.com/Spells.aspx?ID=1097), [Boneshaker](https://2e.aonprd.com/Spells.aspx?ID=1098), [Bound in Death](https://2e.aonprd.com/Spells.aspx?ID=1262), [Breath of Life](https://2e.aonprd.com/Spells.aspx?ID=29), [Call Fluxwraith](https://2e.aonprd.com/Spells.aspx?ID=1434), [Call the Blood](https://2e.aonprd.com/Spells.aspx?ID=845), [Chill Touch](https://2e.aonprd.com/Spells.aspx?ID=35), [Chroma Leach](https://2e.aonprd.com/Spells.aspx?ID=679), [Claim Curse](https://2e.aonprd.com/Spells.aspx?ID=884), [Cloak of Light](https://2e.aonprd.com/Spells.aspx?ID=1079), [Cloudkill](https://2e.aonprd.com/Spells.aspx?ID=42), [Cup of Dust](https://2e.aonprd.com/Spells.aspx?ID=572), [Deafness](https://2e.aonprd.com/Spells.aspx?ID=62), [Death Knell](https://2e.aonprd.com/Spells.aspx?ID=63), [Devour Life](https://2e.aonprd.com/Spells.aspx?ID=657), [Dirge of Remembrance](https://2e.aonprd.com/Spells.aspx?ID=1263), [Disrupt Undead](https://2e.aonprd.com/Spells.aspx?ID=79), [Disrupting Weapons](https://2e.aonprd.com/Spells.aspx?ID=80), [Divine Armageddon](https://2e.aonprd.com/Spells.aspx?ID=896), [Eclipse Burst](https://2e.aonprd.com/Spells.aspx?ID=96), [Ectoplasmic Expulsion](https://2e.aonprd.com/Spells.aspx?ID=846), [Enervation](https://2e.aonprd.com/Spells.aspx?ID=687), [Envenom Companion](https://2e.aonprd.com/Spells.aspx?ID=906), [False Life](https://2e.aonprd.com/Spells.aspx?ID=108), [Fate's Travels](https://2e.aonprd.com/Spells.aspx?ID=1427), [Feast of Ashes](https://2e.aonprd.com/Spells.aspx?ID=575), [Feral Shades](https://2e.aonprd.com/Spells.aspx?ID=909), [Field of Life](https://2e.aonprd.com/Spells.aspx?ID=114), [Finger of Death](https://2e.aonprd.com/Spells.aspx?ID=116), [Flense](https://2e.aonprd.com/Spells.aspx?ID=1265), [Fungal Hyphae](https://2e.aonprd.com/Spells.aspx?ID=576), [Gentle Repose](https://2e.aonprd.com/Spells.aspx?ID=131), [Ghoulish Cravings](https://2e.aonprd.com/Spells.aspx?ID=134), [Goblin Pox](https://2e.aonprd.com/Spells.aspx?ID=139), [Grave Impressions](https://2e.aonprd.com/Spells.aspx?ID=858), [Gray Shadow](https://2e.aonprd.com/Spells.aspx?ID=1077), [Grim Tendrils](https://2e.aonprd.com/Spells.aspx?ID=141), [Harm](https://2e.aonprd.com/Spells.aspx?ID=146), [Heal](https://2e.aonprd.com/Spells.aspx?ID=148), [Healing Well](https://2e.aonprd.com/Spells.aspx?ID=926), [Horrid Wilting](https://2e.aonprd.com/Spells.aspx?ID=152), [Imp Sting](https://2e.aonprd.com/Spells.aspx?ID=826), [Inner Radiance Torrent](https://2e.aonprd.com/Spells.aspx?ID=934), [Internal Insurrection](https://2e.aonprd.com/Spells.aspx?ID=853), [Invoke Spirits](https://2e.aonprd.com/Spells.aspx?ID=937), [Leng Sting](https://2e.aonprd.com/Spells.aspx?ID=827), [Life Connection](https://2e.aonprd.com/Spells.aspx?ID=939), [Life Pact](https://2e.aonprd.com/Spells.aspx?ID=1119), [Linnorm Sting](https://2e.aonprd.com/Spells.aspx?ID=828), [Magic Stone](https://2e.aonprd.com/Spells.aspx?ID=703), [Mariner's Curse](https://2e.aonprd.com/Spells.aspx?ID=184), [Martyr's Intervention](https://2e.aonprd.com/Spells.aspx?ID=1121), [Massacre](https://2e.aonprd.com/Spells.aspx?ID=186), [Mimic Undead](https://2e.aonprd.com/Spells.aspx?ID=948), [Moment of Renewal](https://2e.aonprd.com/Spells.aspx?ID=201), [Moth's Supper](https://2e.aonprd.com/Spells.aspx?ID=1158), [Necromancer's Generosity](https://2e.aonprd.com/Spells.aspx?ID=955), [Necrotic Radiation](https://2e.aonprd.com/Spells.aspx?ID=650), [Necrotize](https://2e.aonprd.com/Spells.aspx?ID=956), [Neutralize Poison](https://2e.aonprd.com/Spells.aspx?ID=207), [Pernicious Poltergeist](https://2e.aonprd.com/Spells.aspx?ID=965), [Positive Attunement](https://2e.aonprd.com/Spells.aspx?ID=972), [Possession](https://2e.aonprd.com/Spells.aspx?ID=225), [Purify Food and Drink](https://2e.aonprd.com/Spells.aspx?ID=241), [Purple Worm Sting](https://2e.aonprd.com/Spells.aspx?ID=242), [Putrefy Food and Drink](https://2e.aonprd.com/Spells.aspx?ID=823), [Raise Dead](https://2e.aonprd.com/Spells.aspx?ID=243), [Ravening Maw](https://2e.aonprd.com/Spells.aspx?ID=647), [Ravenous Darkness](https://2e.aonprd.com/Spells.aspx?ID=1266), [Ray of Enfeeblement](https://2e.aonprd.com/Spells.aspx?ID=244), [Reaper's Lantern](https://2e.aonprd.com/Spells.aspx?ID=710), [Regenerate](https://2e.aonprd.com/Spells.aspx?ID=248), [Remove Curse](https://2e.aonprd.com/Spells.aspx?ID=250), [Remove Disease](https://2e.aonprd.com/Spells.aspx?ID=251), [Remove Paralysis](https://2e.aonprd.com/Spells.aspx?ID=253), [Restoration](https://2e.aonprd.com/Spells.aspx?ID=258), [Restore Senses](https://2e.aonprd.com/Spells.aspx?ID=259), [Revival](https://2e.aonprd.com/Spells.aspx?ID=262), [Rip the Spirit](https://2e.aonprd.com/Spells.aspx?ID=986), [Rouse Skeletons](https://2e.aonprd.com/Spells.aspx?ID=988), [Sanguine Mist](https://2e.aonprd.com/Spells.aspx?ID=989), [Seal Fate](https://2e.aonprd.com/Spells.aspx?ID=715), [Shadow Spy](https://2e.aonprd.com/Spells.aspx?ID=1163), [Shadow Zombie](https://2e.aonprd.com/Spells.aspx?ID=1208), [Shield Other](https://2e.aonprd.com/Spells.aspx?ID=281), [Slough Skin](https://2e.aonprd.com/Spells.aspx?ID=589), [Soothing Spring](https://2e.aonprd.com/Spells.aspx?ID=1000), [Soulshelter Vessel](https://2e.aonprd.com/Spells.aspx?ID=1226), [Spectral Hand](https://2e.aonprd.com/Spells.aspx?ID=295), [Spider Sting](https://2e.aonprd.com/Spells.aspx?ID=300), [Spirit Blast](https://2e.aonprd.com/Spells.aspx?ID=301), [Spirit Link](https://2e.aonprd.com/Spells.aspx?ID=302), [Spirit Song](https://2e.aonprd.com/Spells.aspx?ID=303), [Spiritual Anamnesis](https://2e.aonprd.com/Spells.aspx?ID=554), [Spiritual Epidemic](https://2e.aonprd.com/Spells.aspx?ID=304), [Spiritual Torrent](https://2e.aonprd.com/Spells.aspx?ID=1267), [Stabilize](https://2e.aonprd.com/Spells.aspx?ID=307), [Steal Voice](https://2e.aonprd.com/Spells.aspx?ID=1268), [Sudden Blight](https://2e.aonprd.com/Spells.aspx?ID=720), [Suffocate](https://2e.aonprd.com/Spells.aspx?ID=1269), [Summon Healing Servitor](https://2e.aonprd.com/Spells.aspx?ID=1257), [Summoner's Precaution](https://2e.aonprd.com/Spells.aspx?ID=1011), [Swarming Wasp Stings](https://2e.aonprd.com/Spells.aspx?ID=829), [Talking Corpse](https://2e.aonprd.com/Spells.aspx?ID=329), [Tempest of Shades](https://2e.aonprd.com/Spells.aspx?ID=1015), [Torturous Trauma](https://2e.aonprd.com/Spells.aspx?ID=1270), [Undertaker](https://2e.aonprd.com/Spells.aspx?ID=1228), [Vampiric Exsanguination](https://2e.aonprd.com/Spells.aspx?ID=353), [Vampiric Maiden](https://2e.aonprd.com/Spells.aspx?ID=725), [Vampiric Touch](https://2e.aonprd.com/Spells.aspx?ID=354), [Vital Beacon](https://2e.aonprd.com/Spells.aspx?ID=359), [Voracious Gestalt](https://2e.aonprd.com/Spells.aspx?ID=1027), [Wail of the Banshee](https://2e.aonprd.com/Spells.aspx?ID=361), [Wall of Flesh](https://2e.aonprd.com/Spells.aspx?ID=727), [Worm's Repast](https://2e.aonprd.com/Spells.aspx?ID=839), [Wyvern Sting](https://2e.aonprd.com/Spells.aspx?ID=830) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Necromancy.md b/content/Mechanics/Rule References/Necromancy.md deleted file mode 100755 index 8b2f8b197..000000000 --- a/content/Mechanics/Rule References/Necromancy.md +++ /dev/null @@ -1,44 +0,0 @@ -# Necromancy - -**Source** [_Core Rulebook pg. 634_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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](https://2e.aonprd.com/Actions.aspx?ID=1168), [Drink from the Chalice](https://2e.aonprd.com/Actions.aspx?ID=1231), [Jinx](https://2e.aonprd.com/Actions.aspx?ID=541) - -## Curses - -[Blackfrost](https://2e.aonprd.com/Curses.aspx?ID=51), [Boatman's Toll](https://2e.aonprd.com/Curses.aspx?ID=46), [Curse of Slumber](https://2e.aonprd.com/Curses.aspx?ID=23), [Curse of the Rotting Heart](https://2e.aonprd.com/Curses.aspx?ID=45), [Grave Curse](https://2e.aonprd.com/Curses.aspx?ID=30), [Malingerer's Malaise](https://2e.aonprd.com/Curses.aspx?ID=52), [Reviling Earth](https://2e.aonprd.com/Curses.aspx?ID=24), [Spirit Anchor](https://2e.aonprd.com/Curses.aspx?ID=25), [Unraveling Skin](https://2e.aonprd.com/Curses.aspx?ID=33) - -## Diseases - -[Bonechill](https://2e.aonprd.com/Diseases.aspx?ID=8), [Nightmare Fever](https://2e.aonprd.com/Diseases.aspx?ID=12) - -## Equipment - -[Accursed Staff](https://2e.aonprd.com/Equipment.aspx?ID=2244), [Advancing](https://2e.aonprd.com/Equipment.aspx?ID=1827), [Ambrosia of Undying Hope](https://2e.aonprd.com/Equipment.aspx?ID=661), [Ancestral Embrace](https://2e.aonprd.com/Equipment.aspx?ID=1528), [Anointing Oil](https://2e.aonprd.com/Equipment.aspx?ID=1563), [Antivenom Potion](https://2e.aonprd.com/Equipment.aspx?ID=902), [Armor of the Holy Warrior](https://2e.aonprd.com/Equipment.aspx?ID=1562), [Barbed Vest](https://2e.aonprd.com/Equipment.aspx?ID=820), [Battle Medic's Baton](https://2e.aonprd.com/Equipment.aspx?ID=2187), [Bellicose Dagger](https://2e.aonprd.com/Equipment.aspx?ID=2374), [Belt of Good Health](https://2e.aonprd.com/Equipment.aspx?ID=913), [Bloodletting Kukri](https://2e.aonprd.com/Equipment.aspx?ID=381), [Bloodseeker Beak](https://2e.aonprd.com/Equipment.aspx?ID=201), [Bloodthirsty](https://2e.aonprd.com/Equipment.aspx?ID=1297), [Bower Fruit](https://2e.aonprd.com/Equipment.aspx?ID=2375), [Brain Cylinder](https://2e.aonprd.com/Equipment.aspx?ID=953), [Burr Shield](https://2e.aonprd.com/Equipment.aspx?ID=1044), [Carrion Cask](https://2e.aonprd.com/Equipment.aspx?ID=1797), [Celestial Peach](https://2e.aonprd.com/Equipment.aspx?ID=769), [Celestial Peachwood Sword](https://2e.aonprd.com/Equipment.aspx?ID=1533), [Chain of the Stilled Spirit](https://2e.aonprd.com/Equipment.aspx?ID=812), [Clockwork Rejuvenator](https://2e.aonprd.com/Equipment.aspx?ID=895), [Codex of Destruction and Renewal](https://2e.aonprd.com/Equipment.aspx?ID=2173), [Coronet of Stars](https://2e.aonprd.com/Equipment.aspx?ID=2527), [Corpse Compass](https://2e.aonprd.com/Equipment.aspx?ID=1605), [Corpsecaller Round](https://2e.aonprd.com/Equipment.aspx?ID=1606), [Cresset of Grisly Interrogation](https://2e.aonprd.com/Equipment.aspx?ID=1726), [Crown of the Companion](https://2e.aonprd.com/Equipment.aspx?ID=2334), [Crushing](https://2e.aonprd.com/Equipment.aspx?ID=1298), [Crying Angel Pendant](https://2e.aonprd.com/Equipment.aspx?ID=203), [Dagger of Eternal Sleep](https://2e.aonprd.com/Equipment.aspx?ID=564), [Dagger of Venom](https://2e.aonprd.com/Equipment.aspx?ID=383), [Dawnflower Beads](https://2e.aonprd.com/Equipment.aspx?ID=2394), [Death Knell Powder](https://2e.aonprd.com/Equipment.aspx?ID=2001), [Deathdrinking](https://2e.aonprd.com/Equipment.aspx?ID=1762), [Deathless](https://2e.aonprd.com/Equipment.aspx?ID=1238), [Demon Armor](https://2e.aonprd.com/Equipment.aspx?ID=150), [Desiccating Scepter](https://2e.aonprd.com/Equipment.aspx?ID=2519), [Disrupting](https://2e.aonprd.com/Equipment.aspx?ID=294), [Disrupting Oil](https://2e.aonprd.com/Equipment.aspx?ID=2069), [Doctrine of Blissful Eternity](https://2e.aonprd.com/Equipment.aspx?ID=1798), [Dreadsmoke Thurible](https://2e.aonprd.com/Equipment.aspx?ID=566), [Dullahan Codex](https://2e.aonprd.com/Equipment.aspx?ID=2379), [Dust of Corpse Animation](https://2e.aonprd.com/Equipment.aspx?ID=712), [Emberheart](https://2e.aonprd.com/Equipment.aspx?ID=1054), [Enveloping Light](https://2e.aonprd.com/Equipment.aspx?ID=1290), [Festrem Mortu](https://2e.aonprd.com/Equipment.aspx?ID=2671), [Fiend's Hunger](https://2e.aonprd.com/Equipment.aspx?ID=2683), [Final Blade](https://2e.aonprd.com/Equipment.aspx?ID=1094), [Final Rest](https://2e.aonprd.com/Equipment.aspx?ID=1537), [Flaying Knife](https://2e.aonprd.com/Equipment.aspx?ID=787), [Fu Water](https://2e.aonprd.com/Equipment.aspx?ID=987), [Fulcrum Lenses](https://2e.aonprd.com/Equipment.aspx?ID=942), [Fulu Compendium](https://2e.aonprd.com/Equipment.aspx?ID=988), [Galvanic Mortal Coil](https://2e.aonprd.com/Equipment.aspx?ID=1135), [Gauntlight](https://2e.aonprd.com/Equipment.aspx?ID=915), [Ghast Stiletto](https://2e.aonprd.com/Equipment.aspx?ID=1886), [Ghastly Cauldron](https://2e.aonprd.com/Equipment.aspx?ID=1707), [Ghostbane Fulu](https://2e.aonprd.com/Equipment.aspx?ID=978), [Ghostcaller's Planchette](https://2e.aonprd.com/Equipment.aspx?ID=2230), [Ghoul Hide](https://2e.aonprd.com/Equipment.aspx?ID=153), [Giant-Killing](https://2e.aonprd.com/Equipment.aspx?ID=1756), [Gift of the Poisoned Heart](https://2e.aonprd.com/Equipment.aspx?ID=1642), [Gluttonous Spear](https://2e.aonprd.com/Equipment.aspx?ID=788), [Golden Breath Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2036), [Grim Sandglass](https://2e.aonprd.com/Equipment.aspx?ID=1015), [Grisly Scythe](https://2e.aonprd.com/Equipment.aspx?ID=1761), [Grub Gloves](https://2e.aonprd.com/Equipment.aspx?ID=2561), [Guardian Staff](https://2e.aonprd.com/Equipment.aspx?ID=2252), [Habu's Cudgel](https://2e.aonprd.com/Equipment.aspx?ID=1088), [Healer's Gloves](https://2e.aonprd.com/Equipment.aspx?ID=444), [Healing Potion](https://2e.aonprd.com/Equipment.aspx?ID=186), [Heartblood Ring](https://2e.aonprd.com/Equipment.aspx?ID=2371), [Heartripper Blade](https://2e.aonprd.com/Equipment.aspx?ID=1730), [Holy Prayer Beads](https://2e.aonprd.com/Equipment.aspx?ID=256), [Holy Water](https://2e.aonprd.com/Equipment.aspx?ID=245), [Horns of Naraga](https://2e.aonprd.com/Equipment.aspx?ID=614), [Horrid Figurine](https://2e.aonprd.com/Equipment.aspx?ID=2192), [Hundred-Moth Caress](https://2e.aonprd.com/Equipment.aspx?ID=1061), [Hunger Oil](https://2e.aonprd.com/Equipment.aspx?ID=2005), [Hungering Maw](https://2e.aonprd.com/Equipment.aspx?ID=2109), [In the Shadows of Toil](https://2e.aonprd.com/Equipment.aspx?ID=1731), [Incense of Distilled Death](https://2e.aonprd.com/Equipment.aspx?ID=715), [Instructions for Lasting Agony](https://2e.aonprd.com/Equipment.aspx?ID=993), [Jyoti's Feather](https://2e.aonprd.com/Equipment.aspx?ID=2233), [Lady's Spiral](https://2e.aonprd.com/Equipment.aspx?ID=1539), [Lich Soul Cage](https://2e.aonprd.com/Equipment.aspx?ID=488), [Life-Boosting Oil](https://2e.aonprd.com/Equipment.aspx?ID=2071), [Life's Last Breath](https://2e.aonprd.com/Equipment.aspx?ID=659), [Lover's Knot](https://2e.aonprd.com/Equipment.aspx?ID=1744), [Manacles of Persuasion](https://2e.aonprd.com/Equipment.aspx?ID=569), [Marvelous Medicines](https://2e.aonprd.com/Equipment.aspx?ID=261), [Mask of Mercy](https://2e.aonprd.com/Equipment.aspx?ID=2350), [Mask of the Banshee](https://2e.aonprd.com/Equipment.aspx?ID=738), [Mask of the Cursed Eye](https://2e.aonprd.com/Equipment.aspx?ID=2351), [Mask of Uncanny Breath](https://2e.aonprd.com/Equipment.aspx?ID=2326), [Mindsponge](https://2e.aonprd.com/Equipment.aspx?ID=2424), [Mind-Swap Potion](https://2e.aonprd.com/Equipment.aspx?ID=2088), [Miogimo's Mask](https://2e.aonprd.com/Equipment.aspx?ID=889), [Monkey's Paw](https://2e.aonprd.com/Equipment.aspx?ID=604), [Mortalis Coin](https://2e.aonprd.com/Equipment.aspx?ID=2110), [Necrobinding Serum](https://2e.aonprd.com/Equipment.aspx?ID=1733), [Nectar of Purification](https://2e.aonprd.com/Equipment.aspx?ID=174), [Oath of the Devoted](https://2e.aonprd.com/Equipment.aspx?ID=958), [Oculus of Abaddon](https://2e.aonprd.com/Equipment.aspx?ID=1747), [Oil of Corpse Restoration](https://2e.aonprd.com/Equipment.aspx?ID=2421), [Oil of Unlife](https://2e.aonprd.com/Equipment.aspx?ID=718), [One Hundred Victories](https://2e.aonprd.com/Equipment.aspx?ID=2214), [Oracular Crown](https://2e.aonprd.com/Equipment.aspx?ID=2329), [Pact of Blood-Taking](https://2e.aonprd.com/Equipment.aspx?ID=932), [Panacea](https://2e.aonprd.com/Equipment.aspx?ID=188), [Panacea Fruit](https://2e.aonprd.com/Equipment.aspx?ID=665), [Phoenix Necklace](https://2e.aonprd.com/Equipment.aspx?ID=946), [Pirate Staff](https://2e.aonprd.com/Equipment.aspx?ID=2256), [Poisoner's Staff](https://2e.aonprd.com/Equipment.aspx?ID=838), [Poisonous Dagger](https://2e.aonprd.com/Equipment.aspx?ID=910), [Potion of Shared Life](https://2e.aonprd.com/Equipment.aspx?ID=1030), [Preserving](https://2e.aonprd.com/Equipment.aspx?ID=2302), [Psychopomp Mask](https://2e.aonprd.com/Equipment.aspx?ID=964), [Queasy Lantern](https://2e.aonprd.com/Equipment.aspx?ID=1293), [Quenching Potion](https://2e.aonprd.com/Equipment.aspx?ID=2089), [Reaper's Grasp](https://2e.aonprd.com/Equipment.aspx?ID=1184), [Reaper's Lancet](https://2e.aonprd.com/Equipment.aspx?ID=810), [Reaper's Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2124), [Reflexive Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=1291), [Restful Sleep Fulu](https://2e.aonprd.com/Equipment.aspx?ID=982), [Sage's Lash](https://2e.aonprd.com/Equipment.aspx?ID=1072), [Saints' Balm](https://2e.aonprd.com/Equipment.aspx?ID=590), [Salve of Antiparalysis](https://2e.aonprd.com/Equipment.aspx?ID=182), [Sampling Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1618), [Sanguine Fang](https://2e.aonprd.com/Equipment.aspx?ID=2239), [Sanguine Klar](https://2e.aonprd.com/Equipment.aspx?ID=1859), [Shadow Ash](https://2e.aonprd.com/Equipment.aspx?ID=1723), [Shared-Pain Sankeit](https://2e.aonprd.com/Equipment.aspx?ID=2386), [Sight-Theft Grit](https://2e.aonprd.com/Equipment.aspx?ID=2013), [Skeletal Claw](https://2e.aonprd.com/Equipment.aspx?ID=1718), [Skull Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1607), [Soul Cage](https://2e.aonprd.com/Equipment.aspx?ID=1545), [Spider Lily Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=2687), [Spirit-Sealing Fulu](https://2e.aonprd.com/Equipment.aspx?ID=983), [Staff of Final Rest](https://2e.aonprd.com/Equipment.aspx?ID=1285), [Staff of Healing](https://2e.aonprd.com/Equipment.aspx?ID=357), [Staff of Necromancy](https://2e.aonprd.com/Equipment.aspx?ID=360), [Stalwart's Ring](https://2e.aonprd.com/Equipment.aspx?ID=480), [Stanching](https://2e.aonprd.com/Equipment.aspx?ID=1294), [Sun Orchid Elixir](https://2e.aonprd.com/Equipment.aspx?ID=497), [Tablet of Chained Souls](https://2e.aonprd.com/Equipment.aspx?ID=1647), [Tallowheart Mass](https://2e.aonprd.com/Equipment.aspx?ID=1738), [The Beating](https://2e.aonprd.com/Equipment.aspx?ID=2502), [The Midwife](https://2e.aonprd.com/Equipment.aspx?ID=2511), [The Rakshasa](https://2e.aonprd.com/Equipment.aspx?ID=2488), [The Sickness](https://2e.aonprd.com/Equipment.aspx?ID=2513), [The Snakebite](https://2e.aonprd.com/Equipment.aspx?ID=2489), [The Survivor](https://2e.aonprd.com/Equipment.aspx?ID=2514), [The Waxworks](https://2e.aonprd.com/Equipment.aspx?ID=2518), [Thousand-Pains Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2044), [Tome of Restorative Cleansing](https://2e.aonprd.com/Equipment.aspx?ID=2183), [Trollhound Vest](https://2e.aonprd.com/Equipment.aspx?ID=1854), [Tyrant's Writ](https://2e.aonprd.com/Equipment.aspx?ID=1801), [Undead Scourge](https://2e.aonprd.com/Equipment.aspx?ID=1577), [Unholy Water](https://2e.aonprd.com/Equipment.aspx?ID=248), [Urn of Ashes](https://2e.aonprd.com/Equipment.aspx?ID=751), [Vampire-Fang Morningstar](https://2e.aonprd.com/Equipment.aspx?ID=1888), [Vampiric Scythe](https://2e.aonprd.com/Equipment.aspx?ID=1287), [Venomous Cure Fulu](https://2e.aonprd.com/Equipment.aspx?ID=986), [Verdant Branch](https://2e.aonprd.com/Equipment.aspx?ID=2162), [Voice from the Grave](https://2e.aonprd.com/Equipment.aspx?ID=2200), [Wand of Contagious Frailty](https://2e.aonprd.com/Equipment.aspx?ID=2275), [Wand of Overflowing Life](https://2e.aonprd.com/Equipment.aspx?ID=756), [Wand of Pernicious Poison](https://2e.aonprd.com/Equipment.aspx?ID=2286), [Wand of Teeming Ghosts](https://2e.aonprd.com/Equipment.aspx?ID=2292), [Wasp Guard](https://2e.aonprd.com/Equipment.aspx?ID=1855), [Wayfinder](https://2e.aonprd.com/Equipment.aspx?ID=470), [Whelming Scrimshaw](https://2e.aonprd.com/Equipment.aspx?ID=2130), [Whisperer of Souls](https://2e.aonprd.com/Equipment.aspx?ID=2367), [Wine of the Blood](https://2e.aonprd.com/Equipment.aspx?ID=1635), [Wounding](https://2e.aonprd.com/Equipment.aspx?ID=309), [Wounding Oil](https://2e.aonprd.com/Equipment.aspx?ID=2078), [Zombie Staff](https://2e.aonprd.com/Equipment.aspx?ID=2264) - -## Feats - -[Arrow of Death](https://2e.aonprd.com/Feats.aspx?ID=1968), [Breath of Hungry Death](https://2e.aonprd.com/Feats.aspx?ID=3894), [Cantorian Rejuvenation](https://2e.aonprd.com/Feats.aspx?ID=2372), [Cantorian Restoration](https://2e.aonprd.com/Feats.aspx?ID=2378), [Channel Smite](https://2e.aonprd.com/Feats.aspx?ID=276), [Cleansing Light](https://2e.aonprd.com/Feats.aspx?ID=3981), [Coffin Bound](https://2e.aonprd.com/Feats.aspx?ID=3554), [Corrupted Shield](https://2e.aonprd.com/Feats.aspx?ID=1674), [Crimson Shroud](https://2e.aonprd.com/Feats.aspx?ID=898), [Drain Vitality](https://2e.aonprd.com/Feats.aspx?ID=3231), [Eerie Proclamation](https://2e.aonprd.com/Feats.aspx?ID=3767), [Enervating Wail](https://2e.aonprd.com/Feats.aspx?ID=3790), [Festering Wound](https://2e.aonprd.com/Feats.aspx?ID=3566), [Fey Life](https://2e.aonprd.com/Feats.aspx?ID=3759), [Gathering Moss](https://2e.aonprd.com/Feats.aspx?ID=4180), [Ghost Wrangler](https://2e.aonprd.com/Feats.aspx?ID=3628), [Glory and Valor!](https://2e.aonprd.com/Feats.aspx?ID=2540), [Guardian Ghosts](https://2e.aonprd.com/Feats.aspx?ID=3493), [High-Speed Regeneration](https://2e.aonprd.com/Feats.aspx?ID=3786), [Liberate Soul](https://2e.aonprd.com/Feats.aspx?ID=3469), [Life Leap](https://2e.aonprd.com/Feats.aspx?ID=1420), [Morphic Manipulation](https://2e.aonprd.com/Feats.aspx?ID=3775), [Necromancer's Visage](https://2e.aonprd.com/Feats.aspx?ID=3484), [Olethros's Decree](https://2e.aonprd.com/Feats.aspx?ID=2365), [Pact of the Final Breath](https://2e.aonprd.com/Feats.aspx?ID=3827), [Paralyzing Slash](https://2e.aonprd.com/Feats.aspx?ID=3509), [Rejuvenation Token](https://2e.aonprd.com/Feats.aspx?ID=3539), [Root to Life](https://2e.aonprd.com/Feats.aspx?ID=3702), [Ruby Resurrection](https://2e.aonprd.com/Feats.aspx?ID=2752), [Scapegoat Parallel Self](https://2e.aonprd.com/Feats.aspx?ID=2753), [Secret Eater](https://2e.aonprd.com/Feats.aspx?ID=3890), [Sepulchral Sublimation](https://2e.aonprd.com/Feats.aspx?ID=3485), [Siphon Life](https://2e.aonprd.com/Feats.aspx?ID=3755), [Slayer's Strike](https://2e.aonprd.com/Feats.aspx?ID=3478), [Spirit Speaker](https://2e.aonprd.com/Feats.aspx?ID=3423), [Spirit's Absolution](https://2e.aonprd.com/Feats.aspx?ID=3456), [Spirits' Interference](https://2e.aonprd.com/Feats.aspx?ID=150), [Sustaining Steel](https://2e.aonprd.com/Feats.aspx?ID=2874), [Tap Vitality](https://2e.aonprd.com/Feats.aspx?ID=3817), [Taste Blood](https://2e.aonprd.com/Feats.aspx?ID=2349), [Their Master's Call](https://2e.aonprd.com/Feats.aspx?ID=3494), [Unbreakable Bond](https://2e.aonprd.com/Feats.aspx?ID=3451), [Undying Conviction](https://2e.aonprd.com/Feats.aspx?ID=3483) - -## Focus Spells - -[Achaekek's Clutch](https://2e.aonprd.com/Spells.aspx?ID=814), [Armor of Bones](https://2e.aonprd.com/Spells.aspx?ID=745), [Call of the Grave](https://2e.aonprd.com/Spells.aspx?ID=522), [Celestial Brand](https://2e.aonprd.com/Spells.aspx?ID=497), [Claim Undead](https://2e.aonprd.com/Spells.aspx?ID=749), [Cleansing Flames](https://2e.aonprd.com/Spells.aspx?ID=852), [Curse of Death](https://2e.aonprd.com/Spells.aspx?ID=794), [Death's Call](https://2e.aonprd.com/Spells.aspx?ID=413), [Delay Affliction](https://2e.aonprd.com/Spells.aspx?ID=751), [Divine Plagues](https://2e.aonprd.com/Spells.aspx?ID=610), [Drain Life](https://2e.aonprd.com/Spells.aspx?ID=502), [Ectoplasmic Interstice](https://2e.aonprd.com/Spells.aspx?ID=617), [Eject Soul](https://2e.aonprd.com/Spells.aspx?ID=616), [Eradicate Undeath](https://2e.aonprd.com/Spells.aspx?ID=420), [Euphoric Renewal](https://2e.aonprd.com/Spells.aspx?ID=1168), [Fallow Field](https://2e.aonprd.com/Spells.aspx?ID=599), [Fearful Feast](https://2e.aonprd.com/Spells.aspx?ID=1258), [Foul Miasma](https://2e.aonprd.com/Spells.aspx?ID=611), [Glutton's Jaw](https://2e.aonprd.com/Spells.aspx?ID=511), [Goodberry](https://2e.aonprd.com/Spells.aspx?ID=473), [Grasping Grave](https://2e.aonprd.com/Spells.aspx?ID=512), [Hallowed Ground](https://2e.aonprd.com/Spells.aspx?ID=1103), [Heal Animal](https://2e.aonprd.com/Spells.aspx?ID=474), [Heal Companion](https://2e.aonprd.com/Spells.aspx?ID=771), [Healer's Blessing](https://2e.aonprd.com/Spells.aspx?ID=426), [Hero's Defiance](https://2e.aonprd.com/Spells.aspx?ID=394), [Hymn of Healing](https://2e.aonprd.com/Spells.aspx?ID=728), [Jealous Hex](https://2e.aonprd.com/Spells.aspx?ID=515), [Lay on Hands](https://2e.aonprd.com/Spells.aspx?ID=395), [Life Boost](https://2e.aonprd.com/Spells.aspx?ID=799), [Life Link](https://2e.aonprd.com/Spells.aspx?ID=758), [Life Siphon](https://2e.aonprd.com/Spells.aspx?ID=532), [Life-Giving Form](https://2e.aonprd.com/Spells.aspx?ID=757), [Lifelink Surge](https://2e.aonprd.com/Spells.aspx?ID=1049), [Malignant Sustenance](https://2e.aonprd.com/Spells.aspx?ID=432), [Ode to Ouroboros](https://2e.aonprd.com/Spells.aspx?ID=729), [Over the Coals](https://2e.aonprd.com/Spells.aspx?ID=1182), [Positive Luminance](https://2e.aonprd.com/Spells.aspx?ID=439), [Quivering Palm](https://2e.aonprd.com/Spells.aspx?ID=487), [Rebuke Death](https://2e.aonprd.com/Spells.aspx?ID=446), [Rejuvenating Flames](https://2e.aonprd.com/Spells.aspx?ID=850), [Restorative Moment](https://2e.aonprd.com/Spells.aspx?ID=805), [Return the Favor](https://2e.aonprd.com/Spells.aspx?ID=1181), [Shall Not Falter, Shall Not Rout](https://2e.aonprd.com/Spells.aspx?ID=817), [Shambling Horror](https://2e.aonprd.com/Spells.aspx?ID=1105), [Shepherd of Souls](https://2e.aonprd.com/Spells.aspx?ID=787), [Song of the Fallen](https://2e.aonprd.com/Spells.aspx?ID=563), [Soothing Mist](https://2e.aonprd.com/Spells.aspx?ID=777), [Soul Siphon](https://2e.aonprd.com/Spells.aspx?ID=760), [Spirit Object](https://2e.aonprd.com/Spells.aspx?ID=810), [Steal Shadow](https://2e.aonprd.com/Spells.aspx?ID=789), [Subjugate Undead](https://2e.aonprd.com/Spells.aspx?ID=1106), [Take its Course](https://2e.aonprd.com/Spells.aspx?ID=456), [Touch of Corruption](https://2e.aonprd.com/Spells.aspx?ID=819), [Touch of Undeath](https://2e.aonprd.com/Spells.aspx?ID=461), [Undeath's Blessing](https://2e.aonprd.com/Spells.aspx?ID=518), [Wholeness of Body](https://2e.aonprd.com/Spells.aspx?ID=488), [Withering Grasp](https://2e.aonprd.com/Spells.aspx?ID=598) - -## Hazards - -[Punishing Altar](https://2e.aonprd.com/Hazards.aspx?ID=121), [Soul Draining Cage](https://2e.aonprd.com/Hazards.aspx?ID=125) - -## Item Curses - -[Bloodbiter](https://2e.aonprd.com/ItemCurses.aspx?ID=4), [Degenerating](https://2e.aonprd.com/ItemCurses.aspx?ID=5), [Withering](https://2e.aonprd.com/ItemCurses.aspx?ID=14) - -## Rituals - -[Bathe in Blood](https://2e.aonprd.com/Rituals.aspx?ID=54), [Blight](https://2e.aonprd.com/Rituals.aspx?ID=4), [Blunt the Final Blade](https://2e.aonprd.com/Rituals.aspx?ID=69), [Call Spirit](https://2e.aonprd.com/Rituals.aspx?ID=5), [Clone](https://2e.aonprd.com/Rituals.aspx?ID=30), [Corpse Communion](https://2e.aonprd.com/Rituals.aspx?ID=94), [Create Undead](https://2e.aonprd.com/Rituals.aspx?ID=10), [Extract Brain](https://2e.aonprd.com/Rituals.aspx?ID=47), [Garden of Death](https://2e.aonprd.com/Rituals.aspx?ID=58), [Mind Swap](https://2e.aonprd.com/Rituals.aspx?ID=61), [Mosquito Blight](https://2e.aonprd.com/Rituals.aspx?ID=73), [Mother's Blessing](https://2e.aonprd.com/Rituals.aspx?ID=75), [Plant Growth](https://2e.aonprd.com/Rituals.aspx?ID=18), [Portrait of Spite](https://2e.aonprd.com/Rituals.aspx?ID=63), [Raga of Remembrance](https://2e.aonprd.com/Rituals.aspx?ID=72), [Ravenous Reanimation](https://2e.aonprd.com/Rituals.aspx?ID=26), [Recall Past Life](https://2e.aonprd.com/Rituals.aspx?ID=88), [Reincarnate](https://2e.aonprd.com/Rituals.aspx?ID=35), [Rest Eternal](https://2e.aonprd.com/Rituals.aspx?ID=36), [Resurrect](https://2e.aonprd.com/Rituals.aspx?ID=20), [Terminate Bloodline](https://2e.aonprd.com/Rituals.aspx?ID=27) - -## Spells - -[Abyssal Plague](https://2e.aonprd.com/Spells.aspx?ID=1), [Admonishing Ray](https://2e.aonprd.com/Spells.aspx?ID=820), [Advanced Scurvy](https://2e.aonprd.com/Spells.aspx?ID=1275), [All is One, One is All](https://2e.aonprd.com/Spells.aspx?ID=815), [Ancient Dust](https://2e.aonprd.com/Spells.aspx?ID=1261), [Animate Dead](https://2e.aonprd.com/Spells.aspx?ID=666), [Awaken Entropy](https://2e.aonprd.com/Spells.aspx?ID=1183), [Bind Soul](https://2e.aonprd.com/Spells.aspx?ID=21), [Bind Undead](https://2e.aonprd.com/Spells.aspx?ID=22), [Blindness](https://2e.aonprd.com/Spells.aspx?ID=26), [Blister](https://2e.aonprd.com/Spells.aspx?ID=673), [Blood Feast](https://2e.aonprd.com/Spells.aspx?ID=648), [Blood Vendetta](https://2e.aonprd.com/Spells.aspx?ID=675), [Bloodspray Curse](https://2e.aonprd.com/Spells.aspx?ID=873), [Bone Spray](https://2e.aonprd.com/Spells.aspx?ID=1097), [Boneshaker](https://2e.aonprd.com/Spells.aspx?ID=1098), [Bound in Death](https://2e.aonprd.com/Spells.aspx?ID=1262), [Breath of Life](https://2e.aonprd.com/Spells.aspx?ID=29), [Call Fluxwraith](https://2e.aonprd.com/Spells.aspx?ID=1434), [Call the Blood](https://2e.aonprd.com/Spells.aspx?ID=845), [Chill Touch](https://2e.aonprd.com/Spells.aspx?ID=35), [Chroma Leach](https://2e.aonprd.com/Spells.aspx?ID=679), [Claim Curse](https://2e.aonprd.com/Spells.aspx?ID=884), [Cloak of Light](https://2e.aonprd.com/Spells.aspx?ID=1079), [Cloudkill](https://2e.aonprd.com/Spells.aspx?ID=42), [Cup of Dust](https://2e.aonprd.com/Spells.aspx?ID=572), [Deafness](https://2e.aonprd.com/Spells.aspx?ID=62), [Death Knell](https://2e.aonprd.com/Spells.aspx?ID=63), [Devour Life](https://2e.aonprd.com/Spells.aspx?ID=657), [Dirge of Remembrance](https://2e.aonprd.com/Spells.aspx?ID=1263), [Disrupt Undead](https://2e.aonprd.com/Spells.aspx?ID=79), [Disrupting Weapons](https://2e.aonprd.com/Spells.aspx?ID=80), [Divine Armageddon](https://2e.aonprd.com/Spells.aspx?ID=896), [Eclipse Burst](https://2e.aonprd.com/Spells.aspx?ID=96), [Ectoplasmic Expulsion](https://2e.aonprd.com/Spells.aspx?ID=846), [Enervation](https://2e.aonprd.com/Spells.aspx?ID=687), [Envenom Companion](https://2e.aonprd.com/Spells.aspx?ID=906), [False Life](https://2e.aonprd.com/Spells.aspx?ID=108), [Fate's Travels](https://2e.aonprd.com/Spells.aspx?ID=1427), [Feast of Ashes](https://2e.aonprd.com/Spells.aspx?ID=575), [Feral Shades](https://2e.aonprd.com/Spells.aspx?ID=909), [Field of Life](https://2e.aonprd.com/Spells.aspx?ID=114), [Finger of Death](https://2e.aonprd.com/Spells.aspx?ID=116), [Flense](https://2e.aonprd.com/Spells.aspx?ID=1265), [Fungal Hyphae](https://2e.aonprd.com/Spells.aspx?ID=576), [Gentle Repose](https://2e.aonprd.com/Spells.aspx?ID=131), [Ghoulish Cravings](https://2e.aonprd.com/Spells.aspx?ID=134), [Goblin Pox](https://2e.aonprd.com/Spells.aspx?ID=139), [Grave Impressions](https://2e.aonprd.com/Spells.aspx?ID=858), [Gray Shadow](https://2e.aonprd.com/Spells.aspx?ID=1077), [Grim Tendrils](https://2e.aonprd.com/Spells.aspx?ID=141), [Harm](https://2e.aonprd.com/Spells.aspx?ID=146), [Heal](https://2e.aonprd.com/Spells.aspx?ID=148), [Healing Well](https://2e.aonprd.com/Spells.aspx?ID=926), [Horrid Wilting](https://2e.aonprd.com/Spells.aspx?ID=152), [Imp Sting](https://2e.aonprd.com/Spells.aspx?ID=826), [Inner Radiance Torrent](https://2e.aonprd.com/Spells.aspx?ID=934), [Internal Insurrection](https://2e.aonprd.com/Spells.aspx?ID=853), [Invoke Spirits](https://2e.aonprd.com/Spells.aspx?ID=937), [Leng Sting](https://2e.aonprd.com/Spells.aspx?ID=827), [Life Connection](https://2e.aonprd.com/Spells.aspx?ID=939), [Life Pact](https://2e.aonprd.com/Spells.aspx?ID=1119), [Linnorm Sting](https://2e.aonprd.com/Spells.aspx?ID=828), [Magic Stone](https://2e.aonprd.com/Spells.aspx?ID=703), [Mariner's Curse](https://2e.aonprd.com/Spells.aspx?ID=184), [Martyr's Intervention](https://2e.aonprd.com/Spells.aspx?ID=1121), [Massacre](https://2e.aonprd.com/Spells.aspx?ID=186), [Mimic Undead](https://2e.aonprd.com/Spells.aspx?ID=948), [Moment of Renewal](https://2e.aonprd.com/Spells.aspx?ID=201), [Moth's Supper](https://2e.aonprd.com/Spells.aspx?ID=1158), [Necromancer's Generosity](https://2e.aonprd.com/Spells.aspx?ID=955), [Necrotic Radiation](https://2e.aonprd.com/Spells.aspx?ID=650), [Necrotize](https://2e.aonprd.com/Spells.aspx?ID=956), [Neutralize Poison](https://2e.aonprd.com/Spells.aspx?ID=207), [Pernicious Poltergeist](https://2e.aonprd.com/Spells.aspx?ID=965), [Positive Attunement](https://2e.aonprd.com/Spells.aspx?ID=972), [Possession](https://2e.aonprd.com/Spells.aspx?ID=225), [Purify Food and Drink](https://2e.aonprd.com/Spells.aspx?ID=241), [Purple Worm Sting](https://2e.aonprd.com/Spells.aspx?ID=242), [Putrefy Food and Drink](https://2e.aonprd.com/Spells.aspx?ID=823), [Raise Dead](https://2e.aonprd.com/Spells.aspx?ID=243), [Ravening Maw](https://2e.aonprd.com/Spells.aspx?ID=647), [Ravenous Darkness](https://2e.aonprd.com/Spells.aspx?ID=1266), [Ray of Enfeeblement](https://2e.aonprd.com/Spells.aspx?ID=244), [Reaper's Lantern](https://2e.aonprd.com/Spells.aspx?ID=710), [Regenerate](https://2e.aonprd.com/Spells.aspx?ID=248), [Remove Curse](https://2e.aonprd.com/Spells.aspx?ID=250), [Remove Disease](https://2e.aonprd.com/Spells.aspx?ID=251), [Remove Paralysis](https://2e.aonprd.com/Spells.aspx?ID=253), [Restoration](https://2e.aonprd.com/Spells.aspx?ID=258), [Restore Senses](https://2e.aonprd.com/Spells.aspx?ID=259), [Revival](https://2e.aonprd.com/Spells.aspx?ID=262), [Rip the Spirit](https://2e.aonprd.com/Spells.aspx?ID=986), [Rouse Skeletons](https://2e.aonprd.com/Spells.aspx?ID=988), [Sanguine Mist](https://2e.aonprd.com/Spells.aspx?ID=989), [Seal Fate](https://2e.aonprd.com/Spells.aspx?ID=715), [Shadow Spy](https://2e.aonprd.com/Spells.aspx?ID=1163), [Shadow Zombie](https://2e.aonprd.com/Spells.aspx?ID=1208), [Shield Other](https://2e.aonprd.com/Spells.aspx?ID=281), [Slough Skin](https://2e.aonprd.com/Spells.aspx?ID=589), [Soothing Spring](https://2e.aonprd.com/Spells.aspx?ID=1000), [Soulshelter Vessel](https://2e.aonprd.com/Spells.aspx?ID=1226), [Spectral Hand](https://2e.aonprd.com/Spells.aspx?ID=295), [Spider Sting](https://2e.aonprd.com/Spells.aspx?ID=300), [Spirit Blast](https://2e.aonprd.com/Spells.aspx?ID=301), [Spirit Link](https://2e.aonprd.com/Spells.aspx?ID=302), [Spirit Song](https://2e.aonprd.com/Spells.aspx?ID=303), [Spiritual Anamnesis](https://2e.aonprd.com/Spells.aspx?ID=554), [Spiritual Epidemic](https://2e.aonprd.com/Spells.aspx?ID=304), [Spiritual Torrent](https://2e.aonprd.com/Spells.aspx?ID=1267), [Stabilize](https://2e.aonprd.com/Spells.aspx?ID=307), [Steal Voice](https://2e.aonprd.com/Spells.aspx?ID=1268), [Sudden Blight](https://2e.aonprd.com/Spells.aspx?ID=720), [Suffocate](https://2e.aonprd.com/Spells.aspx?ID=1269), [Summon Healing Servitor](https://2e.aonprd.com/Spells.aspx?ID=1257), [Summoner's Precaution](https://2e.aonprd.com/Spells.aspx?ID=1011), [Swarming Wasp Stings](https://2e.aonprd.com/Spells.aspx?ID=829), [Talking Corpse](https://2e.aonprd.com/Spells.aspx?ID=329), [Tempest of Shades](https://2e.aonprd.com/Spells.aspx?ID=1015), [Torturous Trauma](https://2e.aonprd.com/Spells.aspx?ID=1270), [Undertaker](https://2e.aonprd.com/Spells.aspx?ID=1228), [Vampiric Exsanguination](https://2e.aonprd.com/Spells.aspx?ID=353), [Vampiric Maiden](https://2e.aonprd.com/Spells.aspx?ID=725), [Vampiric Touch](https://2e.aonprd.com/Spells.aspx?ID=354), [Vital Beacon](https://2e.aonprd.com/Spells.aspx?ID=359), [Voracious Gestalt](https://2e.aonprd.com/Spells.aspx?ID=1027), [Wail of the Banshee](https://2e.aonprd.com/Spells.aspx?ID=361), [Wall of Flesh](https://2e.aonprd.com/Spells.aspx?ID=727), [Worm's Repast](https://2e.aonprd.com/Spells.aspx?ID=839), [Wyvern Sting](https://2e.aonprd.com/Spells.aspx?ID=830) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Occult.md b/content/Mechanics/Rule References/Occult.md deleted file mode 100755 index af400ac84..000000000 --- a/content/Mechanics/Rule References/Occult.md +++ /dev/null @@ -1,24 +0,0 @@ -# Occult - -**Source** [_Core Rulebook pg. 634_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is [magical](https://2e.aonprd.com/Traits.aspx?ID=103). - -## Actions - -[Dutiful Retaliation](https://2e.aonprd.com/Actions.aspx?ID=766), [Enter the Harrow Court](https://2e.aonprd.com/Actions.aspx?ID=2041), [Jinx](https://2e.aonprd.com/Actions.aspx?ID=541), [Recall the Teachings](https://2e.aonprd.com/Actions.aspx?ID=1224) - -## Curses - -[Blackfrost](https://2e.aonprd.com/Curses.aspx?ID=51), [Moon Hag's Eye](https://2e.aonprd.com/Curses.aspx?ID=50) - -## Diseases - -[Nightmare Fever](https://2e.aonprd.com/Diseases.aspx?ID=12) - -## Equipment - -[Accompaniment Cloak](https://2e.aonprd.com/Equipment.aspx?ID=2318), [Animate Dreamer](https://2e.aonprd.com/Equipment.aspx?ID=1177), [Bagpipes of Turmoil](https://2e.aonprd.com/Equipment.aspx?ID=2265), [Drums of War](https://2e.aonprd.com/Equipment.aspx?ID=2266), [Duchy Defender](https://2e.aonprd.com/Equipment.aspx?ID=1179), [Elder Sign](https://2e.aonprd.com/Equipment.aspx?ID=611), [Entertainer's Lute](https://2e.aonprd.com/Equipment.aspx?ID=2267), [Fiddle of the Maestro](https://2e.aonprd.com/Equipment.aspx?ID=2268), [Final Blade](https://2e.aonprd.com/Equipment.aspx?ID=1094), [Fulcrum Lattice](https://2e.aonprd.com/Equipment.aspx?ID=943), [Fulcrum Lenses](https://2e.aonprd.com/Equipment.aspx?ID=942), [Ghost Dust](https://2e.aonprd.com/Equipment.aspx?ID=215), [Hag Eye](https://2e.aonprd.com/Equipment.aspx?ID=935), [Heartstone](https://2e.aonprd.com/Equipment.aspx?ID=487), [Hex Blaster](https://2e.aonprd.com/Equipment.aspx?ID=1597), [Mask of Uncanny Breath](https://2e.aonprd.com/Equipment.aspx?ID=2326), [Mind's Light Circlet](https://2e.aonprd.com/Equipment.aspx?ID=2328), [Mindsponge](https://2e.aonprd.com/Equipment.aspx?ID=2424), [Pendant of the Occult](https://2e.aonprd.com/Equipment.aspx?ID=450), [Phantom Piano](https://2e.aonprd.com/Equipment.aspx?ID=2400), [Pipes of Compulsion](https://2e.aonprd.com/Equipment.aspx?ID=2269), [Planar Ribbon](https://2e.aonprd.com/Equipment.aspx?ID=670), [Radiant Spark](https://2e.aonprd.com/Equipment.aspx?ID=900), [Seer's Flute](https://2e.aonprd.com/Equipment.aspx?ID=2270), [Singing Sword](https://2e.aonprd.com/Equipment.aspx?ID=597), [The Whispering Reeds](https://2e.aonprd.com/Equipment.aspx?ID=918), [Trickster's Mandolin](https://2e.aonprd.com/Equipment.aspx?ID=2271), [Void Fragment](https://2e.aonprd.com/Equipment.aspx?ID=2373) - -## Feats - -[Astral Tether](https://2e.aonprd.com/Feats.aspx?ID=3663), [Black Cat Curse](https://2e.aonprd.com/Feats.aspx?ID=1266), [Brain Drain](https://2e.aonprd.com/Feats.aspx?ID=3672), [Breath of Hungry Death](https://2e.aonprd.com/Feats.aspx?ID=3894), [Cleansing Light](https://2e.aonprd.com/Feats.aspx?ID=3981), [Clever Shadow](https://2e.aonprd.com/Feats.aspx?ID=2506), [Community Knowledge](https://2e.aonprd.com/Feats.aspx?ID=3962), [Counter Thought](https://2e.aonprd.com/Feats.aspx?ID=3657), [Dream Guise](https://2e.aonprd.com/Feats.aspx?ID=3678), [Dream Logic](https://2e.aonprd.com/Feats.aspx?ID=3880), [Extinguish Light](https://2e.aonprd.com/Feats.aspx?ID=2507), [Favorable Winds](https://2e.aonprd.com/Feats.aspx?ID=2336), [Foreseen Failure](https://2e.aonprd.com/Feats.aspx?ID=3682), [Hefting Shadow](https://2e.aonprd.com/Feats.aspx?ID=2510), [Hypnotic Lure](https://2e.aonprd.com/Feats.aspx?ID=3987), [Inertial Barrier](https://2e.aonprd.com/Feats.aspx?ID=3668), [Infiltrate Dream](https://2e.aonprd.com/Feats.aspx?ID=3874), [Inspirit Hazard](https://2e.aonprd.com/Feats.aspx?ID=2327), [Instigate Psychic Duel](https://2e.aonprd.com/Feats.aspx?ID=3861), [Mental Static](https://2e.aonprd.com/Feats.aspx?ID=3674), [Minor Omen](https://2e.aonprd.com/Feats.aspx?ID=4068), [Mirror Refuge](https://2e.aonprd.com/Feats.aspx?ID=3801), [Night's Glow](https://2e.aonprd.com/Feats.aspx?ID=4067), [Night's Shine](https://2e.aonprd.com/Feats.aspx?ID=4072), [Night's Warning](https://2e.aonprd.com/Feats.aspx?ID=4073), [Occult Evolution](https://2e.aonprd.com/Feats.aspx?ID=612), [Oneiric Influence](https://2e.aonprd.com/Feats.aspx?ID=3878), [Pact of Eldritch Eyes](https://2e.aonprd.com/Feats.aspx?ID=3828), [Paired Link](https://2e.aonprd.com/Feats.aspx?ID=3710), [Paralyzing Slash](https://2e.aonprd.com/Feats.aspx?ID=3509), [Pit of Snakes](https://2e.aonprd.com/Feats.aspx?ID=3997), [Psi Burst](https://2e.aonprd.com/Feats.aspx?ID=3661), [Psi Catastrophe](https://2e.aonprd.com/Feats.aspx?ID=3684), [Read Psychometric Resonance](https://2e.aonprd.com/Feats.aspx?ID=3776), [Remove Presence](https://2e.aonprd.com/Feats.aspx?ID=3675), [Scholar's Hunch](https://2e.aonprd.com/Feats.aspx?ID=4069), [Sculpt Shadows](https://2e.aonprd.com/Feats.aspx?ID=2511), [Secret Eater](https://2e.aonprd.com/Feats.aspx?ID=3890), [Shadow Blending](https://2e.aonprd.com/Feats.aspx?ID=2502), [Shadow Sight](https://2e.aonprd.com/Feats.aspx?ID=2512), [Sixth Sense](https://2e.aonprd.com/Feats.aspx?ID=3670), [Slayer's Strike](https://2e.aonprd.com/Feats.aspx?ID=3478), [Starlight Armor](https://2e.aonprd.com/Feats.aspx?ID=4074), [Starlit Spells](https://2e.aonprd.com/Feats.aspx?ID=4070), [Swap Reflections](https://2e.aonprd.com/Feats.aspx?ID=3813), [Target of Psychic Ire](https://2e.aonprd.com/Feats.aspx?ID=3689), [Telekinetic Slip](https://2e.aonprd.com/Feats.aspx?ID=3976), [Thoughtsense](https://2e.aonprd.com/Feats.aspx?ID=3676), [Trespass Teleportation](https://2e.aonprd.com/Feats.aspx?ID=3726), [Turn Away Misfortune](https://2e.aonprd.com/Feats.aspx?ID=3707), [Violent Unleash](https://2e.aonprd.com/Feats.aspx?ID=3667), [Vision of Foresight](https://2e.aonprd.com/Feats.aspx?ID=3875), [Vivacious Afterimage](https://2e.aonprd.com/Feats.aspx?ID=2757), [Wandering Thoughts](https://2e.aonprd.com/Feats.aspx?ID=3690), [Ward Slumber](https://2e.aonprd.com/Feats.aspx?ID=3879), [Warp Likeness](https://2e.aonprd.com/Feats.aspx?ID=3800), [Whispering Steps](https://2e.aonprd.com/Feats.aspx?ID=3677), [Wrath of the First Ghoul](https://2e.aonprd.com/Feats.aspx?ID=3895) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Persistent Damage.md b/content/Mechanics/Rule References/Persistent Damage.md deleted file mode 100755 index 01072d1b5..000000000 --- a/content/Mechanics/Rule References/Persistent Damage.md +++ /dev/null @@ -1,29 +0,0 @@ -# Persistent Damage - -**Source** [_Core Rulebook pg. 621_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends. - -## Persistent Damage Rules - -The additional rules presented below apply to persistent damage in certain cases. - -Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute. - -### Assisted Recovery - -You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round. - -The GM decides how your help works, using the following examples as guidelines when there's not a specific action that applies. - -- The action to help might require a skill check or another roll to determine its effectiveness. -- Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames. -- Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage. -- Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient. - -### Immunities, Resistances, And Weaknesses - -Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage. Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations. - -### Multiple Persistent Damage Conditions - -You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. The damage you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're dying with several types of persistent damage, the persistent damage increases your [dying](https://2e.aonprd.com/Conditions.aspx?ID=11) condition only once. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Poison.md b/content/Mechanics/Rule References/Poison.md deleted file mode 100755 index 678dee4e0..000000000 --- a/content/Mechanics/Rule References/Poison.md +++ /dev/null @@ -1,32 +0,0 @@ -# Poison - -**Source** [_Core Rulebook pg. 635_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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 - -[Tail Toxin](https://2e.aonprd.com/Actions.aspx?ID=540), [Toxic Skin](https://2e.aonprd.com/Actions.aspx?ID=732) - -## Equipment - -[Abysium Powder](https://2e.aonprd.com/Equipment.aspx?ID=1407), [Achaekek's Kiss](https://2e.aonprd.com/Equipment.aspx?ID=1988), [Addlebrain](https://2e.aonprd.com/Equipment.aspx?ID=504), [Alcohol](https://2e.aonprd.com/Equipment.aspx?ID=622), [Alkenstar Ice Wine](https://2e.aonprd.com/Equipment.aspx?ID=1788), [Antipode Oil](https://2e.aonprd.com/Equipment.aspx?ID=1989), [Arsenic](https://2e.aonprd.com/Equipment.aspx?ID=104), [Astringent Venom](https://2e.aonprd.com/Equipment.aspx?ID=1990), [Azure Lily Pollen](https://2e.aonprd.com/Equipment.aspx?ID=1742), [Bane Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1895), [Belladonna](https://2e.aonprd.com/Equipment.aspx?ID=105), [Bitter](https://2e.aonprd.com/Equipment.aspx?ID=1258), [Black Adder Venom](https://2e.aonprd.com/Equipment.aspx?ID=106), [Black Lotus Extract](https://2e.aonprd.com/Equipment.aspx?ID=107), [Black Smear Poison](https://2e.aonprd.com/Equipment.aspx?ID=485), [Blackfinger Blight](https://2e.aonprd.com/Equipment.aspx?ID=821), [Blaze](https://2e.aonprd.com/Equipment.aspx?ID=1547), [Blight Bomb](https://2e.aonprd.com/Equipment.aspx?ID=684), [Blight Breath](https://2e.aonprd.com/Equipment.aspx?ID=2577), [Blightburn Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1902), [Blightburn Resin](https://2e.aonprd.com/Equipment.aspx?ID=108), [Blister Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1896), [Blisterwort](https://2e.aonprd.com/Equipment.aspx?ID=1991), [Blood Sap](https://2e.aonprd.com/Equipment.aspx?ID=625), [Bloodburn Censer](https://2e.aonprd.com/Equipment.aspx?ID=2600), [Bloodeye Coffee](https://2e.aonprd.com/Equipment.aspx?ID=623), [Blue Dragonfly Poison](https://2e.aonprd.com/Equipment.aspx?ID=1992), [Breathtaking Vapor](https://2e.aonprd.com/Equipment.aspx?ID=1993), [Brightshade](https://2e.aonprd.com/Equipment.aspx?ID=1994), [Brimstone Fumes](https://2e.aonprd.com/Equipment.aspx?ID=109), [Careless Delight](https://2e.aonprd.com/Equipment.aspx?ID=1995), [Cayden's Brew](https://2e.aonprd.com/Equipment.aspx?ID=2079), [Cerulean Scourge](https://2e.aonprd.com/Equipment.aspx?ID=692), [Choleric Contagion](https://2e.aonprd.com/Equipment.aspx?ID=1996), [Clown Monarch](https://2e.aonprd.com/Equipment.aspx?ID=1997), [Clubhead Poison](https://2e.aonprd.com/Equipment.aspx?ID=1998), [Curare](https://2e.aonprd.com/Equipment.aspx?ID=1999), [Cytillesh](https://2e.aonprd.com/Equipment.aspx?ID=630), [Cytillesh Oil](https://2e.aonprd.com/Equipment.aspx?ID=110), [Dagger of Venom](https://2e.aonprd.com/Equipment.aspx?ID=383), [Dancing Lamentation](https://2e.aonprd.com/Equipment.aspx?ID=2000), [Daylight Vapor](https://2e.aonprd.com/Equipment.aspx?ID=826), [Death Knell Powder](https://2e.aonprd.com/Equipment.aspx?ID=2001), [Deathcap Powder](https://2e.aonprd.com/Equipment.aspx?ID=111), [Demon Dust](https://2e.aonprd.com/Equipment.aspx?ID=1495), [Diluted Hype](https://2e.aonprd.com/Equipment.aspx?ID=780), [Dragon Bile](https://2e.aonprd.com/Equipment.aspx?ID=112), [Dread Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=686), [Dreamtime Tea](https://2e.aonprd.com/Equipment.aspx?ID=628), [Eldritch Flare](https://2e.aonprd.com/Equipment.aspx?ID=2002), [Elven Absinthe](https://2e.aonprd.com/Equipment.aspx?ID=631), [Envenomed Snare](https://2e.aonprd.com/Equipment.aspx?ID=1254), [False Death](https://2e.aonprd.com/Equipment.aspx?ID=551), [False Flayleaf](https://2e.aonprd.com/Equipment.aspx?ID=1714), [False Hope](https://2e.aonprd.com/Equipment.aspx?ID=2003), [Fearweed](https://2e.aonprd.com/Equipment.aspx?ID=828), [Flayleaf](https://2e.aonprd.com/Equipment.aspx?ID=624), [Forgetful Drops](https://2e.aonprd.com/Equipment.aspx?ID=1621), [Forgetful Ink](https://2e.aonprd.com/Equipment.aspx?ID=969), [Frenzy Oil](https://2e.aonprd.com/Equipment.aspx?ID=552), [Giant Centipede Venom](https://2e.aonprd.com/Equipment.aspx?ID=113), [Giant Scorpion Venom](https://2e.aonprd.com/Equipment.aspx?ID=114), [Giant Wasp Venom](https://2e.aonprd.com/Equipment.aspx?ID=115), [Gorgon's Breath](https://2e.aonprd.com/Equipment.aspx?ID=2004), [Graveroot](https://2e.aonprd.com/Equipment.aspx?ID=116), [Green Gut](https://2e.aonprd.com/Equipment.aspx?ID=656), [Green Wyrmling Breath Potion](https://2e.aonprd.com/Equipment.aspx?ID=911), [Grit](https://2e.aonprd.com/Equipment.aspx?ID=1494), [Grolna](https://2e.aonprd.com/Equipment.aspx?ID=807), [Hemlock](https://2e.aonprd.com/Equipment.aspx?ID=117), [Honeyscent](https://2e.aonprd.com/Equipment.aspx?ID=784), [Hunger Oil](https://2e.aonprd.com/Equipment.aspx?ID=2005), [Hunting Spider Venom](https://2e.aonprd.com/Equipment.aspx?ID=118), [Hyldarf's Fang](https://2e.aonprd.com/Equipment.aspx?ID=1181), [Hype](https://2e.aonprd.com/Equipment.aspx?ID=781), [Isolation Draught](https://2e.aonprd.com/Equipment.aspx?ID=555), [King's Sleep](https://2e.aonprd.com/Equipment.aspx?ID=119), [Knockout Dram](https://2e.aonprd.com/Equipment.aspx?ID=808), [Leadenleg](https://2e.aonprd.com/Equipment.aspx?ID=693), [Lethargy Poison](https://2e.aonprd.com/Equipment.aspx?ID=120), [Liar's Demise](https://2e.aonprd.com/Equipment.aspx?ID=2006), [Lich Dust](https://2e.aonprd.com/Equipment.aspx?ID=121), [Lifeblight Residue](https://2e.aonprd.com/Equipment.aspx?ID=831), [Looter's Lethargy](https://2e.aonprd.com/Equipment.aspx?ID=2007), [Mage Bane](https://2e.aonprd.com/Equipment.aspx?ID=556), [Malyass Root Paste](https://2e.aonprd.com/Equipment.aspx?ID=122), [Matsuki's Medicinal Wine](https://2e.aonprd.com/Equipment.aspx?ID=2685), [Mindfog Mist](https://2e.aonprd.com/Equipment.aspx?ID=123), [Mustard Powder](https://2e.aonprd.com/Equipment.aspx?ID=2008), [Mycoweave Shield](https://2e.aonprd.com/Equipment.aspx?ID=2663), [Nauseating Snare](https://2e.aonprd.com/Equipment.aspx?ID=704), [Nettleweed Residue](https://2e.aonprd.com/Equipment.aspx?ID=124), [Nightmare Salt](https://2e.aonprd.com/Equipment.aspx?ID=2009), [Nightmare Vapor](https://2e.aonprd.com/Equipment.aspx?ID=125), [Oblivion Essence](https://2e.aonprd.com/Equipment.aspx?ID=558), [Pale Fade](https://2e.aonprd.com/Equipment.aspx?ID=2010), [Pernicious Spore Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1515), [Pesh Paste](https://2e.aonprd.com/Equipment.aspx?ID=2474), [Plasma Hype](https://2e.aonprd.com/Equipment.aspx?ID=782), [Poisonous Dagger](https://2e.aonprd.com/Equipment.aspx?ID=910), [Pucker Pickle](https://2e.aonprd.com/Equipment.aspx?ID=1927), [Puff Dragon](https://2e.aonprd.com/Equipment.aspx?ID=1131), [Pummel-Growth Toxin](https://2e.aonprd.com/Equipment.aspx?ID=2011), [Purple Worm Venom](https://2e.aonprd.com/Equipment.aspx?ID=126), [Qat](https://2e.aonprd.com/Equipment.aspx?ID=1493), [Reaper's Lancet](https://2e.aonprd.com/Equipment.aspx?ID=810), [Refined Pesh](https://2e.aonprd.com/Equipment.aspx?ID=626), [Repulsion Resin](https://2e.aonprd.com/Equipment.aspx?ID=832), [Saboteur's Friend](https://2e.aonprd.com/Equipment.aspx?ID=1928), [Scarlet Mist](https://2e.aonprd.com/Equipment.aspx?ID=2012), [Scour](https://2e.aonprd.com/Equipment.aspx?ID=632), [Shadow Essence](https://2e.aonprd.com/Equipment.aspx?ID=127), [Shiver](https://2e.aonprd.com/Equipment.aspx?ID=627), [Sight-Theft Grit](https://2e.aonprd.com/Equipment.aspx?ID=2013), [Skunk Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1906), [Sloughing Toxin](https://2e.aonprd.com/Equipment.aspx?ID=929), [Slumber Wine](https://2e.aonprd.com/Equipment.aspx?ID=128), [Smother Shroud](https://2e.aonprd.com/Equipment.aspx?ID=2014), [Spear Frog Poison](https://2e.aonprd.com/Equipment.aspx?ID=2015), [Spectral Nightshade](https://2e.aonprd.com/Equipment.aspx?ID=834), [Spell-Eating Pitch](https://2e.aonprd.com/Equipment.aspx?ID=835), [Spider Root](https://2e.aonprd.com/Equipment.aspx?ID=129), [Stupor Poison](https://2e.aonprd.com/Equipment.aspx?ID=2016), [Succubus Kiss](https://2e.aonprd.com/Equipment.aspx?ID=1496), [Taster's Folly](https://2e.aonprd.com/Equipment.aspx?ID=2017), [Tears of Death](https://2e.aonprd.com/Equipment.aspx?ID=130), [Terror Spores](https://2e.aonprd.com/Equipment.aspx?ID=2675), [The Snakebite](https://2e.aonprd.com/Equipment.aspx?ID=2489), [Tin Cobra](https://2e.aonprd.com/Equipment.aspx?ID=1134), [Toad Tears](https://2e.aonprd.com/Equipment.aspx?ID=650), [Toadskin Salve](https://2e.aonprd.com/Equipment.aspx?ID=1277), [Toxic Effluence](https://2e.aonprd.com/Equipment.aspx?ID=2676), [Trueshape Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1907), [Unending Itch](https://2e.aonprd.com/Equipment.aspx?ID=2018), [Vexing Vapor](https://2e.aonprd.com/Equipment.aspx?ID=1278), [Violet Venom](https://2e.aonprd.com/Equipment.aspx?ID=2019), [Wand of Pernicious Poison](https://2e.aonprd.com/Equipment.aspx?ID=2286), [Wand of the Spider](https://2e.aonprd.com/Equipment.aspx?ID=758), [Wand of Toxic Blades](https://2e.aonprd.com/Equipment.aspx?ID=2296), [Warpwobble Poison](https://2e.aonprd.com/Equipment.aspx?ID=2020), [Weeping Midnight](https://2e.aonprd.com/Equipment.aspx?ID=559), [Wolfsbane](https://2e.aonprd.com/Equipment.aspx?ID=131), [Wyvern Poison](https://2e.aonprd.com/Equipment.aspx?ID=132), [Yellow Musk Vial](https://2e.aonprd.com/Equipment.aspx?ID=652), [Zerk](https://2e.aonprd.com/Equipment.aspx?ID=629) - -## Feats - -[Cloak of Poison](https://2e.aonprd.com/Feats.aspx?ID=2398), [Cobra Envenom](https://2e.aonprd.com/Feats.aspx?ID=1747), [Exude Abyssal Corruption](https://2e.aonprd.com/Feats.aspx?ID=3818), [Look but Don't Touch](https://2e.aonprd.com/Feats.aspx?ID=3959) - -## Hazards - -[Poisonous Atmosphere](https://2e.aonprd.com/Hazards.aspx?ID=358) - -## Monk Unarmed Attacks - -[Cobra Fang](https://2e.aonprd.com/Feats.aspx?ID=1738) - -## Rituals - -[Garden of Death](https://2e.aonprd.com/Rituals.aspx?ID=58) - -## Spells - -[Blackfinger's Blades](https://2e.aonprd.com/Spells.aspx?ID=1076), [Cloudkill](https://2e.aonprd.com/Spells.aspx?ID=42), [Envenom Companion](https://2e.aonprd.com/Spells.aspx?ID=906), [Flammable Fumes](https://2e.aonprd.com/Spells.aspx?ID=913), [Gasping Marsh](https://2e.aonprd.com/Spells.aspx?ID=1067), [Imp Sting](https://2e.aonprd.com/Spells.aspx?ID=826), [Inkshot](https://2e.aonprd.com/Spells.aspx?ID=1229), [Leng Sting](https://2e.aonprd.com/Spells.aspx?ID=827), [Linnorm Sting](https://2e.aonprd.com/Spells.aspx?ID=828), [Mercurial Stride](https://2e.aonprd.com/Spells.aspx?ID=1374), [Nature's Reprisal](https://2e.aonprd.com/Spells.aspx?ID=954), [Noxious Metals](https://2e.aonprd.com/Spells.aspx?ID=1376), [Noxious Vapors](https://2e.aonprd.com/Spells.aspx?ID=704), [Puff of Poison](https://2e.aonprd.com/Spells.aspx?ID=977), [Purple Worm Sting](https://2e.aonprd.com/Spells.aspx?ID=242), [Spider Sting](https://2e.aonprd.com/Spells.aspx?ID=300), [Stifling Stillness](https://2e.aonprd.com/Spells.aspx?ID=1322), [Stinking Cloud](https://2e.aonprd.com/Spells.aspx?ID=309), [Swarming Wasp Stings](https://2e.aonprd.com/Spells.aspx?ID=829), [Wyvern Sting](https://2e.aonprd.com/Spells.aspx?ID=830) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Push.md b/content/Mechanics/Rule References/Push.md deleted file mode 100755 index f742dba2b..000000000 --- a/content/Mechanics/Rule References/Push.md +++ /dev/null @@ -1,3 +0,0 @@ -# Push `pf2:1` -**Source** [_Rage of Elements pg. 233_](https://2e.aonprd.com/Sources.aspx?ID=205) -**Requirements** The monster's last action was a successful Strike that lists Push in its damage entry; **Effect** The monster attempts to [Shove](https://2e.aonprd.com/Actions.aspx?ID=38) the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Range.md b/content/Mechanics/Rule References/Range.md deleted file mode 100755 index b45f81dcd..000000000 --- a/content/Mechanics/Rule References/Range.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -alias: range increment ---- - -# Range - -**Source** [_Core Rulebook pg. 279_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon’s range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible. - -For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Reach.md b/content/Mechanics/Rule References/Reach.md deleted file mode 100755 index 1a7dfe986..000000000 --- a/content/Mechanics/Rule References/Reach.md +++ /dev/null @@ -1,13 +0,0 @@ - -# Reach - -**Source** [_Core Rulebook pg. 283_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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](https://2e.aonprd.com/Feats.aspx?ID=1745), [Stinging Lash](https://2e.aonprd.com/Feats.aspx?ID=4077) - -## Weapons - -[Asp Coil](https://2e.aonprd.com/Weapons.aspx?ID=233), [Bec de Corbin](https://2e.aonprd.com/Weapons.aspx?ID=272), [Bladed Scarf](https://2e.aonprd.com/Weapons.aspx?ID=273), [Bo Staff](https://2e.aonprd.com/Weapons.aspx?ID=17), [Boarding Pike](https://2e.aonprd.com/Weapons.aspx?ID=138), [Breaching Pike](https://2e.aonprd.com/Weapons.aspx?ID=274), [Broadspear](https://2e.aonprd.com/Weapons.aspx?ID=258), [Chain Sword](https://2e.aonprd.com/Weapons.aspx?ID=276), [Dancer's Spear](https://2e.aonprd.com/Weapons.aspx?ID=279), [Donchak](https://2e.aonprd.com/Weapons.aspx?ID=261), [Dwarven Dorn-Dergar](https://2e.aonprd.com/Weapons.aspx?ID=280), [Elven Branched Spear](https://2e.aonprd.com/Weapons.aspx?ID=237), [Fauchard](https://2e.aonprd.com/Weapons.aspx?ID=90), [Gill Hook](https://2e.aonprd.com/Weapons.aspx?ID=156), [Glaive](https://2e.aonprd.com/Weapons.aspx?ID=20), [Gnome Flickmace](https://2e.aonprd.com/Weapons.aspx?ID=63), [Guisarme](https://2e.aonprd.com/Weapons.aspx?ID=25), [Halberd](https://2e.aonprd.com/Weapons.aspx?ID=26), [Horsechopper](https://2e.aonprd.com/Weapons.aspx?ID=53), [Injection Spear](https://2e.aonprd.com/Weapons.aspx?ID=170), [Kusarigama](https://2e.aonprd.com/Weapons.aspx?ID=291), [Lance](https://2e.aonprd.com/Weapons.aspx?ID=28), [Lancer](https://2e.aonprd.com/Weapons.aspx?ID=346), [Long Hammer](https://2e.aonprd.com/Weapons.aspx?ID=293), [Longspear](https://2e.aonprd.com/Weapons.aspx?ID=6), [Meteor Hammer](https://2e.aonprd.com/Weapons.aspx?ID=296), [Naginata](https://2e.aonprd.com/Weapons.aspx?ID=297), [Nodachi](https://2e.aonprd.com/Weapons.aspx?ID=298), [Pantograph Gauntlet](https://2e.aonprd.com/Weapons.aspx?ID=172), [Ranseur](https://2e.aonprd.com/Weapons.aspx?ID=35), [Scorpion Whip](https://2e.aonprd.com/Weapons.aspx?ID=114), [Thorn Whip](https://2e.aonprd.com/Weapons.aspx?ID=267), [Whip](https://2e.aonprd.com/Weapons.aspx?ID=48), [Whip Claw](https://2e.aonprd.com/Weapons.aspx?ID=149), [Wrecker](https://2e.aonprd.com/Weapons.aspx?ID=348) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Recovery Check.md b/content/Mechanics/Rule References/Recovery Check.md deleted file mode 100755 index faf7604bc..000000000 --- a/content/Mechanics/Rule References/Recovery Check.md +++ /dev/null @@ -1,11 +0,0 @@ -[Chapter 9: Playing the Game](https://2e.aonprd.com/Rules.aspx?ID=311) / [General Rules](https://2e.aonprd.com/Rules.aspx?ID=312) / [Hit Points, Healing, and Dying](https://2e.aonprd.com/Rules.aspx?ID=372) - -# Recovery Checks - -**Source** [_Core Rulebook pg. 459_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -When you’re dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows. - -**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. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Reload.md b/content/Mechanics/Rule References/Reload.md deleted file mode 100755 index 91f695baa..000000000 --- a/content/Mechanics/Rule References/Reload.md +++ /dev/null @@ -1,8 +0,0 @@ -# Reload - -**Source** [_Core Rulebook pg. 279_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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. - -## Weapons - -[Air Repeater](https://2e.aonprd.com/Weapons.aspx?ID=188), [Alchemical Crossbow](https://2e.aonprd.com/Weapons.aspx?ID=118), [Arquebus](https://2e.aonprd.com/Weapons.aspx?ID=195), [Atlatl](https://2e.aonprd.com/Weapons.aspx?ID=329), [Axe Musket](https://2e.aonprd.com/Weapons.aspx?ID=213), [Backpack Ballista](https://2e.aonprd.com/Weapons.aspx?ID=173), [Backpack Catapult](https://2e.aonprd.com/Weapons.aspx?ID=174), [Barricade Buster](https://2e.aonprd.com/Weapons.aspx?ID=330), [Big Boom Gun](https://2e.aonprd.com/Weapons.aspx?ID=226), [Black Powder Knuckle Dusters](https://2e.aonprd.com/Weapons.aspx?ID=214), [Blowgun](https://2e.aonprd.com/Weapons.aspx?ID=66), [Blunderbuss](https://2e.aonprd.com/Weapons.aspx?ID=196), [Bow Staff](https://2e.aonprd.com/Weapons.aspx?ID=344), [Cane Pistol](https://2e.aonprd.com/Weapons.aspx?ID=215), [Clan Pistol](https://2e.aonprd.com/Weapons.aspx?ID=197), [Coat Pistol](https://2e.aonprd.com/Weapons.aspx?ID=189), [Composite Longbow](https://2e.aonprd.com/Weapons.aspx?ID=74), [Composite Shortbow](https://2e.aonprd.com/Weapons.aspx?ID=75), [Crescent Cross](https://2e.aonprd.com/Weapons.aspx?ID=345), [Crossbow](https://2e.aonprd.com/Weapons.aspx?ID=67), [Dagger Pistol](https://2e.aonprd.com/Weapons.aspx?ID=216), [Daikyu](https://2e.aonprd.com/Weapons.aspx?ID=125), [Dart Umbrella](https://2e.aonprd.com/Weapons.aspx?ID=175), [Double-barreled Musket](https://2e.aonprd.com/Weapons.aspx?ID=198), [Double-Barreled Pistol](https://2e.aonprd.com/Weapons.aspx?ID=199), [Dragon Mouth Pistol](https://2e.aonprd.com/Weapons.aspx?ID=200), [Dueling Pistol](https://2e.aonprd.com/Weapons.aspx?ID=201), [Dwarven Scattergun](https://2e.aonprd.com/Weapons.aspx?ID=207), [Explosive Dogslicer](https://2e.aonprd.com/Weapons.aspx?ID=224), [Fire Lance](https://2e.aonprd.com/Weapons.aspx?ID=190), [Flingflenser](https://2e.aonprd.com/Weapons.aspx?ID=208), [Flintlock Musket](https://2e.aonprd.com/Weapons.aspx?ID=191), [Flintlock Pistol](https://2e.aonprd.com/Weapons.aspx?ID=192), [Gakgung](https://2e.aonprd.com/Weapons.aspx?ID=334), [Gauntlet Bow](https://2e.aonprd.com/Weapons.aspx?ID=335), [Gnome Amalgam Musket](https://2e.aonprd.com/Weapons.aspx?ID=217), [Gun Sword](https://2e.aonprd.com/Weapons.aspx?ID=218), [Halfling Sling Staff](https://2e.aonprd.com/Weapons.aspx?ID=78), [Hammer Gun](https://2e.aonprd.com/Weapons.aspx?ID=219), [Hand Cannon](https://2e.aonprd.com/Weapons.aspx?ID=193), [Hand Crossbow](https://2e.aonprd.com/Weapons.aspx?ID=69), [Harmona Gun](https://2e.aonprd.com/Weapons.aspx?ID=202), [Heavy Crossbow](https://2e.aonprd.com/Weapons.aspx?ID=70), [Hongali Hornbow](https://2e.aonprd.com/Weapons.aspx?ID=238), [Jezail](https://2e.aonprd.com/Weapons.aspx?ID=203), [Lancer](https://2e.aonprd.com/Weapons.aspx?ID=346), [Long Air Repeater](https://2e.aonprd.com/Weapons.aspx?ID=194), [Longbow](https://2e.aonprd.com/Weapons.aspx?ID=76), [Mace Multipistol](https://2e.aonprd.com/Weapons.aspx?ID=220), [Mikazuki](https://2e.aonprd.com/Weapons.aspx?ID=347), [Mithral Tree](https://2e.aonprd.com/Weapons.aspx?ID=204), [Pepperbox](https://2e.aonprd.com/Weapons.aspx?ID=205), [Phalanx Piercer](https://2e.aonprd.com/Weapons.aspx?ID=337), [Piercing Wind](https://2e.aonprd.com/Weapons.aspx?ID=221), [Rapier Pistol](https://2e.aonprd.com/Weapons.aspx?ID=222), [Repeating Crossbow](https://2e.aonprd.com/Weapons.aspx?ID=176), [Repeating Hand Crossbow](https://2e.aonprd.com/Weapons.aspx?ID=177), [Repeating Heavy Crossbow](https://2e.aonprd.com/Weapons.aspx?ID=178), [Rotary Bow](https://2e.aonprd.com/Weapons.aspx?ID=338), [Shield Bow](https://2e.aonprd.com/Weapons.aspx?ID=339), [Shield Pistol](https://2e.aonprd.com/Weapons.aspx?ID=354), [Shobhad Longrifle](https://2e.aonprd.com/Weapons.aspx?ID=251), [Shortbow](https://2e.aonprd.com/Weapons.aspx?ID=77), [Shuriken](https://2e.aonprd.com/Weapons.aspx?ID=79), [Slide Pistol](https://2e.aonprd.com/Weapons.aspx?ID=206), [Sling](https://2e.aonprd.com/Weapons.aspx?ID=72), [Spoon Gun](https://2e.aonprd.com/Weapons.aspx?ID=225), [Spraysling](https://2e.aonprd.com/Weapons.aspx?ID=340), [Sukgung](https://2e.aonprd.com/Weapons.aspx?ID=341), [Sun Sling](https://2e.aonprd.com/Weapons.aspx?ID=248), [Taw Launcher](https://2e.aonprd.com/Weapons.aspx?ID=342), [Three Peaked Tree](https://2e.aonprd.com/Weapons.aspx?ID=223), [Thunder Sling](https://2e.aonprd.com/Weapons.aspx?ID=343), [Triggerbrand](https://2e.aonprd.com/Weapons.aspx?ID=257), [Wrecker](https://2e.aonprd.com/Weapons.aspx?ID=348), [Wrist Launcher](https://2e.aonprd.com/Weapons.aspx?ID=355) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Secret Checks.md b/content/Mechanics/Rule References/Secret Checks.md deleted file mode 100755 index 9b55619ff..000000000 --- a/content/Mechanics/Rule References/Secret Checks.md +++ /dev/null @@ -1,5 +0,0 @@ -# SECRET CHECKS - -Sometimes you as the player shouldn’t know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn’t reveal the result. Instead, the GM simply describes the information or effects determined by the check’s result. If you don’t know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can’t use any fortune or misfortune abilities (see the [Fortune and Misfortune](https://app.demiplane.com/nexus/pathfinder2e/sources/player-core/chapter-8-playing-the-game#FortuneandMisfortune) sidebar) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with Recall Knowledge or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they’ll apply the ability to the check. - -The GM can choose to make any check secret, even if it’s not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Sickened.md b/content/Mechanics/Rule References/Sickened.md deleted file mode 100755 index 7d4fda2e4..000000000 --- a/content/Mechanics/Rule References/Sickened.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -aliases: - - Sickened 1 - - Sickened 2 - - Sickened 3 - - Sickened 4 ---- - -# Sickened -**Source** [_Core Rulebook pg. 622_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including [elixirs](https://2e.aonprd.com/Equipment.aspx?Category=6&Subcategory=8) and [potions](https://2e.aonprd.com/Equipment.aspx?Category=15&Subcategory=18)—while sickened. - -You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success). \ No newline at end of file diff --git a/content/Mechanics/Rule References/Stunned.md b/content/Mechanics/Rule References/Stunned.md deleted file mode 100755 index e7e2a71a9..000000000 --- a/content/Mechanics/Rule References/Stunned.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -aliases: - - Stunned 1 - - Stunned 2 - - Stunned 3 - - Stunned 4 - - Stunned 5 - - Stunned 6 - - Stunned 7 - - Stunned 8 ---- - -# Stunned - -**Source** [_Core Rulebook pg. 622_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -You've become senseless. You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration. - -Stunned overrides [slowed](https://2e.aonprd.com/Conditions.aspx?ID=35). If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Temporary Hit Points.md b/content/Mechanics/Rule References/Temporary Hit Points.md deleted file mode 100755 index 97fe8cf40..000000000 --- a/content/Mechanics/Rule References/Temporary Hit Points.md +++ /dev/null @@ -1,4 +0,0 @@ -# Temporary Hit Points - -**Source** [_Core Rulebook pg. 461_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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. \ No newline at end of file diff --git a/content/Mechanics/Rule References/Thievery.md b/content/Mechanics/Rule References/Thievery.md deleted file mode 100755 index d4935a31d..000000000 --- a/content/Mechanics/Rule References/Thievery.md +++ /dev/null @@ -1,71 +0,0 @@ -#DEX - -**Source** [_Core Rulebook pg. 253_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -You are trained in a particular set of skills favored by thieves and miscreants - -### Related Feats - -To see a list of Feats related to Thievery, [click here](https://2e.aonprd.com/Feats.aspx?Traits=144&Skill=Thievery). - -# Thievery Untrained Actions - -## Palm an Object `pf2:1` - -[Manipulate](https://2e.aonprd.com/Traits.aspx?ID=104)  -**Source** [_Core Rulebook pg. 253_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) - ---- - -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. You take the object whether or not you successfully conceal that you did so. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation. - -**Success** The creature does not notice you Palming the Object. -**Failure** The creature notices you Palming the Object, and the GM determines the creature’s response. - -## Steal `pf2:1` - -[Manipulate](https://2e.aonprd.com/Traits.aspx?ID=104)  -**Source** [_Core Rulebook pg. 253_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) - ---- - -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. - -# Thievery Trained Actions - -## Disable a Device `pf2:2` - -[Manipulate](https://2e.aonprd.com/Traits.aspx?ID=104)  -**Source** [_Core Rulebook pg. 253_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -**Requirements** Some devices require you to use [thieves’ tools](https://2e.aonprd.com/Equipment.aspx?ID=58) when disabling them. - ---- - -This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves’ tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it. - -Your Thievery check result determines how much progress you make. - - -**Critical Success** You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed. -**Success** You disable the device, or you achieve one success toward disabling a complex device. -**Critical Failure** You trigger the device. - -## Pick a Lock `pf2:2` - -[Manipulate](https://2e.aonprd.com/Traits.aspx?ID=104)  -**Source** [_Core Rulebook pg. 253_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -**Requirements** You have [thieves’ tools](https://2e.aonprd.com/Equipment.aspx?ID=58). - ---- - -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 in their [description](https://2e.aonprd.com/Equipment.aspx?ID=30)). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools, depending on the specifics of the lock. - -**Critical Success** You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering. -**Success** You open the lock, or you achieve one success toward opening a complex lock. -**Critical Failure** You break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks (costing 3 sp, or 3 gp for infiltrator thieves’ tools). \ No newline at end of file diff --git a/content/Mechanics/Rule References/Transmutation.md b/content/Mechanics/Rule References/Transmutation.md deleted file mode 100755 index 416149380..000000000 --- a/content/Mechanics/Rule References/Transmutation.md +++ /dev/null @@ -1,44 +0,0 @@ -# Transmutation - -**Source** [_Core Rulebook pg. 637_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something’s form. - -## Actions - -[Change Shape](https://2e.aonprd.com/Actions.aspx?ID=700), [Change Shape](https://2e.aonprd.com/Actions.aspx?ID=701), [Change Shape](https://2e.aonprd.com/Actions.aspx?ID=730), [Dutiful Retaliation](https://2e.aonprd.com/Actions.aspx?ID=766) - -## Curses - -[Boastful Prince's Scourge](https://2e.aonprd.com/Curses.aspx?ID=34), [Curse of Biting Swarms](https://2e.aonprd.com/Curses.aspx?ID=44), [Curse of the Ravenous](https://2e.aonprd.com/Curses.aspx?ID=19), [Thief's Burden](https://2e.aonprd.com/Curses.aspx?ID=32), [Unending Thirst](https://2e.aonprd.com/Curses.aspx?ID=26) - -## Diseases - -[Rust Creep](https://2e.aonprd.com/Diseases.aspx?ID=25) - -## Equipment - -[Acrobat's Staff](https://2e.aonprd.com/Equipment.aspx?ID=581), [Adaptive Cogwheel](https://2e.aonprd.com/Equipment.aspx?ID=1225), [Aeon Stone](https://2e.aonprd.com/Equipment.aspx?ID=407), [Aether Appendage](https://2e.aonprd.com/Equipment.aspx?ID=2160), [Affinity Stones](https://2e.aonprd.com/Equipment.aspx?ID=2573), [Aim-Aiding](https://2e.aonprd.com/Equipment.aspx?ID=1828), [Alchemist Goggles](https://2e.aonprd.com/Equipment.aspx?ID=408), [Alchemist's Damper](https://2e.aonprd.com/Equipment.aspx?ID=1581), [Alghollthu Lash](https://2e.aonprd.com/Equipment.aspx?ID=1881), [Alicorn Lance](https://2e.aonprd.com/Equipment.aspx?ID=1882), [Amphibious Chair](https://2e.aonprd.com/Equipment.aspx?ID=1359), [Anchor of Aquatic Exploration](https://2e.aonprd.com/Equipment.aspx?ID=2186), [Anchor Spear](https://2e.aonprd.com/Equipment.aspx?ID=654), [Anklets of Alacrity](https://2e.aonprd.com/Equipment.aspx?ID=397), [Ankylostar](https://2e.aonprd.com/Equipment.aspx?ID=644), [Anticorrosion Oil](https://2e.aonprd.com/Equipment.aspx?ID=2067), [Anylength Rope](https://2e.aonprd.com/Equipment.aspx?ID=2454), [Arachnid Harness](https://2e.aonprd.com/Equipment.aspx?ID=1839), [Arboreal's Revenge](https://2e.aonprd.com/Equipment.aspx?ID=1174), [Armbands of Athleticism](https://2e.aonprd.com/Equipment.aspx?ID=409), [Armbands of the Gorgon](https://2e.aonprd.com/Equipment.aspx?ID=2133), [Assisting](https://2e.aonprd.com/Equipment.aspx?ID=1829), [Avalanche Boots](https://2e.aonprd.com/Equipment.aspx?ID=2135), [Axe of the Dwarven Lords](https://2e.aonprd.com/Equipment.aspx?ID=609), [Bag of Cats](https://2e.aonprd.com/Equipment.aspx?ID=1085), [Barding of the Zephyr](https://2e.aonprd.com/Equipment.aspx?ID=403), [Barding Saddle](https://2e.aonprd.com/Equipment.aspx?ID=1565), [Basilisk Eye](https://2e.aonprd.com/Equipment.aspx?ID=708), [Beast Staff](https://2e.aonprd.com/Equipment.aspx?ID=2245), [Bellflower Toolbelt](https://2e.aonprd.com/Equipment.aspx?ID=2308), [Belt of Regeneration](https://2e.aonprd.com/Equipment.aspx?ID=399), [Berserker's Cloak](https://2e.aonprd.com/Equipment.aspx?ID=411), [Bestiary of Metamorphosis](https://2e.aonprd.com/Equipment.aspx?ID=989), [Big Rock Bullet](https://2e.aonprd.com/Equipment.aspx?ID=1248), [Binding Coil](https://2e.aonprd.com/Equipment.aspx?ID=1018), [Bitter](https://2e.aonprd.com/Equipment.aspx?ID=1258), [Blade of the Rabbit Prince](https://2e.aonprd.com/Equipment.aspx?ID=836), [Bloodhammer Reserve](https://2e.aonprd.com/Equipment.aspx?ID=2558), [Bloodknuckles](https://2e.aonprd.com/Equipment.aspx?ID=2559), [Bloodline Robe](https://2e.aonprd.com/Equipment.aspx?ID=2319), [Bola Shot](https://2e.aonprd.com/Equipment.aspx?ID=2046), [Book of Warding Prayers](https://2e.aonprd.com/Equipment.aspx?ID=2172), [Boots of Bounding](https://2e.aonprd.com/Equipment.aspx?ID=412), [Boots of Elvenkind](https://2e.aonprd.com/Equipment.aspx?ID=413), [Boots of Free Running](https://2e.aonprd.com/Equipment.aspx?ID=2456), [Boots of Speed](https://2e.aonprd.com/Equipment.aspx?ID=414), [Bracelet of Dashing](https://2e.aonprd.com/Equipment.aspx?ID=415), [Bracers of Hammers](https://2e.aonprd.com/Equipment.aspx?ID=2526), [Briar](https://2e.aonprd.com/Equipment.aspx?ID=1743), [Broom of Flying](https://2e.aonprd.com/Equipment.aspx?ID=251), [Bubbling Scale](https://2e.aonprd.com/Equipment.aspx?ID=1497), [Cape of the Open Sky](https://2e.aonprd.com/Equipment.aspx?ID=948), [Cayden's Tankard](https://2e.aonprd.com/Equipment.aspx?ID=2360), [Celestial Armor](https://2e.aonprd.com/Equipment.aspx?ID=149), [Celestial Staff](https://2e.aonprd.com/Equipment.aspx?ID=2247), [Chaos Collar](https://2e.aonprd.com/Equipment.aspx?ID=1613), [Charm of the Ordinary](https://2e.aonprd.com/Equipment.aspx?ID=2459), [Chimera Thread](https://2e.aonprd.com/Equipment.aspx?ID=1614), [Clinging Bubbles](https://2e.aonprd.com/Equipment.aspx?ID=2460), [Cloak of Gnawing Leaves](https://2e.aonprd.com/Equipment.aspx?ID=1820), [Cloak of the Bat](https://2e.aonprd.com/Equipment.aspx?ID=425), [Cloak of the False Foe](https://2e.aonprd.com/Equipment.aspx?ID=1615), [Clockwork Cloak](https://2e.aonprd.com/Equipment.aspx?ID=2310), [Clockwork Shield](https://2e.aonprd.com/Equipment.aspx?ID=1857), [Collar of Inconspicuousness](https://2e.aonprd.com/Equipment.aspx?ID=405), [Conduit Shot](https://2e.aonprd.com/Equipment.aspx?ID=2047), [Containment Contraption](https://2e.aonprd.com/Equipment.aspx?ID=1594), [Copper Penny](https://2e.aonprd.com/Equipment.aspx?ID=2100), [Cordelia's Construct Key](https://2e.aonprd.com/Equipment.aspx?ID=884), [Crafter's Eyepiece](https://2e.aonprd.com/Equipment.aspx?ID=427), [Deck of Many Things](https://2e.aonprd.com/Equipment.aspx?ID=610), [Dinosaur Boots](https://2e.aonprd.com/Equipment.aspx?ID=1299), [Dragon Handwraps](https://2e.aonprd.com/Equipment.aspx?ID=2138), [Dragon Turtle Scale](https://2e.aonprd.com/Equipment.aspx?ID=206), [Dragonfly Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2032), [Dragonfly Potion](https://2e.aonprd.com/Equipment.aspx?ID=1272), [Dragonprism Staff](https://2e.aonprd.com/Equipment.aspx?ID=2250), [Dragon's Breath](https://2e.aonprd.com/Equipment.aspx?ID=1387), [Dragonscale Cameo](https://2e.aonprd.com/Equipment.aspx?ID=2102), [Draxie's Recipe Book](https://2e.aonprd.com/Equipment.aspx?ID=2177), [Druid's Crown](https://2e.aonprd.com/Equipment.aspx?ID=2335), [Druid's Vestments](https://2e.aonprd.com/Equipment.aspx?ID=434), [Dupe's Gold Nugget](https://2e.aonprd.com/Equipment.aspx?ID=1582), [Earthbinding](https://2e.aonprd.com/Equipment.aspx?ID=1866), [Earthglide Cloak](https://2e.aonprd.com/Equipment.aspx?ID=727), [Effervescent Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=207), [Elder Seed](https://2e.aonprd.com/Equipment.aspx?ID=2370), [Electric Eelskin](https://2e.aonprd.com/Equipment.aspx?ID=152), [Emerald Grasshopper](https://2e.aonprd.com/Equipment.aspx?ID=208), [Energized Cartridge](https://2e.aonprd.com/Equipment.aspx?ID=1227), [Energizing Treat](https://2e.aonprd.com/Equipment.aspx?ID=2118), [Energy Robe](https://2e.aonprd.com/Equipment.aspx?ID=1317), [Erraticannon](https://2e.aonprd.com/Equipment.aspx?ID=1602), [Escape Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2033), [Essence Prism](https://2e.aonprd.com/Equipment.aspx?ID=612), [Extending](https://2e.aonprd.com/Equipment.aspx?ID=1055), [Extraction Cauldron](https://2e.aonprd.com/Equipment.aspx?ID=1706), [Eyes of the Eagle](https://2e.aonprd.com/Equipment.aspx?ID=436), [Faerie Queen's Bower](https://2e.aonprd.com/Equipment.aspx?ID=2395), [Familiar Morsel](https://2e.aonprd.com/Equipment.aspx?ID=2119), [Familiar Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=998), [Fanged](https://2e.aonprd.com/Equipment.aspx?ID=1433), [Feather Step Stone](https://2e.aonprd.com/Equipment.aspx?ID=212), [Fighter's Fork](https://2e.aonprd.com/Equipment.aspx?ID=385), [Five-Feather Wreath](https://2e.aonprd.com/Equipment.aspx?ID=1013), [Folding Boat](https://2e.aonprd.com/Equipment.aspx?ID=1370), [Folding Drums](https://2e.aonprd.com/Equipment.aspx?ID=926), [Fulcrum Lattice](https://2e.aonprd.com/Equipment.aspx?ID=943), [Fungal Armor](https://2e.aonprd.com/Equipment.aspx?ID=887), [Furnace of Endings](https://2e.aonprd.com/Equipment.aspx?ID=2552), [Ganjay Book](https://2e.aonprd.com/Equipment.aspx?ID=859), [Garrote Bolt](https://2e.aonprd.com/Equipment.aspx?ID=888), [Garrote Shot](https://2e.aonprd.com/Equipment.aspx?ID=2051), [Gecko Potion](https://2e.aonprd.com/Equipment.aspx?ID=714), [Ghost Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=163), [Ghost Lantern](https://2e.aonprd.com/Equipment.aspx?ID=2191), [Ghost Oil](https://2e.aonprd.com/Equipment.aspx?ID=1571), [Ghost Touch](https://2e.aonprd.com/Equipment.aspx?ID=297), [Ghostbane Fulu](https://2e.aonprd.com/Equipment.aspx?ID=978), [Ghosthand's Comet](https://2e.aonprd.com/Equipment.aspx?ID=2363), [Ghostly Portal Paint](https://2e.aonprd.com/Equipment.aspx?ID=1022), [Gliding](https://2e.aonprd.com/Equipment.aspx?ID=1831), [Gloves of Storing](https://2e.aonprd.com/Equipment.aspx?ID=437), [Goggles of Night](https://2e.aonprd.com/Equipment.aspx?ID=438), [Golden Branding Iron](https://2e.aonprd.com/Equipment.aspx?ID=1583), [Golden Goose](https://2e.aonprd.com/Equipment.aspx?ID=1643), [Golem Stylus](https://2e.aonprd.com/Equipment.aspx?ID=633), [Goz Mask](https://2e.aonprd.com/Equipment.aspx?ID=2348), [Grasp of Droskar](https://2e.aonprd.com/Equipment.aspx?ID=1729), [Growth Gun](https://2e.aonprd.com/Equipment.aspx?ID=1167), [Handwraps of Mighty Blows](https://2e.aonprd.com/Equipment.aspx?ID=441), [Hardened Harrow Deck](https://2e.aonprd.com/Equipment.aspx?ID=837), [Helm of Underwater Action](https://2e.aonprd.com/Equipment.aspx?ID=2337), [Helmsman's Recourse](https://2e.aonprd.com/Equipment.aspx?ID=1858), [Horn of Rust](https://2e.aonprd.com/Equipment.aspx?ID=2698), [Horseshoes of Speed](https://2e.aonprd.com/Equipment.aspx?ID=406), [Hosteling Statuette](https://2e.aonprd.com/Equipment.aspx?ID=1325), [Hunter's Brooch](https://2e.aonprd.com/Equipment.aspx?ID=923), [Immovable](https://2e.aonprd.com/Equipment.aspx?ID=1832), [Immovable Arm](https://2e.aonprd.com/Equipment.aspx?ID=1368), [Immovable Potion](https://2e.aonprd.com/Equipment.aspx?ID=2087), [Immovable Rod](https://2e.aonprd.com/Equipment.aspx?ID=259), [Immovable Tripod](https://2e.aonprd.com/Equipment.aspx?ID=1218), [Implacable](https://2e.aonprd.com/Equipment.aspx?ID=1373), [Inexplicable Apparatus](https://2e.aonprd.com/Equipment.aspx?ID=445), [Instinct Crown](https://2e.aonprd.com/Equipment.aspx?ID=2338), [Inventor's Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2037), [Keen](https://2e.aonprd.com/Equipment.aspx?ID=300), [Leopard's Armor](https://2e.aonprd.com/Equipment.aspx?ID=1089), [Library Robes](https://2e.aonprd.com/Equipment.aspx?ID=1848), [Lifting Belt](https://2e.aonprd.com/Equipment.aspx?ID=447), [Lini's Leafstick](https://2e.aonprd.com/Equipment.aspx?ID=1001), [Lion Claw](https://2e.aonprd.com/Equipment.aspx?ID=1024), [Little Love](https://2e.aonprd.com/Equipment.aspx?ID=1483), [Lodestone Pellet](https://2e.aonprd.com/Equipment.aspx?ID=1591), [Luckless Dice](https://2e.aonprd.com/Equipment.aspx?ID=2383), [Magical Lock Fulu](https://2e.aonprd.com/Equipment.aspx?ID=979), [Magnetite Scope](https://2e.aonprd.com/Equipment.aspx?ID=1213), [Malleable Clay](https://2e.aonprd.com/Equipment.aspx?ID=1522), [Mantle of the Amazing Health](https://2e.aonprd.com/Equipment.aspx?ID=2140), [Medusa Armor](https://2e.aonprd.com/Equipment.aspx?ID=603), [Medusa's Scream](https://2e.aonprd.com/Equipment.aspx?ID=739), [Mercurial Mantle](https://2e.aonprd.com/Equipment.aspx?ID=1067), [Midday Lantern](https://2e.aonprd.com/Equipment.aspx?ID=1450), [Monkey Pin](https://2e.aonprd.com/Equipment.aspx?ID=226), [Mortal Chronicle](https://2e.aonprd.com/Equipment.aspx?ID=2211), [Mudlily](https://2e.aonprd.com/Equipment.aspx?ID=1506), [Necklace of Strangulation](https://2e.aonprd.com/Equipment.aspx?ID=605), [Oil of Animation](https://2e.aonprd.com/Equipment.aspx?ID=176), [Oil of Keen Edges](https://2e.aonprd.com/Equipment.aspx?ID=177), [Oil of Mending](https://2e.aonprd.com/Equipment.aspx?ID=178), [Oil of Object Animation](https://2e.aonprd.com/Equipment.aspx?ID=716), [Oil of Ownership](https://2e.aonprd.com/Equipment.aspx?ID=2073), [Oil of Potency](https://2e.aonprd.com/Equipment.aspx?ID=179), [Oil of Skating](https://2e.aonprd.com/Equipment.aspx?ID=2074), [Oil of Swiftness](https://2e.aonprd.com/Equipment.aspx?ID=2075), [Oil of Weightlessness](https://2e.aonprd.com/Equipment.aspx?ID=181), [Onyx Panther](https://2e.aonprd.com/Equipment.aspx?ID=229), [Ouroboros Buckles](https://2e.aonprd.com/Equipment.aspx?ID=1850), [Ouroboros Flail](https://2e.aonprd.com/Equipment.aspx?ID=1069), [Penetrating Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=164), [Petrification Cannon](https://2e.aonprd.com/Equipment.aspx?ID=1168), [Philosopher's Extractor](https://2e.aonprd.com/Equipment.aspx?ID=617), [Pilferer's Gloves](https://2e.aonprd.com/Equipment.aspx?ID=2141), [Pillow Shield](https://2e.aonprd.com/Equipment.aspx?ID=1300), [Poisonous Cloak](https://2e.aonprd.com/Equipment.aspx?ID=606), [Pontoon](https://2e.aonprd.com/Equipment.aspx?ID=2301), [Portable](https://2e.aonprd.com/Equipment.aspx?ID=1835), [Potion of Disguise](https://2e.aonprd.com/Equipment.aspx?ID=719), [Potion of Expeditious Retreat](https://2e.aonprd.com/Equipment.aspx?ID=720), [Potion of Flying](https://2e.aonprd.com/Equipment.aspx?ID=189), [Potion of Leaping](https://2e.aonprd.com/Equipment.aspx?ID=190), [Potion of Quickness](https://2e.aonprd.com/Equipment.aspx?ID=191), [Potion of Swimming](https://2e.aonprd.com/Equipment.aspx?ID=193), [Potion of Water Breathing](https://2e.aonprd.com/Equipment.aspx?ID=196), [Potion Patch](https://2e.aonprd.com/Equipment.aspx?ID=2123), [Primeval Mistletoe](https://2e.aonprd.com/Equipment.aspx?ID=263), [Purloining Cloak](https://2e.aonprd.com/Equipment.aspx?ID=2401), [Quick Runner's Shirt](https://2e.aonprd.com/Equipment.aspx?ID=1303), [Rebirth Potion](https://2e.aonprd.com/Equipment.aspx?ID=2090), [Red-Handed Missive](https://2e.aonprd.com/Equipment.aspx?ID=2065), [Redsand Hourglass](https://2e.aonprd.com/Equipment.aspx?ID=1815), [Reducer Round](https://2e.aonprd.com/Equipment.aspx?ID=1603), [Rhino Hide](https://2e.aonprd.com/Equipment.aspx?ID=158), [Rhinoceros Mask](https://2e.aonprd.com/Equipment.aspx?ID=2352), [Ridill](https://2e.aonprd.com/Equipment.aspx?ID=1473), [Ring of Climbing](https://2e.aonprd.com/Equipment.aspx?ID=453), [Ring of Swimming](https://2e.aonprd.com/Equipment.aspx?ID=460), [Ring of the Tiger](https://2e.aonprd.com/Equipment.aspx?ID=1750), [Ring of the Weary Traveler](https://2e.aonprd.com/Equipment.aspx?ID=479), [Rope of Climbing](https://2e.aonprd.com/Equipment.aspx?ID=743), [Runescribed Disk](https://2e.aonprd.com/Equipment.aspx?ID=1524), [Salve of Slipperiness](https://2e.aonprd.com/Equipment.aspx?ID=183), [Sandals of the Stag](https://2e.aonprd.com/Equipment.aspx?ID=2142), [Sanitizing Pin](https://2e.aonprd.com/Equipment.aspx?ID=2697), [Sapling Shield](https://2e.aonprd.com/Equipment.aspx?ID=1860), [Saurian Spike](https://2e.aonprd.com/Equipment.aspx?ID=2240), [Scizore of the Crab](https://2e.aonprd.com/Equipment.aspx?ID=1887), [Scope of Limning](https://2e.aonprd.com/Equipment.aspx?ID=1215), [Scroll Case of Simplicity](https://2e.aonprd.com/Equipment.aspx?ID=525), [Scrollstaff](https://2e.aonprd.com/Equipment.aspx?ID=521), [Serpent Oil](https://2e.aonprd.com/Equipment.aspx?ID=2076), [Serum of Sex Shift](https://2e.aonprd.com/Equipment.aspx?ID=198), [Shadow](https://2e.aonprd.com/Equipment.aspx?ID=288), [Shapespeak Mask](https://2e.aonprd.com/Equipment.aspx?ID=2353), [Shifter Prosthesis](https://2e.aonprd.com/Equipment.aspx?ID=1369), [Shifting](https://2e.aonprd.com/Equipment.aspx?ID=302), [Shrieking Key](https://2e.aonprd.com/Equipment.aspx?ID=2387), [Shrinking Potion](https://2e.aonprd.com/Equipment.aspx?ID=197), [Silhouette Cloak](https://2e.aonprd.com/Equipment.aspx?ID=1306), [Skeleton Key](https://2e.aonprd.com/Equipment.aspx?ID=266), [Skittering Mask](https://2e.aonprd.com/Equipment.aspx?ID=2355), [Sky-Piercing Bow](https://2e.aonprd.com/Equipment.aspx?ID=950), [Skyrider Sword](https://2e.aonprd.com/Equipment.aspx?ID=1432), [Slick](https://2e.aonprd.com/Equipment.aspx?ID=289), [Slime Whip](https://2e.aonprd.com/Equipment.aspx?ID=792), [Slippers of Spider Climbing](https://2e.aonprd.com/Equipment.aspx?ID=465), [Slippery Ribbon](https://2e.aonprd.com/Equipment.aspx?ID=793), [Sluggish Bracelet](https://2e.aonprd.com/Equipment.aspx?ID=2388), [Sniper's Bead](https://2e.aonprd.com/Equipment.aspx?ID=1234), [Snowshoes of the Long Trek](https://2e.aonprd.com/Equipment.aspx?ID=857), [Soaring Wings](https://2e.aonprd.com/Equipment.aspx?ID=2216), [Speed](https://2e.aonprd.com/Equipment.aspx?ID=304), [Spellstrike Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=167), [Sphere of Annihilation](https://2e.aonprd.com/Equipment.aspx?ID=620), [Staff of Nature's Cunning](https://2e.aonprd.com/Equipment.aspx?ID=1002), [Staff of Transmutation](https://2e.aonprd.com/Equipment.aspx?ID=363), [Staff-Storing Shield](https://2e.aonprd.com/Equipment.aspx?ID=1079), [Stalk Goggles](https://2e.aonprd.com/Equipment.aspx?ID=1821), [Statue Skin Salve](https://2e.aonprd.com/Equipment.aspx?ID=2520), [Steadyfoot Tassel](https://2e.aonprd.com/Equipment.aspx?ID=2666), [Stepping Stone Shot](https://2e.aonprd.com/Equipment.aspx?ID=1198), [Stone Bullet](https://2e.aonprd.com/Equipment.aspx?ID=168), [Stonethroat Ammunition](https://2e.aonprd.com/Equipment.aspx?ID=1246), [Stormfeather](https://2e.aonprd.com/Equipment.aspx?ID=1034), [Stumbling Fulu](https://2e.aonprd.com/Equipment.aspx?ID=2043), [Sure-Step Crampons](https://2e.aonprd.com/Equipment.aspx?ID=2312), [Sure-Step Potion](https://2e.aonprd.com/Equipment.aspx?ID=2094), [Swallow-Spike](https://2e.aonprd.com/Equipment.aspx?ID=1838), [Swarmform Collar](https://2e.aonprd.com/Equipment.aspx?ID=1326), [Tactician's Helm](https://2e.aonprd.com/Equipment.aspx?ID=2339), [Tallowheart Mass](https://2e.aonprd.com/Equipment.aspx?ID=1738), [Tears of the Last Azlanti](https://2e.aonprd.com/Equipment.aspx?ID=676), [Telekinetic Converter](https://2e.aonprd.com/Equipment.aspx?ID=2417), [Tentacle Potion](https://2e.aonprd.com/Equipment.aspx?ID=2095), [The Bear](https://2e.aonprd.com/Equipment.aspx?ID=2501), [The Cricket](https://2e.aonprd.com/Equipment.aspx?ID=2535), [The Forge](https://2e.aonprd.com/Equipment.aspx?ID=2506), [The Joke](https://2e.aonprd.com/Equipment.aspx?ID=2541), [The Mountain Man](https://2e.aonprd.com/Equipment.aspx?ID=2483), [The Tyrant](https://2e.aonprd.com/Equipment.aspx?ID=2516), [The Unicorn](https://2e.aonprd.com/Equipment.aspx?ID=2547), [Tidal Fishhook](https://2e.aonprd.com/Equipment.aspx?ID=1485), [Tiger Menuki](https://2e.aonprd.com/Equipment.aspx?ID=236), [Time Shield Potion](https://2e.aonprd.com/Equipment.aspx?ID=726), [Tlil Mask](https://2e.aonprd.com/Equipment.aspx?ID=2356), [Toolkit of Bronze Whispers](https://2e.aonprd.com/Equipment.aspx?ID=2402), [Tooth and Claw Tattoo](https://2e.aonprd.com/Equipment.aspx?ID=2219), [Topology Protoplasm](https://2e.aonprd.com/Equipment.aspx?ID=1035), [Torag's Silver Anvil](https://2e.aonprd.com/Equipment.aspx?ID=575), [Traveler's Any-Tool](https://2e.aonprd.com/Equipment.aspx?ID=268), [Triton's Conch](https://2e.aonprd.com/Equipment.aspx?ID=269), [Twilight Lantern](https://2e.aonprd.com/Equipment.aspx?ID=1451), [Twining Staff](https://2e.aonprd.com/Equipment.aspx?ID=396), [Ugly Cute's Gift](https://2e.aonprd.com/Equipment.aspx?ID=2689), [Umbral Wings](https://2e.aonprd.com/Equipment.aspx?ID=1719), [Ursine Avenger Hood](https://2e.aonprd.com/Equipment.aspx?ID=2368), [Vapor Sphere](https://2e.aonprd.com/Equipment.aspx?ID=1036), [Vaultbreaker's Harness](https://2e.aonprd.com/Equipment.aspx?ID=2307), [Vine Whip](https://2e.aonprd.com/Equipment.aspx?ID=1889), [Viper Rapier](https://2e.aonprd.com/Equipment.aspx?ID=2145), [Walking Cauldron](https://2e.aonprd.com/Equipment.aspx?ID=753), [Wand of Crushing Leaps](https://2e.aonprd.com/Equipment.aspx?ID=2276), [Wand of Hybrid Form](https://2e.aonprd.com/Equipment.aspx?ID=2280), [Wand of Shrouded Step](https://2e.aonprd.com/Equipment.aspx?ID=2291), [Waverider Barding](https://2e.aonprd.com/Equipment.aspx?ID=1327), [Wayfinder](https://2e.aonprd.com/Equipment.aspx?ID=470), [Weapon-Weird Oil](https://2e.aonprd.com/Equipment.aspx?ID=2077), [Wildwood Ink](https://2e.aonprd.com/Equipment.aspx?ID=2224), [Winder's Ring](https://2e.aonprd.com/Equipment.aspx?ID=1596), [Windlass Bolas](https://2e.aonprd.com/Equipment.aspx?ID=1873), [Winged](https://2e.aonprd.com/Equipment.aspx?ID=759), [Winged Boots](https://2e.aonprd.com/Equipment.aspx?ID=472), [Wrestler's Armbands](https://2e.aonprd.com/Equipment.aspx?ID=2404) - -## Feats - -[Animal Rage](https://2e.aonprd.com/Feats.aspx?ID=151), [Animal Skin](https://2e.aonprd.com/Feats.aspx?ID=144), [Aquatic Adaptation](https://2e.aonprd.com/Feats.aspx?ID=2308), [Arcane Propulsion](https://2e.aonprd.com/Feats.aspx?ID=3100), [Bat Form](https://2e.aonprd.com/Feats.aspx?ID=3552), [Become Thought](https://2e.aonprd.com/Feats.aspx?ID=3694), [Bodysnatcher](https://2e.aonprd.com/Feats.aspx?ID=3892), [Bone Swarm](https://2e.aonprd.com/Feats.aspx?ID=3543), [Celestial Wings](https://2e.aonprd.com/Feats.aspx?ID=1360), [Core Cannon](https://2e.aonprd.com/Feats.aspx?ID=3110), [Devil in Plain Sight](https://2e.aonprd.com/Feats.aspx?ID=2452), [Dragon Transformation](https://2e.aonprd.com/Feats.aspx?ID=172), [Dragon's Rage Wings](https://2e.aonprd.com/Feats.aspx?ID=162), [Energize Wings](https://2e.aonprd.com/Feats.aspx?ID=2639), [Fiendish Wings](https://2e.aonprd.com/Feats.aspx?ID=1390), [Final Form](https://2e.aonprd.com/Feats.aspx?ID=2458), [Fleet Tempo](https://2e.aonprd.com/Feats.aspx?ID=3040), [Form of the Bat](https://2e.aonprd.com/Feats.aspx?ID=1346), [Fused Staff](https://2e.aonprd.com/Feats.aspx?ID=2864), [Giant's Stature](https://2e.aonprd.com/Feats.aspx?ID=149), [Gift of the Hoard](https://2e.aonprd.com/Feats.aspx?ID=3754), [Hydraulic Maneuvers](https://2e.aonprd.com/Feats.aspx?ID=2310), [Implement's Flight](https://2e.aonprd.com/Feats.aspx?ID=3727), [Inspirit Hazard](https://2e.aonprd.com/Feats.aspx?ID=2327), [Jelly Body](https://2e.aonprd.com/Feats.aspx?ID=3753), [Long-Nosed Form](https://2e.aonprd.com/Feats.aspx?ID=1316), [Lunging Spellstrike](https://2e.aonprd.com/Feats.aspx?ID=2871), [Magic Arrow](https://2e.aonprd.com/Feats.aspx?ID=1963), [Malleable Form](https://2e.aonprd.com/Feats.aspx?ID=3804), [Miraculous Repair](https://2e.aonprd.com/Feats.aspx?ID=3935), [Petrified Skin](https://2e.aonprd.com/Feats.aspx?ID=3756), [Phase Out](https://2e.aonprd.com/Feats.aspx?ID=2914), [Precious Arrow](https://2e.aonprd.com/Feats.aspx?ID=1964), [Purge of Moments](https://2e.aonprd.com/Feats.aspx?ID=3845), [Rat Form](https://2e.aonprd.com/Feats.aspx?ID=1308), [Rehydration](https://2e.aonprd.com/Feats.aspx?ID=2312), [Ritual Reversion](https://2e.aonprd.com/Feats.aspx?ID=1045), [Scion Transformation](https://2e.aonprd.com/Feats.aspx?ID=2414), [Shadow Sight](https://2e.aonprd.com/Feats.aspx?ID=2512), [Shielded Tome](https://2e.aonprd.com/Feats.aspx?ID=2862), [Shrink Down](https://2e.aonprd.com/Feats.aspx?ID=2905), [Soaring Flight](https://2e.aonprd.com/Feats.aspx?ID=1320), [Song of Grace and Speed](https://2e.aonprd.com/Feats.aspx?ID=3043), [Spirit Guide Form](https://2e.aonprd.com/Feats.aspx?ID=4113), [Terraforming Spell](https://2e.aonprd.com/Feats.aspx?ID=1830), [Terrain Form](https://2e.aonprd.com/Feats.aspx?ID=3529), [Titan Swing](https://2e.aonprd.com/Feats.aspx?ID=3785), [Titan's Stature](https://2e.aonprd.com/Feats.aspx?ID=166), [Towering Presence](https://2e.aonprd.com/Feats.aspx?ID=3939), [Turn to Mist](https://2e.aonprd.com/Feats.aspx?ID=3553), [Twin Eidolon](https://2e.aonprd.com/Feats.aspx?ID=2944), [Unyielding Disguise](https://2e.aonprd.com/Feats.aspx?ID=3803), [Ursine Avenger Form](https://2e.aonprd.com/Feats.aspx?ID=4086), [Vessel's Form](https://2e.aonprd.com/Feats.aspx?ID=3821), [Walk on the Wind](https://2e.aonprd.com/Feats.aspx?ID=3760), [Warp Likeness](https://2e.aonprd.com/Feats.aspx?ID=3800), [Water Strider](https://2e.aonprd.com/Feats.aspx?ID=2307), [Wings of Air](https://2e.aonprd.com/Feats.aspx?ID=2600), [Worm Form](https://2e.aonprd.com/Feats.aspx?ID=4368) - -## Focus Spells - -[Adapt Self](https://2e.aonprd.com/Spells.aspx?ID=594), [Agile Feet](https://2e.aonprd.com/Spells.aspx?ID=399), [Ancestral Form](https://2e.aonprd.com/Spells.aspx?ID=743), [Animal Feature](https://2e.aonprd.com/Spells.aspx?ID=767), [Apex Companion](https://2e.aonprd.com/Spells.aspx?ID=562), [Artistic Flourish](https://2e.aonprd.com/Spells.aspx?ID=401), [Ash Form](https://2e.aonprd.com/Spells.aspx?ID=1241), [Athletic Rush](https://2e.aonprd.com/Spells.aspx?ID=402), [Darkened Eyes](https://2e.aonprd.com/Spells.aspx?ID=411), [Disperse into Air](https://2e.aonprd.com/Spells.aspx?ID=416), [Dragon Claws](https://2e.aonprd.com/Spells.aspx?ID=500), [Dragon Wings](https://2e.aonprd.com/Spells.aspx?ID=501), [Embrace the Pit](https://2e.aonprd.com/Spells.aspx?ID=506), [Enlarge Companion](https://2e.aonprd.com/Spells.aspx?ID=768), [Evolution Surge](https://2e.aonprd.com/Spells.aspx?ID=1047), [Familiar Form](https://2e.aonprd.com/Spells.aspx?ID=832), [Hasted Assault](https://2e.aonprd.com/Spells.aspx?ID=1039), [Ki Rush](https://2e.aonprd.com/Spells.aspx?ID=485), [Ki Strike](https://2e.aonprd.com/Spells.aspx?ID=486), [Localized Quake](https://2e.aonprd.com/Spells.aspx?ID=429), [Magic Warrior Aspect](https://2e.aonprd.com/Spells.aspx?ID=547), [Magic Warrior Transformation](https://2e.aonprd.com/Spells.aspx?ID=548), [Mantis Form](https://2e.aonprd.com/Spells.aspx?ID=541), [Medusa's Wrath](https://2e.aonprd.com/Spells.aspx?ID=739), [Overstuff](https://2e.aonprd.com/Spells.aspx?ID=436), [Physical Boost](https://2e.aonprd.com/Spells.aspx?ID=533), [Precious Metals](https://2e.aonprd.com/Spells.aspx?ID=440), [Ranger's Bramble](https://2e.aonprd.com/Spells.aspx?ID=775), [Redact](https://2e.aonprd.com/Spells.aspx?ID=606), [Shifting Form](https://2e.aonprd.com/Spells.aspx?ID=535), [Split the Tongue](https://2e.aonprd.com/Spells.aspx?ID=835), [Stasis](https://2e.aonprd.com/Spells.aspx?ID=623), [Stormwind Flight](https://2e.aonprd.com/Spells.aspx?ID=478), [Stumbling Curse](https://2e.aonprd.com/Spells.aspx?ID=854), [Swarm Form](https://2e.aonprd.com/Spells.aspx?ID=621), [Tempest Form](https://2e.aonprd.com/Spells.aspx?ID=762), [Temporal Distortion](https://2e.aonprd.com/Spells.aspx?ID=1195), [Tentacular Limbs](https://2e.aonprd.com/Spells.aspx?ID=517), [Time Skip](https://2e.aonprd.com/Spells.aspx?ID=1196), [Unfolding Wind Blitz](https://2e.aonprd.com/Spells.aspx?ID=1250), [Unimpeded Stride](https://2e.aonprd.com/Spells.aspx?ID=464), [Untwisting Iron Augmentation](https://2e.aonprd.com/Spells.aspx?ID=1253), [Untwisting Iron Roots](https://2e.aonprd.com/Spells.aspx?ID=1255), [Unusual Anatomy](https://2e.aonprd.com/Spells.aspx?ID=519), [Vibrant Thorns](https://2e.aonprd.com/Spells.aspx?ID=467), [Wild Morph](https://2e.aonprd.com/Spells.aspx?ID=480), [Wild Shape](https://2e.aonprd.com/Spells.aspx?ID=481), [Wind Jump](https://2e.aonprd.com/Spells.aspx?ID=490), [Wish-Twisted Form](https://2e.aonprd.com/Spells.aspx?ID=790), [Wordsmith](https://2e.aonprd.com/Spells.aspx?ID=1179) - -## Hazards - -[Distortion Mirror](https://2e.aonprd.com/Hazards.aspx?ID=187) - -## Item Curses - -[Dependent](https://2e.aonprd.com/ItemCurses.aspx?ID=6), [Raucous](https://2e.aonprd.com/ItemCurses.aspx?ID=11), [Staining](https://2e.aonprd.com/ItemCurses.aspx?ID=13) - -## Rituals - -[Amity Cycle](https://2e.aonprd.com/Rituals.aspx?ID=101), [Animate Object](https://2e.aonprd.com/Rituals.aspx?ID=1), [Blight](https://2e.aonprd.com/Rituals.aspx?ID=4), [Community Repair](https://2e.aonprd.com/Rituals.aspx?ID=68), [Create Skinstitch](https://2e.aonprd.com/Rituals.aspx?ID=42), [Establish Nexus](https://2e.aonprd.com/Rituals.aspx?ID=66), [Form of the Sandpoint Devil](https://2e.aonprd.com/Rituals.aspx?ID=74), [Incarnate Ancestry](https://2e.aonprd.com/Rituals.aspx?ID=97) - -## Spells - -[Aberrant Form](https://2e.aonprd.com/Spells.aspx?ID=861), [Aerial Form](https://2e.aonprd.com/Spells.aspx?ID=4), [Air Walk](https://2e.aonprd.com/Spells.aspx?ID=6), [Allfood](https://2e.aonprd.com/Spells.aspx?ID=1425), [Angel Form](https://2e.aonprd.com/Spells.aspx?ID=862), [Animal Form](https://2e.aonprd.com/Spells.aspx?ID=10), [Animate Rope](https://2e.aonprd.com/Spells.aspx?ID=667), [Ant Haul](https://2e.aonprd.com/Spells.aspx?ID=13), [Avatar](https://2e.aonprd.com/Spells.aspx?ID=16), [Baleful Polymorph](https://2e.aonprd.com/Spells.aspx?ID=17), [Bestial Curse](https://2e.aonprd.com/Spells.aspx?ID=670), [Blackfinger's Blades](https://2e.aonprd.com/Spells.aspx?ID=1076), [Clawsong](https://2e.aonprd.com/Spells.aspx?ID=1066), [Consecrate Flesh](https://2e.aonprd.com/Spells.aspx?ID=1110), [Corrosive Body](https://2e.aonprd.com/Spells.aspx?ID=888), [Cosmic Form](https://2e.aonprd.com/Spells.aspx?ID=889), [Curse of Lost Time](https://2e.aonprd.com/Spells.aspx?ID=683), [Daemon Form](https://2e.aonprd.com/Spells.aspx?ID=890), [Day's Weight](https://2e.aonprd.com/Spells.aspx?ID=891), [Demon Form](https://2e.aonprd.com/Spells.aspx?ID=893), [Desperate Repair](https://2e.aonprd.com/Spells.aspx?ID=1112), [Devil Form](https://2e.aonprd.com/Spells.aspx?ID=894), [Dinosaur Form](https://2e.aonprd.com/Spells.aspx?ID=72), [Dismantle](https://2e.aonprd.com/Spells.aspx?ID=685), [Dividing Trench](https://2e.aonprd.com/Spells.aspx?ID=1114), [Divine Vessel](https://2e.aonprd.com/Spells.aspx?ID=85), [Dragon Form](https://2e.aonprd.com/Spells.aspx?ID=88), [Earthbind](https://2e.aonprd.com/Spells.aspx?ID=94), [Element Embodied](https://2e.aonprd.com/Spells.aspx?ID=900), [Elemental Form](https://2e.aonprd.com/Spells.aspx?ID=98), [Elemental Gift](https://2e.aonprd.com/Spells.aspx?ID=904), [Elephant Form](https://2e.aonprd.com/Spells.aspx?ID=1100), [Enhance Victuals](https://2e.aonprd.com/Spells.aspx?ID=101), [Enlarge](https://2e.aonprd.com/Spells.aspx?ID=102), [Entangle](https://2e.aonprd.com/Spells.aspx?ID=103), [Expeditious Excavation](https://2e.aonprd.com/Spells.aspx?ID=574), [Fashionista](https://2e.aonprd.com/Spells.aspx?ID=1283), [Fear the Sun](https://2e.aonprd.com/Spells.aspx?ID=1080), [Feet to Fins](https://2e.aonprd.com/Spells.aspx?ID=113), [Fey Form](https://2e.aonprd.com/Spells.aspx?ID=910), [Fiery Body](https://2e.aonprd.com/Spells.aspx?ID=115), [Fleet Step](https://2e.aonprd.com/Spells.aspx?ID=122), [Flesh to Stone](https://2e.aonprd.com/Spells.aspx?ID=123), [Fly](https://2e.aonprd.com/Spells.aspx?ID=125), [Gaseous Form](https://2e.aonprd.com/Spells.aspx?ID=129), [Ghostly Weapon](https://2e.aonprd.com/Spells.aspx?ID=133), [Glowing Trail](https://2e.aonprd.com/Spells.aspx?ID=1428), [Gouging Claw](https://2e.aonprd.com/Spells.aspx?ID=920), [Grisly Growths](https://2e.aonprd.com/Spells.aspx?ID=693), [Hag's Fruit](https://2e.aonprd.com/Spells.aspx?ID=1216), [Haste](https://2e.aonprd.com/Spells.aspx?ID=147), [Healing Plaster](https://2e.aonprd.com/Spells.aspx?ID=925), [Humanoid Form](https://2e.aonprd.com/Spells.aspx?ID=153), [Insect Form](https://2e.aonprd.com/Spells.aspx?ID=163), [Iron Gut](https://2e.aonprd.com/Spells.aspx?ID=579), [Jump](https://2e.aonprd.com/Spells.aspx?ID=167), [Juvenile Companion](https://2e.aonprd.com/Spells.aspx?ID=938), [Knock](https://2e.aonprd.com/Spells.aspx?ID=168), [Lashing Rope](https://2e.aonprd.com/Spells.aspx?ID=1277), [Longstrider](https://2e.aonprd.com/Spells.aspx?ID=175), [Loose Time's Arrow](https://2e.aonprd.com/Spells.aspx?ID=1185), [Magic Fang](https://2e.aonprd.com/Spells.aspx?ID=179), [Magic Weapon](https://2e.aonprd.com/Spells.aspx?ID=182), [Mantle of Heaven's Slopes](https://2e.aonprd.com/Spells.aspx?ID=1222), [Mantle of the Frozen Heart](https://2e.aonprd.com/Spells.aspx?ID=946), [Mantle of the Magma Heart](https://2e.aonprd.com/Spells.aspx?ID=947), [Meld into Stone](https://2e.aonprd.com/Spells.aspx?ID=188), [Mending](https://2e.aonprd.com/Spells.aspx?ID=189), [Monstrosity Form](https://2e.aonprd.com/Spells.aspx?ID=202), [Moon Frenzy](https://2e.aonprd.com/Spells.aspx?ID=203), [Morass of Ages](https://2e.aonprd.com/Spells.aspx?ID=1186), [Movanic Glimmer](https://2e.aonprd.com/Spells.aspx?ID=1223), [Nature Incarnate](https://2e.aonprd.com/Spells.aspx?ID=204), [Nature's Reprisal](https://2e.aonprd.com/Spells.aspx?ID=954), [Nettleskin](https://2e.aonprd.com/Spells.aspx?ID=1093), [One with the Land](https://2e.aonprd.com/Spells.aspx?ID=960), [Ooze Form](https://2e.aonprd.com/Spells.aspx?ID=962), [Pest Form](https://2e.aonprd.com/Spells.aspx?ID=217), [Plant Form](https://2e.aonprd.com/Spells.aspx?ID=223), [Primal Herd](https://2e.aonprd.com/Spells.aspx?ID=230), [Pyrotechnics](https://2e.aonprd.com/Spells.aspx?ID=645), [Quick Sort](https://2e.aonprd.com/Spells.aspx?ID=978), [Quicken Time](https://2e.aonprd.com/Spells.aspx?ID=1187), [Rapid Adaptation](https://2e.aonprd.com/Spells.aspx?ID=979), [Restyle](https://2e.aonprd.com/Spells.aspx?ID=984), [Rewinding Step](https://2e.aonprd.com/Spells.aspx?ID=985), [Righteous Might](https://2e.aonprd.com/Spells.aspx?ID=263), [Rusting Grasp](https://2e.aonprd.com/Spells.aspx?ID=711), [Shape Stone](https://2e.aonprd.com/Spells.aspx?ID=276), [Shape Wood](https://2e.aonprd.com/Spells.aspx?ID=277), [Shapechange](https://2e.aonprd.com/Spells.aspx?ID=278), [Shifting Sand](https://2e.aonprd.com/Spells.aspx?ID=586), [Shillelagh](https://2e.aonprd.com/Spells.aspx?ID=282), [Shrink](https://2e.aonprd.com/Spells.aspx?ID=284), [Shrink Item](https://2e.aonprd.com/Spells.aspx?ID=285), [Sigil](https://2e.aonprd.com/Spells.aspx?ID=286), [Slow](https://2e.aonprd.com/Spells.aspx?ID=289), [Sparkleskin](https://2e.aonprd.com/Spells.aspx?ID=1295), [Spider Climb](https://2e.aonprd.com/Spells.aspx?ID=299), [Stagnate Time](https://2e.aonprd.com/Spells.aspx?ID=1188), [Stone to Flesh](https://2e.aonprd.com/Spells.aspx?ID=311), [Summoner's Visage](https://2e.aonprd.com/Spells.aspx?ID=1012), [Swampcall](https://2e.aonprd.com/Spells.aspx?ID=1075), [Threefold Aspect](https://2e.aonprd.com/Spells.aspx?ID=723), [Time Jump](https://2e.aonprd.com/Spells.aspx?ID=1019), [Time Pocket](https://2e.aonprd.com/Spells.aspx?ID=1192), [Time Stop](https://2e.aonprd.com/Spells.aspx?ID=339), [Tortoise and the Hare](https://2e.aonprd.com/Spells.aspx?ID=1021), [Transmute Rock and Mud](https://2e.aonprd.com/Spells.aspx?ID=724), [Tree Shape](https://2e.aonprd.com/Spells.aspx?ID=342), [Variable Gravity](https://2e.aonprd.com/Spells.aspx?ID=1026), [Verminous Lure](https://2e.aonprd.com/Spells.aspx?ID=855), [Water Breathing](https://2e.aonprd.com/Spells.aspx?ID=370), [Water Walk](https://2e.aonprd.com/Spells.aspx?ID=371), [Wind Walk](https://2e.aonprd.com/Spells.aspx?ID=376) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Undetected.md b/content/Mechanics/Rule References/Undetected.md deleted file mode 100755 index 1a07a5674..000000000 --- a/content/Mechanics/Rule References/Undetected.md +++ /dev/null @@ -1,8 +0,0 @@ -# Undetected - -**Source** [_Core Rulebook pg. 623_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. When you're undetected by a creature, that creature is [flat-footed](https://2e.aonprd.com/Conditions.aspx?ID=16) to you. - -A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a [hidden](https://2e.aonprd.com/Conditions.aspx?ID=22) creature (requiring a DC 11 [flat check](https://2e.aonprd.com/Rules.aspx?ID=333)), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square. - -A creature can use the [Seek](https://2e.aonprd.com/Actions.aspx?ID=84) action to try to find you. [[Stupefied|Stupefied 1]] \ No newline at end of file diff --git a/content/Mechanics/Rule References/Versatile.md b/content/Mechanics/Rule References/Versatile.md deleted file mode 100755 index 2082d9c5c..000000000 --- a/content/Mechanics/Rule References/Versatile.md +++ /dev/null @@ -1,12 +0,0 @@ -# Versatile - -**Source** [_Core Rulebook pg. 283_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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. - -## Monk Unarmed Attacks - -[Vitality Blast](https://2e.aonprd.com/Feats.aspx?ID=2756) - -## Weapons - -[Aldori Dueling Sword](https://2e.aonprd.com/Weapons.aspx?ID=256), [Asp Coil](https://2e.aonprd.com/Weapons.aspx?ID=233), [Bec de Corbin](https://2e.aonprd.com/Weapons.aspx?ID=272), [Boarding Axe](https://2e.aonprd.com/Weapons.aspx?ID=155), [Broadspear](https://2e.aonprd.com/Weapons.aspx?ID=258), [Clan Dagger](https://2e.aonprd.com/Weapons.aspx?ID=13), [Claw Blade](https://2e.aonprd.com/Weapons.aspx?ID=124), [Clockwork Macuahuitl](https://2e.aonprd.com/Weapons.aspx?ID=227), [Dagger](https://2e.aonprd.com/Weapons.aspx?ID=3), [Dagger Pistol](https://2e.aonprd.com/Weapons.aspx?ID=216), [Dancer's Spear](https://2e.aonprd.com/Weapons.aspx?ID=279), [Dueling Spear](https://2e.aonprd.com/Weapons.aspx?ID=236), [Earthbreaker](https://2e.aonprd.com/Weapons.aspx?ID=281), [Feng Huo Lun](https://2e.aonprd.com/Weapons.aspx?ID=283), [Flyssa](https://2e.aonprd.com/Weapons.aspx?ID=285), [Gaff](https://2e.aonprd.com/Weapons.aspx?ID=169), [Gnome Amalgam Musket](https://2e.aonprd.com/Weapons.aspx?ID=217), [Gnome Hooked Hammer](https://2e.aonprd.com/Weapons.aspx?ID=52), [Greatsword](https://2e.aonprd.com/Weapons.aspx?ID=24), [Gun Sword](https://2e.aonprd.com/Weapons.aspx?ID=218), [Halberd](https://2e.aonprd.com/Weapons.aspx?ID=26), [Horsechopper](https://2e.aonprd.com/Weapons.aspx?ID=53), [Kalis](https://2e.aonprd.com/Weapons.aspx?ID=263), [Karambit](https://2e.aonprd.com/Weapons.aspx?ID=289), [Katana](https://2e.aonprd.com/Weapons.aspx?ID=55), [Khakkara](https://2e.aonprd.com/Weapons.aspx?ID=126), [Kusarigama](https://2e.aonprd.com/Weapons.aspx?ID=291), [Leiomano](https://2e.aonprd.com/Weapons.aspx?ID=292), [Long Hammer](https://2e.aonprd.com/Weapons.aspx?ID=293), [Longsword](https://2e.aonprd.com/Weapons.aspx?ID=31), [Main-gauche](https://2e.aonprd.com/Weapons.aspx?ID=32), [Morningstar](https://2e.aonprd.com/Weapons.aspx?ID=8), [Naginata](https://2e.aonprd.com/Weapons.aspx?ID=297), [Sai](https://2e.aonprd.com/Weapons.aspx?ID=59), [Shauth Blade](https://2e.aonprd.com/Weapons.aspx?ID=157), [Shears](https://2e.aonprd.com/Weapons.aspx?ID=119), [Shortsword](https://2e.aonprd.com/Weapons.aspx?ID=43), [Starknife](https://2e.aonprd.com/Weapons.aspx?ID=44), [Talwar](https://2e.aonprd.com/Weapons.aspx?ID=266), [Three-Section Naginata](https://2e.aonprd.com/Weapons.aspx?ID=305), [Triggerbrand](https://2e.aonprd.com/Weapons.aspx?ID=257), [Visap](https://2e.aonprd.com/Weapons.aspx?ID=268), [Wakizashi](https://2e.aonprd.com/Weapons.aspx?ID=129), [Wish Knife](https://2e.aonprd.com/Weapons.aspx?ID=151), [Zulfikar](https://2e.aonprd.com/Weapons.aspx?ID=269) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Water.md b/content/Mechanics/Rule References/Water.md deleted file mode 100755 index 8a2916d8c..000000000 --- a/content/Mechanics/Rule References/Water.md +++ /dev/null @@ -1,40 +0,0 @@ -# Water - -**Source** [_Core Rulebook pg. 638_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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 - -[Aboutface Figurehead](https://2e.aonprd.com/Equipment.aspx?ID=2623), [Anglerfish Lantern](https://2e.aonprd.com/Equipment.aspx?ID=2624), [Anointed Waterskin](https://2e.aonprd.com/Equipment.aspx?ID=1037), [Brine Dragon Scale](https://2e.aonprd.com/Equipment.aspx?ID=2625), [Clockwork Diving Suit](https://2e.aonprd.com/Equipment.aspx?ID=1144), [Conch of Otherworldly Seas](https://2e.aonprd.com/Equipment.aspx?ID=2626), [Decanter of Endless Water](https://2e.aonprd.com/Equipment.aspx?ID=254), [Faydhaan's Dallah](https://2e.aonprd.com/Equipment.aspx?ID=2627), [Horn of Fog](https://2e.aonprd.com/Equipment.aspx?ID=258), [Kraken Figurehead](https://2e.aonprd.com/Equipment.aspx?ID=2628), [Lionfish Spear](https://2e.aonprd.com/Equipment.aspx?ID=2629), [Octopus Potion](https://2e.aonprd.com/Equipment.aspx?ID=2630), [Perfect Droplet](https://2e.aonprd.com/Equipment.aspx?ID=1016), [Sharkskin Robe](https://2e.aonprd.com/Equipment.aspx?ID=2631), [Shell of Easy Breathing](https://2e.aonprd.com/Equipment.aspx?ID=2632), [Sticky Algae Bomb](https://2e.aonprd.com/Equipment.aspx?ID=2633), [Tidal Fishhook](https://2e.aonprd.com/Equipment.aspx?ID=1485), [Torrent Spellgun](https://2e.aonprd.com/Equipment.aspx?ID=2128), [Underwater](https://2e.aonprd.com/Equipment.aspx?ID=2634), [Veiled Figurehead](https://2e.aonprd.com/Equipment.aspx?ID=2635), [Wand of Choking Mist](https://2e.aonprd.com/Equipment.aspx?ID=2272), [Wand of Clinging Rime](https://2e.aonprd.com/Equipment.aspx?ID=2274), [Water Bomb](https://2e.aonprd.com/Equipment.aspx?ID=1517), [Wayfinder](https://2e.aonprd.com/Equipment.aspx?ID=470) - -## Feats - -[Ambush Bladderwort](https://2e.aonprd.com/Feats.aspx?ID=4296), [Aquatic Adaptation](https://2e.aonprd.com/Feats.aspx?ID=2308), [Barrier of Boreal Frost](https://2e.aonprd.com/Feats.aspx?ID=4278), [Call the Hurricane](https://2e.aonprd.com/Feats.aspx?ID=4274), [Deflecting Wave](https://2e.aonprd.com/Feats.aspx?ID=4266), [Dousing Spell](https://2e.aonprd.com/Feats.aspx?ID=2987), [Dousing Spell](https://2e.aonprd.com/Feats.aspx?ID=4341), [Driving Rain](https://2e.aonprd.com/Feats.aspx?ID=4272), [Glacial Prison](https://2e.aonprd.com/Feats.aspx?ID=4276), [Hydraulic Deflection](https://2e.aonprd.com/Feats.aspx?ID=2299), [Hydraulic Maneuvers](https://2e.aonprd.com/Feats.aspx?ID=2310), [Impenetrable Fog](https://2e.aonprd.com/Feats.aspx?ID=4275), [Ocean's Balm](https://2e.aonprd.com/Feats.aspx?ID=4267), [Purifying Spell](https://2e.aonprd.com/Feats.aspx?ID=2979), [Rain of Rust](https://2e.aonprd.com/Feats.aspx?ID=4299), [Reflective Ripple Stance](https://2e.aonprd.com/Feats.aspx?ID=2980), [Rehydration](https://2e.aonprd.com/Feats.aspx?ID=2312), [Return to the Sea](https://2e.aonprd.com/Feats.aspx?ID=4270), [Ride the Tsunami](https://2e.aonprd.com/Feats.aspx?ID=4279), [Rising Hurricane](https://2e.aonprd.com/Feats.aspx?ID=4307), [Roiling Mudslide](https://2e.aonprd.com/Feats.aspx?ID=4308), [Sea Glass Guardians](https://2e.aonprd.com/Feats.aspx?ID=4277), [Sink and Swim](https://2e.aonprd.com/Feats.aspx?ID=3758), [Steam Knight](https://2e.aonprd.com/Feats.aspx?ID=4309), [Tidal Hands](https://2e.aonprd.com/Feats.aspx?ID=4268), [Tidal Shield](https://2e.aonprd.com/Feats.aspx?ID=2616), [Torrent in the Blood](https://2e.aonprd.com/Feats.aspx?ID=4273), [Usurp the Lunar Reins](https://2e.aonprd.com/Feats.aspx?ID=4280), [Water Strider](https://2e.aonprd.com/Feats.aspx?ID=2307), [Wave Spiral](https://2e.aonprd.com/Feats.aspx?ID=2985), [Winter Sleet](https://2e.aonprd.com/Feats.aspx?ID=4271), [Winter's Clutch](https://2e.aonprd.com/Feats.aspx?ID=4269) - -## Focus Spells - -[Downpour](https://2e.aonprd.com/Spells.aspx?ID=417), [Pulverizing Cascade](https://2e.aonprd.com/Spells.aspx?ID=1311), [Purifying Veil](https://2e.aonprd.com/Spells.aspx?ID=1173), [Rising Surf](https://2e.aonprd.com/Spells.aspx?ID=1310), [Tempest Touch](https://2e.aonprd.com/Spells.aspx?ID=763), [Tidal Surge](https://2e.aonprd.com/Spells.aspx?ID=458), [Unbreaking Wave Advance](https://2e.aonprd.com/Spells.aspx?ID=544), [Unbreaking Wave Barrier](https://2e.aonprd.com/Spells.aspx?ID=1247), [Unbreaking Wave Containment](https://2e.aonprd.com/Spells.aspx?ID=1248), [Unbreaking Wave Vapor](https://2e.aonprd.com/Spells.aspx?ID=1249) - -## Hazards - -[Mist Projector](https://2e.aonprd.com/Hazards.aspx?ID=406), [Sacred Geyser](https://2e.aonprd.com/Hazards.aspx?ID=357) - -## Monk Unarmed Attacks - -[Flowing Wave](https://2e.aonprd.com/Feats.aspx?ID=2980) - -## Monsters - -[Adult Brine Dragon](https://2e.aonprd.com/Monsters.aspx?ID=622), [Adult Bronze Dragon](https://2e.aonprd.com/Monsters.aspx?ID=146), [Adult Sea Dragon](https://2e.aonprd.com/Monsters.aspx?ID=1126), [Ancient Brine Dragon](https://2e.aonprd.com/Monsters.aspx?ID=623), [Ancient Bronze Dragon](https://2e.aonprd.com/Monsters.aspx?ID=147), [Ancient Sea Dragon](https://2e.aonprd.com/Monsters.aspx?ID=1127), [Blizzardborn](https://2e.aonprd.com/Monsters.aspx?ID=665), [Boiling Spring](https://2e.aonprd.com/Monsters.aspx?ID=2661), [Brine Shark](https://2e.aonprd.com/Monsters.aspx?ID=196), [Coldmire Pond](https://2e.aonprd.com/Monsters.aspx?ID=2660), [Danava Titan](https://2e.aonprd.com/Monsters.aspx?ID=1341), [Dewdrop Jelly](https://2e.aonprd.com/Monsters.aspx?ID=2659), [Draugr](https://2e.aonprd.com/Monsters.aspx?ID=642), [Drenchdead](https://2e.aonprd.com/Monsters.aspx?ID=1662), [Elemental Tsunami](https://2e.aonprd.com/Monsters.aspx?ID=200), [Elemental Vessel, Water](https://2e.aonprd.com/Monsters.aspx?ID=1009), [Faydhaan Shuyookh](https://2e.aonprd.com/Monsters.aspx?ID=2662), [Grodair](https://2e.aonprd.com/Monsters.aspx?ID=694), [Ice Mephit](https://2e.aonprd.com/Monsters.aspx?ID=660), [Icewyrm](https://2e.aonprd.com/Monsters.aspx?ID=666), [Icicle Snake](https://2e.aonprd.com/Monsters.aspx?ID=663), [Jann Shuyookh](https://2e.aonprd.com/Monsters.aspx?ID=2688), [Kvernknurr](https://2e.aonprd.com/Monsters.aspx?ID=2459), [Ledalusca](https://2e.aonprd.com/Monsters.aspx?ID=1217), [Living Waterfall](https://2e.aonprd.com/Monsters.aspx?ID=197), [Marid](https://2e.aonprd.com/Monsters.aspx?ID=215), [Minchgorm](https://2e.aonprd.com/Monsters.aspx?ID=1011), [Mist Stalker](https://2e.aonprd.com/Monsters.aspx?ID=664), [Mudwretch](https://2e.aonprd.com/Monsters.aspx?ID=734), [Naiad](https://2e.aonprd.com/Monsters.aspx?ID=311), [Naiad Queen](https://2e.aonprd.com/Monsters.aspx?ID=313), [Nereid](https://2e.aonprd.com/Monsters.aspx?ID=740), [Olobigonde](https://2e.aonprd.com/Monsters.aspx?ID=2664), [Ooze Mephit](https://2e.aonprd.com/Monsters.aspx?ID=661), [Ore Louse](https://2e.aonprd.com/Monsters.aspx?ID=2665), [Quatoid](https://2e.aonprd.com/Monsters.aspx?ID=198), [Riekanoy](https://2e.aonprd.com/Monsters.aspx?ID=1643), [River Drake](https://2e.aonprd.com/Monsters.aspx?ID=159), [Rusalka](https://2e.aonprd.com/Monsters.aspx?ID=790), [Saltborn Stalkers](https://2e.aonprd.com/Monsters.aspx?ID=2666), [Sea Drake](https://2e.aonprd.com/Monsters.aspx?ID=641), [Steam Mephit](https://2e.aonprd.com/Monsters.aspx?ID=662), [Tantriog](https://2e.aonprd.com/Monsters.aspx?ID=2667), [Tidal Master](https://2e.aonprd.com/Monsters.aspx?ID=199), [Tidehawk](https://2e.aonprd.com/Monsters.aspx?ID=1337), [Water Mephit](https://2e.aonprd.com/Monsters.aspx?ID=195), [Water Orm](https://2e.aonprd.com/Monsters.aspx?ID=856), [Water Wisp](https://2e.aonprd.com/Monsters.aspx?ID=1145), [Water Yai](https://2e.aonprd.com/Monsters.aspx?ID=749), [Young Brine Dragon](https://2e.aonprd.com/Monsters.aspx?ID=621), [Young Bronze Dragon](https://2e.aonprd.com/Monsters.aspx?ID=145), [Young Sea Dragon](https://2e.aonprd.com/Monsters.aspx?ID=1125) - -## Planes - -[Plane of Water](https://2e.aonprd.com/Planes.aspx?ID=7) - -## Rituals - -[Bountiful Oasis](https://2e.aonprd.com/Rituals.aspx?ID=103) - -## Spells - -[Aqueous Blast](https://2e.aonprd.com/Spells.aspx?ID=1236), [Aqueous Orb](https://2e.aonprd.com/Spells.aspx?ID=669), [Brine Dragon Bile](https://2e.aonprd.com/Spells.aspx?ID=1382), [Briny Bolt](https://2e.aonprd.com/Spells.aspx?ID=1276), [Buoyant Bubbles](https://2e.aonprd.com/Spells.aspx?ID=1383), [Cataclysm](https://2e.aonprd.com/Spells.aspx?ID=32), [Control Water](https://2e.aonprd.com/Spells.aspx?ID=51), [Coral Scourge](https://2e.aonprd.com/Spells.aspx?ID=1384), [Crashing Wave](https://2e.aonprd.com/Spells.aspx?ID=682), [Create Water](https://2e.aonprd.com/Spells.aspx?ID=53), [Dancing Fountain](https://2e.aonprd.com/Spells.aspx?ID=1385), [Deluge](https://2e.aonprd.com/Spells.aspx?ID=656), [Dive and Breach](https://2e.aonprd.com/Spells.aspx?ID=1386), [Draw Moisture](https://2e.aonprd.com/Spells.aspx?ID=1387), [Elemental Annihilation Wave](https://2e.aonprd.com/Spells.aspx?ID=902), [Elemental Confluence](https://2e.aonprd.com/Spells.aspx?ID=903), [Flowing Strike](https://2e.aonprd.com/Spells.aspx?ID=914), [Freezing Rain](https://2e.aonprd.com/Spells.aspx?ID=1388), [Frigid Flurry](https://2e.aonprd.com/Spells.aspx?ID=916), [Frost Pillar](https://2e.aonprd.com/Spells.aspx?ID=1389), [Geyser](https://2e.aonprd.com/Spells.aspx?ID=918), [Grasp of the Deep](https://2e.aonprd.com/Spells.aspx?ID=1390), [Holy Cascade](https://2e.aonprd.com/Spells.aspx?ID=151), [Hungry Depths](https://2e.aonprd.com/Spells.aspx?ID=1391), [Hydraulic Push](https://2e.aonprd.com/Spells.aspx?ID=154), [Hydraulic Torrent](https://2e.aonprd.com/Spells.aspx?ID=155), [Misty Memory](https://2e.aonprd.com/Spells.aspx?ID=1392), [Mud Pit](https://2e.aonprd.com/Spells.aspx?ID=952), [Obscuring Mist](https://2e.aonprd.com/Spells.aspx?ID=210), [Personal Ocean](https://2e.aonprd.com/Spells.aspx?ID=1393), [Personal Rain Cloud](https://2e.aonprd.com/Spells.aspx?ID=631), [Pillar of Water](https://2e.aonprd.com/Spells.aspx?ID=1394), [Quench](https://2e.aonprd.com/Spells.aspx?ID=709), [Rousing Splash](https://2e.aonprd.com/Spells.aspx?ID=1395), [Scrying Ripples](https://2e.aonprd.com/Spells.aspx?ID=1396), [Sea Surge](https://2e.aonprd.com/Spells.aspx?ID=638), [Snowball](https://2e.aonprd.com/Spells.aspx?ID=540), [Solid Fog](https://2e.aonprd.com/Spells.aspx?ID=290), [Soothing Spring](https://2e.aonprd.com/Spells.aspx?ID=1000), [Spout](https://2e.aonprd.com/Spells.aspx?ID=1002), [Wall of Ice](https://2e.aonprd.com/Spells.aspx?ID=364), [Wall of Water](https://2e.aonprd.com/Spells.aspx?ID=1028), [Waterproof](https://2e.aonprd.com/Spells.aspx?ID=1397), [Whirlpool](https://2e.aonprd.com/Spells.aspx?ID=1398) \ No newline at end of file diff --git a/content/Mechanics/Rule References/Wrathful Weapon.md b/content/Mechanics/Rule References/Wrathful Weapon.md deleted file mode 100755 index 4c28c51b0..000000000 --- a/content/Mechanics/Rule References/Wrathful Weapon.md +++ /dev/null @@ -1,22 +0,0 @@ -# Wrathful Weapon - -**Source** [_Advanced Class Origins pg. 31_](http://paizo.com/products/btpy965z?Pathfinder-Player-Companion-Advanced-Class-Origins) -**School** [transmutation](https://aonprd.com/SpellDefinitions.aspx?ID=8) [see text]; **Level** cleric 4, oracle 4, warpriest 4 - -### Casting - -**Casting Time** 1 standard action -**Components** V, S, DF - -### Effect - -**Range** touch -**Target** melee weapon touched (see text) -**Duration** 1 minute/level -**Saving Throw** Will (harmless, object); **Spell Resistance** yes (object) - -### Description - -You grant the targeted weapon one of the following weapon special abilities: _anarchic_, _axiomatic_, _holy_, or _unholy_. If _anarchic_, this spell has the chaos descriptor; if _axiomatic_, the law descriptor; if _holy_, the good descriptor; and if _unholy_, the evil descriptor. If the caster attempts to place a special ability on a weapon that already has that special ability, the spell fails. - -If a warpriest casts this spell on his sacred weapon, the duration doubles. Warpriests with unarmed strike as a sacred weapon can cast this spell on their unarmed strike. \ No newline at end of file diff --git a/content/Mechanics/Rule References/auditory.md b/content/Mechanics/Rule References/auditory.md deleted file mode 100755 index 134a90208..000000000 --- a/content/Mechanics/Rule References/auditory.md +++ /dev/null @@ -1,44 +0,0 @@ -# Auditory - -**Source** [_Core Rulebook pg. 629_](https://2e.aonprd.com/Sources.aspx?ID=1) [4.0](https://2e.aonprd.com/Sources.aspx?ID=1) -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](https://2e.aonprd.com/Traits.aspx?ID=147) effect, which still affects targets who can't hear it (such as [deaf](https://2e.aonprd.com/Conditions.aspx?ID=8) targets) as long as the effect itself makes sound. - -## Actions - -[Bolster Confidence](https://2e.aonprd.com/Actions.aspx?ID=1485), [Coerce](https://2e.aonprd.com/Actions.aspx?ID=52), [Command an Animal](https://2e.aonprd.com/Actions.aspx?ID=58), [Demoralize](https://2e.aonprd.com/Actions.aspx?ID=53), [Follow the Expert](https://2e.aonprd.com/Actions.aspx?ID=514), [Forgive Foe](https://2e.aonprd.com/Actions.aspx?ID=1438), [Grim Swagger](https://2e.aonprd.com/Actions.aspx?ID=913), [Lie](https://2e.aonprd.com/Actions.aspx?ID=47), [Make an Impression](https://2e.aonprd.com/Actions.aspx?ID=50), [Point Out](https://2e.aonprd.com/Actions.aspx?ID=97), [Pointed Question](https://2e.aonprd.com/Actions.aspx?ID=549), [Primal Roar](https://2e.aonprd.com/Actions.aspx?ID=763), [Rally](https://2e.aonprd.com/Actions.aspx?ID=464), [Request](https://2e.aonprd.com/Actions.aspx?ID=51), [Ring Bell](https://2e.aonprd.com/Actions.aspx?ID=1230), [Screaming Skull](https://2e.aonprd.com/Actions.aspx?ID=1171), [Unnerving Screech](https://2e.aonprd.com/Actions.aspx?ID=1267) - -## Activities - -[Follow the Expert](https://2e.aonprd.com/Activities.aspx?ID=4) - -## Curses - -[Curse of Petulant Whispers](https://2e.aonprd.com/Curses.aspx?ID=43) - -## Equipment - -[Alarm Snare](https://2e.aonprd.com/Equipment.aspx?ID=328), [Captivating Bauble](https://2e.aonprd.com/Equipment.aspx?ID=2098), [Captivating Score](https://2e.aonprd.com/Equipment.aspx?ID=2060), [Clockwork Monkey](https://2e.aonprd.com/Equipment.aspx?ID=1124), [Clockwork Chirper](https://2e.aonprd.com/Equipment.aspx?ID=1123), [Communication Pendants](https://2e.aonprd.com/Equipment.aspx?ID=1463), [Deafening Music Box](https://2e.aonprd.com/Equipment.aspx?ID=813), [Detonating Gears Snare](https://2e.aonprd.com/Equipment.aspx?ID=1126), [Ghost Ampoule](https://2e.aonprd.com/Equipment.aspx?ID=1948), [Harmonic Hauberk](https://2e.aonprd.com/Equipment.aspx?ID=1380), [Mask of the Banshee](https://2e.aonprd.com/Equipment.aspx?ID=738), [Missive Mint](https://2e.aonprd.com/Equipment.aspx?ID=1923), [Orchestral Brooch](https://2e.aonprd.com/Equipment.aspx?ID=1025), [Owlbear Egg](https://2e.aonprd.com/Equipment.aspx?ID=1924), [Rhythm Bone](https://2e.aonprd.com/Equipment.aspx?ID=970), [Sentinel Horn](https://2e.aonprd.com/Equipment.aspx?ID=2678), [Shrieking Skull](https://2e.aonprd.com/Equipment.aspx?ID=1233), [Talespinner's Lyre](https://2e.aonprd.com/Equipment.aspx?ID=2127), [Thumper Snare](https://2e.aonprd.com/Equipment.aspx?ID=2673), [Thunder Snare](https://2e.aonprd.com/Equipment.aspx?ID=577), [Violin of the Waves](https://2e.aonprd.com/Equipment.aspx?ID=2199), [Warning Snare](https://2e.aonprd.com/Equipment.aspx?ID=348) - -## Feats - -[Beastmaster's Call](https://2e.aonprd.com/Feats.aspx?ID=1907), [Bon Mot](https://2e.aonprd.com/Feats.aspx?ID=2114), [Cadence Call](https://2e.aonprd.com/Feats.aspx?ID=2010), [Calaca's Showstopper](https://2e.aonprd.com/Feats.aspx?ID=2363), [Call and Response](https://2e.aonprd.com/Feats.aspx?ID=1645), [Can't Fall Here](https://2e.aonprd.com/Feats.aspx?ID=2375), [Catchy Tune](https://2e.aonprd.com/Feats.aspx?ID=2637), [Caterwaul](https://2e.aonprd.com/Feats.aspx?ID=1267), [Command Attention](https://2e.aonprd.com/Feats.aspx?ID=1934), [Contagious Rage](https://2e.aonprd.com/Feats.aspx?ID=177), [Courageous Advance](https://2e.aonprd.com/Feats.aspx?ID=1638), [Courageous Assault](https://2e.aonprd.com/Feats.aspx?ID=1649), [Courageous Onslaught](https://2e.aonprd.com/Feats.aspx?ID=1658), [Courageous Opportunity](https://2e.aonprd.com/Feats.aspx?ID=1646), [Defensive Coordination](https://2e.aonprd.com/Feats.aspx?ID=1641), [Dragon Roar](https://2e.aonprd.com/Feats.aspx?ID=451), [Eagle Eyes](https://2e.aonprd.com/Feats.aspx?ID=3265), [Eerie Proclamation](https://2e.aonprd.com/Feats.aspx?ID=3767), [Empathetic Plea](https://2e.aonprd.com/Feats.aspx?ID=1416), [Encouraging Words](https://2e.aonprd.com/Feats.aspx?ID=1210), [Enervating Wail](https://2e.aonprd.com/Feats.aspx?ID=3790), [Evangelize](https://2e.aonprd.com/Feats.aspx?ID=1180), [Fleet Tempo](https://2e.aonprd.com/Feats.aspx?ID=3040), [Frightful Moan](https://2e.aonprd.com/Feats.aspx?ID=3497), [Glory and Valor!](https://2e.aonprd.com/Feats.aspx?ID=2540), [Grovel](https://2e.aonprd.com/Feats.aspx?ID=1277), [Harbinger's Caw](https://2e.aonprd.com/Feats.aspx?ID=2442), [Narrative Conduit](https://2e.aonprd.com/Feats.aspx?ID=3036), [No Cause for Alarm](https://2e.aonprd.com/Feats.aspx?ID=2139), [No! No! I Created You!](https://2e.aonprd.com/Feats.aspx?ID=3047), [One for All](https://2e.aonprd.com/Feats.aspx?ID=1519), [Pistolero's Challenge](https://2e.aonprd.com/Feats.aspx?ID=3174), [Pride in Arms](https://2e.aonprd.com/Feats.aspx?ID=1034), [Public Execution](https://2e.aonprd.com/Feats.aspx?ID=4143), [Push Back the Dead!](https://2e.aonprd.com/Feats.aspx?ID=3615), [Rallying Cry](https://2e.aonprd.com/Feats.aspx?ID=2379), [Reach for the Sky](https://2e.aonprd.com/Feats.aspx?ID=3256), [Reassuring Presence](https://2e.aonprd.com/Feats.aspx?ID=2763), [Reveal True Name](https://2e.aonprd.com/Feats.aspx?ID=3028), [Ringmaster's Introduction](https://2e.aonprd.com/Feats.aspx?ID=1248), [Rule of Three](https://2e.aonprd.com/Feats.aspx?ID=3037), [Share Rage](https://2e.aonprd.com/Feats.aspx?ID=154), [Sing to the Steel](https://2e.aonprd.com/Feats.aspx?ID=3042), [Snap Out of It! (Marshal)](https://2e.aonprd.com/Feats.aspx?ID=2008), [Song of Grace and Speed](https://2e.aonprd.com/Feats.aspx?ID=3043), [Spot Translate](https://2e.aonprd.com/Feats.aspx?ID=1996), [Steel Yourself!](https://2e.aonprd.com/Feats.aspx?ID=2009), [Terrifying Howl](https://2e.aonprd.com/Feats.aspx?ID=161), [To Battle!](https://2e.aonprd.com/Feats.aspx?ID=2013), [Triangulate](https://2e.aonprd.com/Feats.aspx?ID=3259), [Vigorous Inspiration](https://2e.aonprd.com/Feats.aspx?ID=1657), [Voice Cold as Death](https://2e.aonprd.com/Feats.aspx?ID=3590), [Voice of Authority](https://2e.aonprd.com/Feats.aspx?ID=3331), [Watch This!](https://2e.aonprd.com/Feats.aspx?ID=4140), [Whisper on the Wind](https://2e.aonprd.com/Feats.aspx?ID=4209), [Wiles on the Wind](https://2e.aonprd.com/Feats.aspx?ID=4217) - -## Focus Spells - -[Aberrant Whispers](https://2e.aonprd.com/Spells.aspx?ID=491), [Call to Arms](https://2e.aonprd.com/Spells.aspx?ID=748), [Charming Words](https://2e.aonprd.com/Spells.aspx?ID=523), [Lament](https://2e.aonprd.com/Spells.aspx?ID=614), [Roar of the Wyrm](https://2e.aonprd.com/Spells.aspx?ID=629), [Shadow Illusion](https://2e.aonprd.com/Spells.aspx?ID=663), [Sweet Dream](https://2e.aonprd.com/Spells.aspx?ID=455) - -## Hazards - -[Color Spray Trap](https://2e.aonprd.com/Hazards.aspx?ID=175), [Phantom Bells](https://2e.aonprd.com/Hazards.aspx?ID=75) - -## Rituals - -[Tattoo Whispers](https://2e.aonprd.com/Rituals.aspx?ID=51), [Unseen Heralds](https://2e.aonprd.com/Rituals.aspx?ID=106) - -## Skills - -[Coerce](https://2e.aonprd.com/Skills.aspx?ID=7), [Command an Animal](https://2e.aonprd.com/Skills.aspx?ID=10), [Demoralize](https://2e.aonprd.com/Skills.aspx?ID=7), [Lie](https://2e.aonprd.com/Skills.aspx?ID=5), [Make an Impression](https://2e.aonprd.com/Skills.aspx?ID=6), [Request](https://2e.aonprd.com/Skills.aspx?ID=6) - -## Spells - -[Belittling Boast](https://2e.aonprd.com/Spells.aspx?ID=1278), [Biting Words](https://2e.aonprd.com/Spells.aspx?ID=868), [Blistering Invective](https://2e.aonprd.com/Spells.aspx?ID=674), [Bullhorn](https://2e.aonprd.com/Spells.aspx?ID=877), [Canticle of Everlasting Grief](https://2e.aonprd.com/Spells.aspx?ID=879), [Command](https://2e.aonprd.com/Spells.aspx?ID=45), [Compel True Name](https://2e.aonprd.com/Spells.aspx?ID=1064), [Cutting Insult](https://2e.aonprd.com/Spells.aspx?ID=1282), [Distracting Chatter](https://2e.aonprd.com/Spells.aspx?ID=895), [Enthrall](https://2e.aonprd.com/Spells.aspx?ID=104), [Ghost Sound](https://2e.aonprd.com/Spells.aspx?ID=132), [Girzanje's March](https://2e.aonprd.com/Spells.aspx?ID=1068), [Haunting Hymn](https://2e.aonprd.com/Spells.aspx?ID=924), [Illusory Creature](https://2e.aonprd.com/Spells.aspx?ID=158), [Illusory Scene](https://2e.aonprd.com/Spells.aspx?ID=161), [Infectious Melody](https://2e.aonprd.com/Spells.aspx?ID=933), [Instant Parade](https://2e.aonprd.com/Spells.aspx?ID=1288), [Magic Mouth](https://2e.aonprd.com/Spells.aspx?ID=181), [Message](https://2e.aonprd.com/Spells.aspx?ID=190), [Musical Accompaniment](https://2e.aonprd.com/Spells.aspx?ID=1289), [Overwhelming Presence](https://2e.aonprd.com/Spells.aspx?ID=212), [Power Word Blind](https://2e.aonprd.com/Spells.aspx?ID=226), [Power Word Kill](https://2e.aonprd.com/Spells.aspx?ID=227), [Power Word Stun](https://2e.aonprd.com/Spells.aspx?ID=228), [Procyal Philosophy](https://2e.aonprd.com/Spells.aspx?ID=1224), [Rallying Banner](https://2e.aonprd.com/Spells.aspx?ID=1293), [Shadow Army](https://2e.aonprd.com/Spells.aspx?ID=994), [Sonata Span](https://2e.aonprd.com/Spells.aspx?ID=998), [Tame](https://2e.aonprd.com/Spells.aspx?ID=1014), [Unfathomable Song](https://2e.aonprd.com/Spells.aspx?ID=349), [Ventriloquism](https://2e.aonprd.com/Spells.aspx?ID=356), [Visions of Danger](https://2e.aonprd.com/Spells.aspx?ID=358), [Wail of the Banshee](https://2e.aonprd.com/Spells.aspx?ID=361) \ No newline at end of file diff --git a/content/Mechanics/Rule References/desktop.ini b/content/Mechanics/Rule References/desktop.ini deleted file mode 100755 index e7b6d9235..000000000 Binary files a/content/Mechanics/Rule References/desktop.ini and /dev/null differ diff --git a/content/Mechanics/Rules/abilities/all-around-vision.md b/content/Mechanics/Rules/abilities/all-around-vision.md deleted file mode 100644 index f2b2cbcb7..000000000 --- a/content/Mechanics/Rules/abilities/all-around-vision.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 4bc4c4002..000000000 --- a/content/Mechanics/Rules/abilities/aquatic-ambush.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index 21e17a267..000000000 --- a/content/Mechanics/Rules/abilities/aquatic-bones-botd.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 8a85c8d6f..000000000 --- a/content/Mechanics/Rules/abilities/at-will-spells.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index b94a2210a..000000000 --- a/content/Mechanics/Rules/abilities/attack-of-opportunity.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index 9110d465f..000000000 --- a/content/Mechanics/Rules/abilities/aura.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index f7752f5d4..000000000 --- a/content/Mechanics/Rules/abilities/blaze-b3.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index b47eff065..000000000 --- a/content/Mechanics/Rules/abilities/bloody.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 05880dfb5..000000000 --- a/content/Mechanics/Rules/abilities/bone-missile-b3.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index 345a7fd1b..000000000 --- a/content/Mechanics/Rules/abilities/bone-powder-b3.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index c7c558421..000000000 --- a/content/Mechanics/Rules/abilities/bone-storm-botd.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index 16a562164..000000000 --- a/content/Mechanics/Rules/abilities/buck.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index 6ade483d8..000000000 --- a/content/Mechanics/Rules/abilities/butter-up-gmg.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -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 deleted file mode 100644 index de5ab27aa..000000000 --- a/content/Mechanics/Rules/abilities/call-your-bluff-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index b91a85095..000000000 --- a/content/Mechanics/Rules/abilities/catch-rock.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -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 deleted file mode 100644 index fdea093f0..000000000 --- a/content/Mechanics/Rules/abilities/change-shape.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 deleted file mode 100644 index f0659bc32..000000000 --- a/content/Mechanics/Rules/abilities/child-care-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 6f37143b1..000000000 --- a/content/Mechanics/Rules/abilities/collapse.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index c4b37a524..000000000 --- a/content/Mechanics/Rules/abilities/constant-spells.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 19bca1de3..000000000 --- a/content/Mechanics/Rules/abilities/constrict.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index 7dbe4b14d..000000000 --- a/content/Mechanics/Rules/abilities/corrupting-gaze.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index c1ed60ab3..000000000 --- a/content/Mechanics/Rules/abilities/coven.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -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 deleted file mode 100644 index 324de0d8f..000000000 --- a/content/Mechanics/Rules/abilities/crumbling-bones-botd.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 4abc98b7e..000000000 --- a/content/Mechanics/Rules/abilities/curse-of-the-werecreature.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -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 deleted file mode 100644 index 250e72838..000000000 --- a/content/Mechanics/Rules/abilities/darkvision.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index cd735f8cc..000000000 --- a/content/Mechanics/Rules/abilities/disease.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 6581ef485..000000000 --- a/content/Mechanics/Rules/abilities/draining-touch.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index 9264b660e..000000000 --- a/content/Mechanics/Rules/abilities/engulf.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 3b88b7baa..000000000 --- a/content/Mechanics/Rules/abilities/explosive-death.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 196a62152..000000000 --- a/content/Mechanics/Rules/abilities/fast-healing.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 055287394..000000000 --- a/content/Mechanics/Rules/abilities/ferocity.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index 166cd9a34..000000000 --- a/content/Mechanics/Rules/abilities/find-footing-gmg.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -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 deleted file mode 100644 index 933969bbd..000000000 --- a/content/Mechanics/Rules/abilities/frightful-moan.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -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 deleted file mode 100644 index be6a946c4..000000000 --- a/content/Mechanics/Rules/abilities/frightful-presence.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -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 deleted file mode 100644 index 85f3cade2..000000000 --- a/content/Mechanics/Rules/abilities/frozen-botd.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 5b11f008c..000000000 --- a/content/Mechanics/Rules/abilities/golem-antimagic.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -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 deleted file mode 100644 index 9ca253840..000000000 --- a/content/Mechanics/Rules/abilities/gone-fishing-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 7ccde9651..000000000 --- a/content/Mechanics/Rules/abilities/grab.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index 3b6509144..000000000 --- a/content/Mechanics/Rules/abilities/grave-eruption-botd.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index 13ff6c205..000000000 --- a/content/Mechanics/Rules/abilities/greater-constrict.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index 41f4beb35..000000000 --- a/content/Mechanics/Rules/abilities/improved-grab.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index f11ba0595..000000000 --- a/content/Mechanics/Rules/abilities/improved-knockdown.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index ad2841b7b..000000000 --- a/content/Mechanics/Rules/abilities/improved-push.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index 16e25e950..000000000 --- a/content/Mechanics/Rules/abilities/inhabit-object.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index e1cf80136..000000000 --- a/content/Mechanics/Rules/abilities/keen-eyes-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 1daf69244..000000000 --- a/content/Mechanics/Rules/abilities/knockdown.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index 534e97504..000000000 --- a/content/Mechanics/Rules/abilities/lacquered-botd.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index c89034bf5..000000000 --- a/content/Mechanics/Rules/abilities/lifesense.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 8d0bc76aa..000000000 --- a/content/Mechanics/Rules/abilities/light-blindness.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index eb70e01e1..000000000 --- a/content/Mechanics/Rules/abilities/local-lore-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 3f56b02d6..000000000 --- a/content/Mechanics/Rules/abilities/low-light-vision.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 8f2892bd2..000000000 --- a/content/Mechanics/Rules/abilities/malevolent-possession.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index b8b17e498..000000000 --- a/content/Mechanics/Rules/abilities/moon-frenzy.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 9fe8b6902..000000000 --- a/content/Mechanics/Rules/abilities/negative-healing-b2.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 392b7987c..000000000 --- a/content/Mechanics/Rules/abilities/nimble-botd.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index e46c31219..000000000 --- a/content/Mechanics/Rules/abilities/poison.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index d8ba246dc..000000000 --- a/content/Mechanics/Rules/abilities/push.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index 8b364d350..000000000 --- a/content/Mechanics/Rules/abilities/quick-transcription-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index c65842463..000000000 --- a/content/Mechanics/Rules/abilities/regeneration.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 0ccb32146..000000000 --- a/content/Mechanics/Rules/abilities/rejuvenation-ghost.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -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 deleted file mode 100644 index 7d3ae2867..000000000 --- a/content/Mechanics/Rules/abilities/rend.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index eda67a3c5..000000000 --- a/content/Mechanics/Rules/abilities/retributive-strike.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index e9547d296..000000000 --- a/content/Mechanics/Rules/abilities/rotten-botd.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index 337b7e6a7..000000000 --- a/content/Mechanics/Rules/abilities/scent.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index 5a972344a..000000000 --- a/content/Mechanics/Rules/abilities/screaming-skull.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 deleted file mode 100644 index d70a00ad8..000000000 --- a/content/Mechanics/Rules/abilities/shield-block.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -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 deleted file mode 100644 index f2141bea3..000000000 --- a/content/Mechanics/Rules/abilities/site-bound.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 0c139ec50..000000000 --- a/content/Mechanics/Rules/abilities/skeleton-of-roses-b3.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 65c491556..000000000 --- a/content/Mechanics/Rules/abilities/sneak-attack.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 76b0187b5..000000000 --- a/content/Mechanics/Rules/abilities/swallow-whole.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 166b16da6..000000000 --- a/content/Mechanics/Rules/abilities/swarm-mind.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index dfbbd5342..000000000 --- a/content/Mechanics/Rules/abilities/telekinetic-assault.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 5ae8655c2..000000000 --- a/content/Mechanics/Rules/abilities/telepathy.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 7e76d317f..000000000 --- a/content/Mechanics/Rules/abilities/throw-rock.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index 3d0aaaefa..000000000 --- a/content/Mechanics/Rules/abilities/trample.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -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 deleted file mode 100644 index 0c0cd3f2d..000000000 --- a/content/Mechanics/Rules/abilities/tremorsense.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 61c021a9c..000000000 --- a/content/Mechanics/Rules/abilities/troop-defenses-b3.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 06ac8dc84..000000000 --- a/content/Mechanics/Rules/abilities/warpwave-aoe6.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -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 deleted file mode 100644 index fe1ba3167..000000000 --- a/content/Mechanics/Rules/abilities/wavesense.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -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 deleted file mode 100644 index 58ce2d1f2..000000000 --- a/content/Mechanics/Rules/actions/accidental-shot-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -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 deleted file mode 100644 index 89f3514e6..000000000 --- a/content/Mechanics/Rules/actions/act-together-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -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 deleted file mode 100644 index deccea449..000000000 --- a/content/Mechanics/Rules/actions/actions.md +++ /dev/null @@ -1,291 +0,0 @@ ---- -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 deleted file mode 100644 index f2d550700..000000000 --- a/content/Mechanics/Rules/actions/activate-an-item.md +++ /dev/null @@ -1,61 +0,0 @@ ---- -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 deleted file mode 100644 index 1019abd44..000000000 --- a/content/Mechanics/Rules/actions/administer-aoa2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -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 deleted file mode 100644 index 05e30db74..000000000 --- a/content/Mechanics/Rules/actions/administer-first-aid.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -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 deleted file mode 100644 index cd4af6943..000000000 --- a/content/Mechanics/Rules/actions/affix-a-fulu-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 429f3ab83..000000000 --- a/content/Mechanics/Rules/actions/affix-a-talisman.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -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 deleted file mode 100644 index fe8703290..000000000 --- a/content/Mechanics/Rules/actions/aid.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -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 deleted file mode 100644 index aacce540c..000000000 --- a/content/Mechanics/Rules/actions/amulets-abeyance-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -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 deleted file mode 100644 index ec9c31c44..000000000 --- a/content/Mechanics/Rules/actions/anadi-venom-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 deleted file mode 100644 index 335d75700..000000000 --- a/content/Mechanics/Rules/actions/approach-duneshadow-aoa5.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -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 deleted file mode 100644 index 467a3c792..000000000 --- a/content/Mechanics/Rules/actions/arcane-cascade-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -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 deleted file mode 100644 index 9953066e8..000000000 --- a/content/Mechanics/Rules/actions/arrest-a-fall.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -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 deleted file mode 100644 index 5e48dea5a..000000000 --- a/content/Mechanics/Rules/actions/attack-of-opportunity.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 deleted file mode 100644 index 2c688ac3b..000000000 --- a/content/Mechanics/Rules/actions/automaton-aim-g-g.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -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 deleted file mode 100644 index 5e414047c..000000000 --- a/content/Mechanics/Rules/actions/avert-gaze.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -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 deleted file mode 100644 index 6a369fa00..000000000 --- a/content/Mechanics/Rules/actions/avoid-notice.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 deleted file mode 100644 index f12fd8756..000000000 --- a/content/Mechanics/Rules/actions/balance.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -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 deleted file mode 100644 index a346ea2e7..000000000 --- a/content/Mechanics/Rules/actions/barbed-quills-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 6355f5416..000000000 --- a/content/Mechanics/Rules/actions/base-kinesis-roe.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -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 deleted file mode 100644 index 5dace693a..000000000 --- a/content/Mechanics/Rules/actions/befriend-a-local-aoa0.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -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 deleted file mode 100644 index 9518f5733..000000000 --- a/content/Mechanics/Rules/actions/blend-in-aoa5.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index cb3cccf5f..000000000 --- a/content/Mechanics/Rules/actions/board-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 082c4f987..000000000 --- a/content/Mechanics/Rules/actions/borrow-an-arcane-spell.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -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 deleted file mode 100644 index 2842d9b50..000000000 --- a/content/Mechanics/Rules/actions/break-them-down-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 51a6f877f..000000000 --- a/content/Mechanics/Rules/actions/breaking-and-entering-aoa5.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -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 deleted file mode 100644 index 595de1942..000000000 --- a/content/Mechanics/Rules/actions/breaking-the-chains-aoa5.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 deleted file mode 100644 index 3723ec430..000000000 --- a/content/Mechanics/Rules/actions/bribe-contact-gmg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -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 deleted file mode 100644 index ee00ee326..000000000 --- a/content/Mechanics/Rules/actions/build-connections-aoa5.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -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 deleted file mode 100644 index 9b9dc53c6..000000000 --- a/content/Mechanics/Rules/actions/build-infirmary-aoa2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 065ea9bac..000000000 --- a/content/Mechanics/Rules/actions/build-library-aoa2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 178f0dbe2..000000000 --- a/content/Mechanics/Rules/actions/build-training-facility-aoa2.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -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 deleted file mode 100644 index fc48275e7..000000000 --- a/content/Mechanics/Rules/actions/build-workshop-crafting-aoa2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 29298547c..000000000 --- a/content/Mechanics/Rules/actions/bullying-press-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -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 deleted file mode 100644 index db9bc6bc0..000000000 --- a/content/Mechanics/Rules/actions/burrow.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -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 deleted file mode 100644 index 32a85bd65..000000000 --- a/content/Mechanics/Rules/actions/calculate-threats-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -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 deleted file mode 100644 index 62c1083ef..000000000 --- a/content/Mechanics/Rules/actions/call-on-ancient-blood.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 deleted file mode 100644 index 5425c2cf1..000000000 --- a/content/Mechanics/Rules/actions/call-to-axis-lome.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -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 deleted file mode 100644 index 39b51fe1a..000000000 --- a/content/Mechanics/Rules/actions/camp-in-the-mwangi-jungle-aoa2.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -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 deleted file mode 100644 index 014774b06..000000000 --- a/content/Mechanics/Rules/actions/cast-a-spell.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -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 deleted file mode 100644 index 2b1d4fc24..000000000 --- a/content/Mechanics/Rules/actions/change-shape-beastkin-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -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 deleted file mode 100644 index 302de0b38..000000000 --- a/content/Mechanics/Rules/actions/change-shape-kitsune-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -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 deleted file mode 100644 index 2124587a4..000000000 --- a/content/Mechanics/Rules/actions/change-tradition-focus-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 4f1d30c05..000000000 --- a/content/Mechanics/Rules/actions/channel-elements-roe.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -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 deleted file mode 100644 index eac439ab4..000000000 --- a/content/Mechanics/Rules/actions/check-the-walls-aoa4.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -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 deleted file mode 100644 index 71ec4fbf8..000000000 --- a/content/Mechanics/Rules/actions/clean-aoa2.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 deleted file mode 100644 index 1d0a1f5b5..000000000 --- a/content/Mechanics/Rules/actions/cleanse-soul-path-som.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -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 deleted file mode 100644 index 527293dcd..000000000 --- a/content/Mechanics/Rules/actions/clear-a-path-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -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 deleted file mode 100644 index 3991a3ee9..000000000 --- a/content/Mechanics/Rules/actions/clear-courtyard-aoa2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 9de58baa0..000000000 --- a/content/Mechanics/Rules/actions/climb.md +++ /dev/null @@ -1,78 +0,0 @@ ---- -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
SpeedSuccessCriticalSuccessCritical
5-15 feet55510
20-35 feet5101015
40-55 feet10151520
60-65 feet15202025
-> \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/clue-in-apg.md b/content/Mechanics/Rules/actions/clue-in-apg.md deleted file mode 100644 index 21f7bc9fb..000000000 --- a/content/Mechanics/Rules/actions/clue-in-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/concentrate -- trait/investigator -aliases: ["Clue In"] ---- -# Clue In [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") -*Source: Advanced Player's Guide p. 56* - -**Class** investigator -- **Frequency**: once per 10 minutes -- **Trigger**: Another creature attempts a check to investigate a lead you're pursuing. -- **Activity**: Reaction - -You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from [Pursue a Lead](rules/actions/pursue-a-lead-apg.md). The GM can add any relevant traits to this reaction depending on the situation, such as [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") if you're conveying information verbally. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/coerce.md b/content/Mechanics/Rules/actions/coerce.md deleted file mode 100644 index 73c3b4aff..000000000 --- a/content/Mechanics/Rules/actions/coerce.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/exploration -- trait/linguistic -- trait/mental -aliases: ["Coerce"] ---- -# Coerce (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -*Source: Core Rulebook p. 247* - -**Skill** [intimidation](compendium/skills.md#Intimidation) (untrained) -- **Activity**: Single Action - -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](compendium/skills.md#Intimidation) check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar on page 246 and described in full in the Conditions Appendix, starting on page 618. - -> [!success-degree] -> - **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](rules/conditions.md#Unfriendly) (if they weren't already [unfriendly](rules/conditions.md#Unfriendly) or [hostile](rules/conditions.md#Hostile)). 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](rules/conditions.md#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](rules/conditions.md#Unfriendly) or [hostile](rules/conditions.md#Hostile), they become [unfriendly](rules/conditions.md#Unfriendly) -> - **Critical Failure** The target refuses to comply, becomes [hostile](rules/conditions.md#Hostile) if they weren't already, and can't be Coerced by you for at least 1 week. \ 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 100644 index 66a809c08..000000000 --- a/content/Mechanics/Rules/actions/command-an-animal.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -aliases: ["Command an Animal"] ---- -# Command an Animal (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -*Source: Core Rulebook p. 249* - -**Skill** [nature](compendium/skills.md#Nature) (untrained) -- **Activity**: Single Action - -You issue an order to an animal. Attempt a [Nature](compendium/skills.md#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](rules/conditions.md#Hostile) or [unfriendly](rules/conditions.md#Unfriendly) to you. If the animal is [helpful](rules/conditions.md#Helpful) 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](compendium/feats/ride.md). - -Most animals know the [Leap](rules/actions/leap.md), [Seek](rules/actions/seek.md), [Drop Prone](rules/actions/drop-prone.md), [Stand](rules/actions/stand.md), [Stride](rules/actions/stride.md), and [Strike](rules/actions/strike.md) 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](rules/actions/stride.md) three times or to [Stride](rules/actions/stride.md) twice and then [Strike](rules/actions/strike.md). - -> [!success-degree] -> - **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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/conceal-an-object.md b/content/Mechanics/Rules/actions/conceal-an-object.md deleted file mode 100644 index 24135cad3..000000000 --- a/content/Mechanics/Rules/actions/conceal-an-object.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -- trait/secret -aliases: ["Conceal an Object"] ---- -# Conceal an Object (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 251* - -**Skill** [stealth](compendium/skills.md#Stealth) (untrained) -- **Activity**: Single Action - -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](compendium/skills.md#Stealth) check and compares it to this passive observer's [Perception](compendium/skills.md#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](compendium/skills.md#Perception) check against your [Stealth](compendium/skills.md#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 in an area compare their [Perception](compendium/skills.md#Perception) check results to your [Stealth](compendium/skills.md#Stealth) DC to determine whether they find the object. - -> [!success-degree] -> - **Success** The object remains [undetected](rules/conditions.md#Undetected). -> - **Failure** The searcher finds the object. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/conduct-energy-loag.md b/content/Mechanics/Rules/actions/conduct-energy-loag.md deleted file mode 100644 index ca5588595..000000000 --- a/content/Mechanics/Rules/actions/conduct-energy-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/item -- compendium/src/pf2e/loag -- trait/energy -aliases: ["Conduct Energy"] ---- -# Conduct Energy [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[energy](rules/traits/energy-loag.md "Energy Energy & Element Trait") -*Source: Lost Omens: Ancestry Guide p. 139* - - -- **Requirements**: Your last action or spell this turn had the [acid](rules/traits/acid.md "Acid Energy & Element Trait"), [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait"), or [sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") trait. -- **Activity**: Free Action - -You channel energy into your weapon. The weapon deals 1 additional damage per weapon damage die until the start of your next turn. This damage type matches the trait of the triggering action or spell. If your triggering action or spell had multiple eligible traits, you select one of those traits. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/confident-finisher-apg.md b/content/Mechanics/Rules/actions/confident-finisher-apg.md deleted file mode 100644 index 12e1f489f..000000000 --- a/content/Mechanics/Rules/actions/confident-finisher-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/swashbuckler-apg -- compendium/src/pf2e/apg -- trait/finisher -- trait/swashbuckler -aliases: ["Confident Finisher"] ---- -# Confident Finisher [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") [swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") -*Source: Advanced Player's Guide p. 85* - -**Class** swashbuckler -- **Activity**: Single Action - -You make an incredibly graceful attack, piercing your foe's defenses. Make a [Strike](rules/actions/strike.md) with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect. - -> [!success-degree] -> - **Failure** You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/contact-steel-falcons-aoa5.md b/content/Mechanics/Rules/actions/contact-steel-falcons-aoa5.md deleted file mode 100644 index 71aee4a3c..000000000 --- a/content/Mechanics/Rules/actions/contact-steel-falcons-aoa5.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/downtime -aliases: ["Contact Steel Falcons"] ---- -# Contact Steel Falcons -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 23* - - -The PC surreptitiously tries to contact the Steel Falcons in Katapesh. - -> [!success-degree] -> - **Success** The PC arranges a meeting with the Steel Falcons. They're eager to combine forces with powerful operatives like the PCs in the name of liberating the oppressed, and they can provide information about the upcoming auction equivalent to a [Gather Information](rules/actions/gather-information.md) success. In addition, the Steel Falcons grant the PCs 1 Edge Point. -> - **Failure** The PC fails to make contact. -> - **Critical Failure** The PC's clumsy attempt spooks the Steel Falcons. Future attempts at this activity take a –2 circumstance penalty. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/convince-mengkare-aoa6.md b/content/Mechanics/Rules/actions/convince-mengkare-aoa6.md deleted file mode 100644 index 8859e54c8..000000000 --- a/content/Mechanics/Rules/actions/convince-mengkare-aoa6.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa6 -- trait/auditory -- trait/concentrate -- trait/linguistic -- trait/mental -aliases: ["Convince Mengkare"] ---- -# Convince Mengkare -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -*Source: Age of Ashes #6: Broken Promises p. 46* - - -You spend several minutes debating with the gold dragon Mengkare and have presented a piece of information that could potentially raise his Doubt score and cause him to reconsider his plans to sacrifice the citizens of Promise. Select one of the key skills associated with the argument you made, and attempt a check with that skill—the required DC depends on the skill used, as indicated in the Arguments against Glory section below. - -> [!success-degree] -> - **Critical Success** You increase Mengkare's Doubt by 2. -> - **Success** You increase Mengkare's Doubt by 1. -> - **Failure** You fail to increase Mengkare's Doubt. -> - **Critical Failure** You undermine your argument. Reduce Mengkare's Doubt by 1. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/cover-tracks.md b/content/Mechanics/Rules/actions/cover-tracks.md deleted file mode 100644 index d018645f0..000000000 --- a/content/Mechanics/Rules/actions/cover-tracks.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -- trait/move -aliases: ["Cover Tracks"] ---- -# Cover Tracks (basic) -[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: Core Rulebook p. 252* - -**Skill** [survival](compendium/skills.md#Survival) (trained) - -You cover your tracks, moving up to half your travel Speed. You don't need to attempt a [Survival](compendium/skills.md#Survival) check to cover your tracks, but anyone tracking you must succeed at a [Survival](compendium/skills.md#Survival) check against your [Survival](compendium/skills.md#Survival) DC if it is higher than the normal DC to Track. - -In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") trait. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/covered-reload-g-g.md b/content/Mechanics/Rules/actions/covered-reload-g-g.md deleted file mode 100644 index 49bd1994c..000000000 --- a/content/Mechanics/Rules/actions/covered-reload-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Covered Reload"] ---- -# Covered Reload [>](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. 109* - -**Class** gunslinger; **Subclass** Sniper -- **Activity**: Single Action - -You duck into a safe position or minimize your profile while reloading to make your next attack. Either [Take Cover](rules/actions/take-cover.md) or attempt to [Hide](rules/actions/hide.md), then [Interact](rules/actions/interact.md) to reload. As normal, you must meet the requirements to [Take Cover](rules/actions/take-cover.md) or [Hide](rules/actions/hide.md); you must be [prone](rules/conditions.md#Prone), benefiting from cover, or near a feature that allows you to [Take Cover](rules/actions/take-cover.md), and you need to be benefiting from cover or [concealed](rules/conditions.md#Concealed) to a creature to [Hide](rules/actions/hide.md) from that creature. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/craft-disharmonic-instrument-lomm.md b/content/Mechanics/Rules/actions/craft-disharmonic-instrument-lomm.md deleted file mode 100644 index d77264ebb..000000000 --- a/content/Mechanics/Rules/actions/craft-disharmonic-instrument-lomm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/lomm -- trait/downtime -- trait/manipulate -- trait/rare -aliases: ["Craft Disharmonic Instrument"] ---- -# Craft Disharmonic Instrument -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -*Source: Lost Omens: Monsters of Myth p. 53* - -- **Requirements**: Legendary in [Crafting](compendium/skills.md#Crafting) - -You use legendary Vudran techniques to craft a disharmonic instrument that incorporates pieces of Kothogaz's heart. This is likely a tanpura, but legends mention other instruments and even voice enhancers. A disharmonic instrument is a virtuoso musical instrument. - -This activity requires seven [disharmonic heartslivers](rules/actions/harvest-heartsliver-lomm.md), the formula for a disharmonic instrument, 55,000 gp worth of rare materials, and 7 days of work. At the end of the 7 days, attempt a DC 40 Crafting check to [Craft](rules/actions/craft.md). - -> [!success-degree] -> - **Critical Success** You masterfully complete the disharmonic instrument. Holding the instrument grants immunity to Kothogaz's tympanic heartbeat and many-eyed blight. -> - **Success** You complete the disharmonic instrument. -> - **Failure** You don't complete the disharmonic instrument, and you contract many-eyed blight from the heartslivers. -> - **Critical Failure** As failure, and whenever you're on the same plane as Kothogaz, it can immediately teleport to you with its Disharmonic Door ability. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/craft.md b/content/Mechanics/Rules/actions/craft.md deleted file mode 100644 index 0fd9a4f78..000000000 --- a/content/Mechanics/Rules/actions/craft.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/downtime -- trait/manipulate -aliases: ["Craft"] ---- -# Craft (basic) -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Core Rulebook p. 244* - -**Skill** [crafting](compendium/skills.md#Crafting) (trained) - -You can make an item from raw materials. You need the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat to create alchemical items, the [Magical Crafting](compendium/feats/magical-crafting.md) skill feat to create magic items, and the [Snare Crafting](compendium/feats/snare-crafting.md) feat to create snares. - -To Craft an item, you must meet the following requirements: - -- The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in [Crafting](compendium/skills.md#Crafting), and if it's 16th or higher, you must be legendary. -- You have the formula for the item; see Getting Formulas below for more information. -- You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield. -- You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials. - -You must spend 4 days at work, at which point you attempt a [Crafting](compendium/skills.md#Crafting) check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances. - -If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using [Table 4–2: Income Earned](rules/tables/income-earned.md), based on your proficiency rank in [Crafting](compendium/skills.md#Crafting) and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of [Crafting](compendium/skills.md#Crafting) appears in the sidebar. - -> [!success-degree] -> - **Critical Success** Your attempt is successful. Each additional day spent [Crafting](compendium/skills.md#Crafting) reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in [Crafting](compendium/skills.md#Crafting). -> - **Success** Your attempt is successful. Each additional day spent [Crafting](compendium/skills.md#Crafting) reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. -> - **Failure** You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. -> - **Critical Failure** You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over. - -> [!pf2-example] Consumables and Ammunition -> -> You can Craft items with the [consumable](rules/traits/consumable.md "Consumable Item Trait") trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also [Craft](rules/actions/craft.md) non-magical ammunition in batches, using the quantity listed in [Table 6–8: Ranged Weapons](rules/tables/ranged-weapons.md) (typically 10). - -> [!pf2-example] Getting Formulas -> -> You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a [basic crafter's book](compendium/equipment/items/basic-crafters-book.md). See the rules on page 293 for information on how to acquire other formulas. - -> [!pf2-brown] Crafting Example -> -> Ezren is a 5th-level wizard and an expert in [Crafting](compendium/skills.md#Crafting). He has a [Crafting](compendium/skills.md#Crafting) modifier of +13 and the [Magical Crafting](compendium/feats/magical-crafting.md) feat. With 2 weeks of downtime ahead of him, he decides to craft a [striking](compendium/equipment/items/striking.md) rune, a 4th-level item. The GM secretly chooses a DC of 19. -> -> The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 4 days building and incanting spells, he rolls a 12 on his [Crafting](compendium/skills.md#Crafting) check, for a result of 25. That's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp. -> -> However, Ezren has 10 more days on his hands, so he decides to spend additional time to complete the item. -> -> Because he's a 5th-level character and an expert at [Crafting](compendium/skills.md#Crafting), he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the [striking](compendium/equipment/items/striking.md) rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!) If Ezren's [Crafting](compendium/skills.md#Crafting) check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/cram-sot1.md b/content/Mechanics/Rules/actions/cram-sot1.md deleted file mode 100644 index 14cdd227f..000000000 --- a/content/Mechanics/Rules/actions/cram-sot1.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/sot1 -- trait/downtime -aliases: ["Cram"] ---- -# Cram -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Strength of Thousands #1: Kindled Magic p. 63* - -- **Requirements**: You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit. - -Realizing that you're falling behind in your studies, you cram more than you probably should. You Study twice, each in a branch that satisfies the activity requirements. However, the extra studying comes at a price. Until the next time you take the Study downtime activity, you're particularly tired from all the extra hours cramming; at the start of each day of adventuring, you must succeed at a DC 8 flat check or be [fatigued](rules/conditions.md#Fatigued) for that day. \ 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 100644 index b3047f1d2..000000000 --- a/content/Mechanics/Rules/actions/crawl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Crawl"] ---- -# Crawl (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. 470* - - -- **Requirements**: You are [prone](rules/conditions.md#Prone) and your Speed is at least 10 feet. -- **Activity**: Single Action - -You move 5 feet by crawling and continue to stay [prone](rules/conditions.md#Prone). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/create-a-diversion.md b/content/Mechanics/Rules/actions/create-a-diversion.md deleted file mode 100644 index fd9b584fd..000000000 --- a/content/Mechanics/Rules/actions/create-a-diversion.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/mental -aliases: ["Create a Diversion"] ---- -# Create a Diversion (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](rules/traits/mental.md "Mental Effect Trait") -*Source: Core Rulebook p. 245* - -**Skill** [deception](compendium/skills.md#Deception) (untrained) -- **Activity**: Single Action - -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](rules/traits/manipulate.md "Manipulate General Trait") trait. If you use distracting words, it gains the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") traits. - -Attempt a single [Deception](compendium/skills.md#Deception) check and compare it to the [Perception](compendium/skills.md#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](compendium/skills.md#Perception) DCs against your attempts to Create a Diversion for 1 minute. - -> [!success-degree] -> - **Success** You become hidden to each creature whose [Perception](compendium/skills.md#Perception) DC is less than or equal to your result. (The [hidden](rules/conditions.md#Hidden) condition allows you to [Sneak](rules/actions/sneak.md) away, as described on page 252.) This lasts until the end of your turn or until you do anything except [Step](rules/actions/step.md) or use the [Hide](rules/actions/hide.md) or the [Sneak](rules/actions/sneak.md) action of the [Stealth](compendium/skills.md#Stealth) skill. If you [Strike](rules/actions/strike.md) a creature, the creature remains [flat-footed](rules/conditions.md#Flat-footed) against that attack, and you then become [observed](rules/conditions.md#Observed). If you do anything else, you become [observed](rules/conditions.md#Observed) just before you act unless the GM determines otherwise. -> - **Failure** You don't divert the attention of any creatures whose [Perception](compendium/skills.md#Perception) DC exceeds your result, and those creatures are aware you were trying to trick them. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/create-forgery.md b/content/Mechanics/Rules/actions/create-forgery.md deleted file mode 100644 index 014e502ab..000000000 --- a/content/Mechanics/Rules/actions/create-forgery.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/downtime -- trait/secret -aliases: ["Create Forgery"] ---- -# Create Forgery (basic) -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 251* - -**Skill** [society](compendium/skills.md#Society) (trained) - -You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret DC 20 [Society](compendium/skills.md#Society) check. If you succeed, the forgery is of good enough quality that passive observers can't notice the fake. Only those who carefully examine the document and attempt a [Perception](compendium/skills.md#Perception) or [Society](compendium/skills.md#Society) check against your [Society](compendium/skills.md#Society) DC can do so. - -If the document's handwriting doesn't need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person's handwriting, you need a sample of that person's handwriting. - -If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer's [Perception](compendium/skills.md#Perception) DC or Society DC, whichever is higher, using the success or failure results below. Once the GM rolls your check for a document, that same result is used against all passive observers' DCs no matter how many creatures passively observe that document. - -An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a [Perception](compendium/skills.md#Perception) or [Society](compendium/skills.md#Society) check against your [Society](compendium/skills.md#Society) DC (if they succeed, they know your document is a forgery). - -> [!success-degree] -> - **Success** The observer does not detect the forgery. -> - **Failure** The observer knows your document is a forgery. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/cunning-disguise-aoa5.md b/content/Mechanics/Rules/actions/cunning-disguise-aoa5.md deleted file mode 100644 index 501827948..000000000 --- a/content/Mechanics/Rules/actions/cunning-disguise-aoa5.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Cunning Disguise"] ---- -# Cunning Disguise -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* - - -The PCs conceal their true identities, relying on false personas to be admitted onto the estate. A PC can use a skill closely connected to their chosen disguise in place of [Deception](compendium/skills.md#Deception), such as [Intimidation](compendium/skills.md#Intimidation) for a guard, [Guild Lore](compendium/skills.md#Lore) for a merchant, or any food-related [Lore](compendium/skills.md#Lore) for a caterer. - -If a PC succeeds at a Cunning Disguise, roll a secret DC 34 [Perception](compendium/skills.md#Perception) check for them to notice something 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/deadly-traps-aoa5.md b/content/Mechanics/Rules/actions/deadly-traps-aoa5.md deleted file mode 100644 index aa4efa4a9..000000000 --- a/content/Mechanics/Rules/actions/deadly-traps-aoa5.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Deadly Traps"] ---- -# Deadly Traps -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* - - -The PCs suppress or disable dangerous traps set to kill would-be thieves and make an explosive ruckus. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/debilitating-strike.md b/content/Mechanics/Rules/actions/debilitating-strike.md deleted file mode 100644 index ae4a0c17a..000000000 --- a/content/Mechanics/Rules/actions/debilitating-strike.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/rogue -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Debilitating Strike"] ---- -# Debilitating Strike [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[rogue](rules/traits/rogue.md "Rogue Class Trait") -*Source: Core Rulebook p. 182* - -**Class** rogue -- **Trigger**: Your [Strike](rules/actions/strike.md) hits a [flat-footed](rules/conditions.md#Flat-footed) creature and deals damage. -- **Activity**: Free Action - -You apply one of the following debilitations, which lasts until the end of your next turn. - -- **Debilitation** the target takes a –10-foot status penalty to its Speeds. -- **Debilitation** The target becomes [enfeebled](rules/conditions.md#Enfeebled). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/deceptive-sidestep-gmg.md b/content/Mechanics/Rules/actions/deceptive-sidestep-gmg.md deleted file mode 100644 index 532bc13af..000000000 --- a/content/Mechanics/Rules/actions/deceptive-sidestep-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/misfortune -aliases: ["Deceptive Sidestep"] ---- -# Deceptive Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") -*Source: Gamemastery Guide p. 167* - -**Variant Rule** Duels -- **Trigger**: An opponent hits, but does not critically hit you, with a melee Strike. -- **Requirements**: You're in a duel, you're trained in [Deception](compendium/skills.md#Deception), and you rolled a [Deception](compendium/skills.md#Deception) check for initiative this round. -- **Activity**: Reaction - -You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using [Intimidation](compendium/skills.md#Intimidation) for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/decipher-writing.md b/content/Mechanics/Rules/actions/decipher-writing.md deleted file mode 100644 index b7eb6fbf7..000000000 --- a/content/Mechanics/Rules/actions/decipher-writing.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -- trait/secret -aliases: ["Decipher Writing"] ---- -# Decipher Writing (basic) -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 234* - - - -You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using [Society](compendium/skills.md#Society) instead. - -The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. - -> [!success-degree] -> - **Critical Success** You understand the true meaning of the text. -> - **Success** You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation. -> - **Failure** You can't understand the text and take a –2 circumstance penalty to further checks to decipher it. -> - **Critical Failure** You believe you understand the text on that page, but you have in fact misconstrued its message. - -> [!pf2-example] Sample Decipher Tasks -> -> - **Trained.** entry-level philosophy treatise -> - **Expert.** complex code, such as a cipher -> - **Master.** spymaster's code or advanced research notes -> - **Legendary.** esoteric planar text written in metaphor by an ancient celestial \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/deconstruct-tv.md b/content/Mechanics/Rules/actions/deconstruct-tv.md deleted file mode 100644 index 34990abc9..000000000 --- a/content/Mechanics/Rules/actions/deconstruct-tv.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/tv -- trait/downtime -- trait/rare -aliases: ["Deconstruct"] ---- -# Deconstruct -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -*Source: Treasure Vault p. 162* - - -You deconstruct an item to provide the starting point to convert it into a new item. You need the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat to deconstruct alchemical items and the [Magical Crafting](compendium/feats/magical-crafting.md) skill feat to deconstruct magic items. - -To Deconstruct an item, you must meet the following requirements. - -- The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. -- The item isn't a cursed item, artifact, or other item that is similarly hard to destroy. The item isn't a consumable item. -- The item has a listed Price. -- You must have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to deconstruct a metal shield or an alchemist's lab to de-concoct alchemical items. - -At the start of this process, you must decide if you're using the deconstructed item to build a new, similar item, of if you are simply breaking it down for raw ingredients that can be used at a later date for any item. In either case, this activity takes 1 day to perform, but if you're using the item to create a new, similar item, that day can be counted as one of the crafting days for the new item. - -At the end of the activity, you must attempt a Crafting check. The GM sets the DC of this check based on the level of the item you are attempting to deconstruct, its rarity, and other circumstances. - -> [!success-degree] -> - **Critical Success** If you are deconstructing the item to make a new, similar item, you can apply 80% of the cost of the deconstructed item to the new item. If you are deconstructing the item for raw materials alone, you can apply 55% of the cost of the deconstructed item to a single new item. In either case, if this is in excess of the new item's cost, the remainder is lost. -> - **Success** As critical success, but you can only apply 75% of the deconstructed item's cost to the new similar item and 50% of the deconstructed item's cost to any single item. -> - **Failure** You fail to deconstruct the item, wasting your time. You can try again. -> - **Critical Failure** You fail to deconstruct the item and damage it in the process. You must either repair it before attempting again, or you can attempt to deconstruct it again but lose 5% of the value of the item. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/deduce-traditions-aoa4.md b/content/Mechanics/Rules/actions/deduce-traditions-aoa4.md deleted file mode 100644 index 0c2aab7bf..000000000 --- a/content/Mechanics/Rules/actions/deduce-traditions-aoa4.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa4 -- trait/concentrate -- trait/linguistic -- trait/secret -aliases: ["Deduce Traditions"] ---- -# Deduce Traditions -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Age of Ashes #4: Fires of the Haunted City p. 18* - - -By interpreting a regent's personality, drawing upon what you know about dwarven tradition, and making educated guesses, you surmise what sorts of skills are most valued by the dwarven regent's guild—and thus infer what types of skills would most likely curry that regent's favor. Deduce Traditions requires a successful DC 30 [Perception](compendium/skills.md#Perception) check or a successful DC 25 [Society](compendium/skills.md#Society) check to yield accurate results. - -> [!success-degree] -> - **Critical Success** You learn one of the guild's favored skills and learn what that regent's Skepticism value is. -> - **Success** You learn one of the guild's favored skills. -> - **Failure** You learn none of the guild's favored skills. -> - **Critical Failure** You learn an incorrect favored skill. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/defend.md b/content/Mechanics/Rules/actions/defend.md deleted file mode 100644 index f5d142529..000000000 --- a/content/Mechanics/Rules/actions/defend.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -aliases: ["Defend"] ---- -# Defend (basic) -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Core Rulebook p. 479* - - - -You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of [Raising a Shield](rules/actions/raise-a-shield.md) before your first turn begins. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/delay.md b/content/Mechanics/Rules/actions/delay.md deleted file mode 100644 index d7aae8d24..000000000 --- a/content/Mechanics/Rules/actions/delay.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Delay"] ---- -# Delay (basic) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -*Source: Core Rulebook p. 470* - - -- **Trigger**: Your turn begins. -- **Activity**: Free Action - -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](rules/conditions.md#Persistent%20Damage) 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. \ 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 100644 index 66c3c1cb3..000000000 --- a/content/Mechanics/Rules/actions/demoralize.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/fear -- trait/mental -aliases: ["Demoralize"] ---- -# Demoralize (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability 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") -*Source: Core Rulebook p. 247* - -**Skill** [intimidation](compendium/skills.md#Intimidation) (untrained) -- **Activity**: Single Action - -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](compendium/skills.md#Intimidation) check against that target's Will DC. If the target does not understand the language you are speaking, you're not speaking a language, or they can't hear you, 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. - -> [!success-degree] -> - **Critical Success** The target becomes [frightened](rules/conditions.md#Frightened) 2. -> - **Success** The target becomes [frightened](rules/conditions.md#Frightened) 1. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/destructive-vengeance-apg.md b/content/Mechanics/Rules/actions/destructive-vengeance-apg.md deleted file mode 100644 index d03e1e440..000000000 --- a/content/Mechanics/Rules/actions/destructive-vengeance-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/champion -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Destructive Vengeance"] ---- -# Destructive Vengeance [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -*Source: Advanced Player's Guide p. 116* - -**Class** champion; **Subclass** Antipaladin -- **Trigger**: An enemy within 15 feet damages you. -- **Activity**: Reaction - -Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your [Strikes](rules/actions/strike.md) against the triggering creature deal 2 extra damage of the type you chose. - -The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your [Strikes](rules/actions/strike.md) increases to 4 at 9th level and 6 at 16th level. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/detect-magic.md b/content/Mechanics/Rules/actions/detect-magic.md deleted file mode 100644 index 1ca87b5f0..000000000 --- a/content/Mechanics/Rules/actions/detect-magic.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Detect Magic"] ---- -# Detect Magic (basic) -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Core Rulebook p. 479* - - - -You cast [detect magic](compendium/spells/detect-magic.md) at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/devise-a-stratagem-apg.md b/content/Mechanics/Rules/actions/devise-a-stratagem-apg.md deleted file mode 100644 index e171efb05..000000000 --- a/content/Mechanics/Rules/actions/devise-a-stratagem-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/concentrate -- trait/fortune -- trait/investigator -aliases: ["Devise a Stratagem"] ---- -# Devise a Stratagem [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [fortune](rules/traits/fortune.md "Fortune Effect Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") -*Source: Advanced Player's Guide p. 56* - -**Class** investigator -- **Frequency**: once per round -- **Activity**: Single Action - -You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a `d20`. If you [Strike](rules/actions/strike.md) the chosen creature later this round, you must use the result of the roll you made to [Devise a Stratagem](rules/actions/devise-a-stratagem-apg.md) for your [Strike](rules/actions/strike.md)'s attack roll instead of rolling. You make this substitution only for the first [Strike](rules/actions/strike.md) you make against the creature this round, not any subsequent attacks. - -When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your [Strike](rules/actions/strike.md) uses an [agile](rules/traits/agile.md "Agile Weapon Trait") or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") melee weapon, an [agile](rules/traits/agile.md "Agile Weapon Trait") or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") unarmed attack, a ranged weapon (which must be [agile](rules/traits/agile.md "Agile Weapon Trait") or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") if it's a melee weapon with the [thrown](rules/traits/thrown.md "Thrown Weapon Trait") trait), or a [sap](compendium/equipment/items/sap.md). - -If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/dimensional-interference-aoa5.md b/content/Mechanics/Rules/actions/dimensional-interference-aoa5.md deleted file mode 100644 index d58fcc527..000000000 --- a/content/Mechanics/Rules/actions/dimensional-interference-aoa5.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Dimensional Interference"] ---- -# Dimensional Interference -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 26* - -- **Trigger**: The PCs attempt to use a teleportation effect. - -Some of the protective wards in Bhetshamtal Estate provide magical static that causes teleportation effects to fail. If the PCs intend to just teleport away to safety, they need to disable these wards. This Complication is unlikely to arise until the PCs try to teleport and fail. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/disable-a-device.md b/content/Mechanics/Rules/actions/disable-a-device.md deleted file mode 100644 index 5d44fe8e4..000000000 --- a/content/Mechanics/Rules/actions/disable-a-device.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Disable a Device"] ---- -# Disable a Device (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. 253* - -**Skill** [thievery](compendium/skills.md#Thievery) (trained) -- **Requirements**: Some devices require you to use [thieves' tools](compendium/equipment/items/thieves-tools.md) when disabling them. -- **Activity**: Two-Action - -This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves' tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in [Thievery](compendium/skills.md#Thievery) to disable it. - -Your [Thievery](compendium/skills.md#Thievery) check result determines how much progress you make. - -> [!success-degree] -> - **Critical Success** You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed. -> - **Success** You disable the device, or you achieve one success toward disabling a complex device. -> - **Critical Failure** You trigger the device. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/disarm.md b/content/Mechanics/Rules/actions/disarm.md deleted file mode 100644 index 9b4f3871d..000000000 --- a/content/Mechanics/Rules/actions/disarm.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Disarm"] ---- -# Disarm (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") -*Source: Core Rulebook p. 243* - -**Skill** [athletics](compendium/skills.md#Athletics) (trained) -- **Requirements**: You have at least one hand free. The target can't be more than one size larger than you. -- **Activity**: Single Action - -You try to knock something out of an opponent's grasp. Attempt an [Athletics](compendium/skills.md#Athletics) check against the opponent's Reflex DC. - -> [!success-degree] -> - **Critical Success** You knock the item out of the opponent's grasp. It falls to the ground in the opponent's space. -> - **Success** You weaken your opponent's grasp on the item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. -> - **Critical Failure** You lose your balance and become [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/discover-gmg.md b/content/Mechanics/Rules/actions/discover-gmg.md deleted file mode 100644 index 5dfcb5e35..000000000 --- a/content/Mechanics/Rules/actions/discover-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/concentrate -- trait/secret -aliases: ["Discover"] ---- -# Discover -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Gamemastery Guide p. 151* - -**Variant Rule** Influence - -You watch or study an NPC to learn more about that NPC's preferences. Choose an NPC and attempt a [Perception](compendium/skills.md#Perception) check or an appropriate skill check determined by the GM. The DC is typically found in the NPC's influence stat block. - -> [!success-degree] -> - **Critical Success** Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category. -> - **Success** Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC's personal biases, one of the NPC's resistances, or one of the NPC's weaknesses. -> - **Failure** You learn no information. -> - **Critical Failure** Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/dismiss.md b/content/Mechanics/Rules/actions/dismiss.md deleted file mode 100644 index 50c95b447..000000000 --- a/content/Mechanics/Rules/actions/dismiss.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -aliases: ["Dismiss"] ---- -# Dismiss (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -*Source: Core Rulebook p. 305* - - -- **Activity**: Single Action - -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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/dispel-a-disguise-aoa5.md b/content/Mechanics/Rules/actions/dispel-a-disguise-aoa5.md deleted file mode 100644 index 7c3a383d4..000000000 --- a/content/Mechanics/Rules/actions/dispel-a-disguise-aoa5.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -- trait/secret -aliases: ["Dispel a Disguise"] ---- -# Dispel a Disguise -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* - -- **Requirements**: When Blending In or using a [Cunning Disguise](rules/actions/cunning-disguise-aoa5.md), a PC has noticed something is off about a guest. - -The PC is sure there's more to Baroness Epminia Fahlspar than meets the eye. They're right—she's Reloon, a rakshasa in disguise! - -> [!success-degree] -> - **Critical Success** The PC sees through the disguise and identifies a way to unveil the rakshasa without magic. Rakshasas are not unwelcome here, but the sudden reveal of Reloon's natural form and her dismayed outburst draws the attention of many partyers. Reduce Awareness by 2 (minimum 0). -> - **Success** The PC senses the magical disguise. To overcome this Opportunity, a PC must either magically counteract the disguise or succeed at a DC 40 [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation) check to cause the baroness's concentration to waver, briefly disrupting her disguise. This reveals her, as described under critical success. -> - **Failure** The PC sees no evidence of a disguise. -> - **Critical Failure** The PC sees no evidence of a disguise, and their scrutiny invites a loud dressing down by the baroness. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/dispelling-bullet-g-g.md b/content/Mechanics/Rules/actions/dispelling-bullet-g-g.md deleted file mode 100644 index 8a8b98377..000000000 --- a/content/Mechanics/Rules/actions/dispelling-bullet-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/archetype/spellshot-g-g -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/abjuration -- trait/magical -- trait/spellshot -aliases: ["Dispelling Bullet"] ---- -# Dispelling Bullet [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[abjuration](rules/traits/abjuration.md "Abjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellshot](rules/traits/spellshot-g-g.md "Spellshot Class Trait") -*Source: Guns & Gears p. 140* - -**Class** gunslinger -**Archetype** [Spellshot](compendium/character/archetypes/spellshot-g-g.md) -- **Activity**: Two-Action - -You imprint a bullet with a field of abjuration built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or crossbow [Strike](rules/actions/strike.md) against a foe you can see. If you hit, you attempt to counteract a spell effect active on the target (your choice, or the highest-level effect if you don't choose). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/distract-guards-aoa6.md b/content/Mechanics/Rules/actions/distract-guards-aoa6.md deleted file mode 100644 index 5efc3eeab..000000000 --- a/content/Mechanics/Rules/actions/distract-guards-aoa6.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa6 -- trait/exploration -- trait/manipulate -- trait/move -aliases: ["Distract Guards"] ---- -# Distract Guards -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [move](rules/traits/move.md "Move Combat Trait") -*Source: Age of Ashes #6: Broken Promises p. 33* - - -You attempt to distract a specific group of guards away from their patrol route or their post. You can do so by attempting a DC 41 [Deception](compendium/skills.md#Deception) check, or by using a spell effect, in which case you attempt a DC 41 [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) check (as appropriate) to determine success. Each attempt to Distract Guards takes a minute to play out—from the initial distraction to the guard's reaction. - -> [!success-degree] -> - **Critical Success** You significantly distract the guards away from their patrol area or post to an area in the citadel of your choice. The guards return to their original post after 1 hour has passed. -> - **Success** You distract the guards away from their patrol area or post to an area in the citadel of your choice. The guards return to their original post after 20 minutes have passed. -> - **Failure** You fail to distract the guards. Any attempt made in the next 10 minutes to distract the same guards takes a –2 penalty to the check. -> - **Critical Failure** As failure above, but the guards realize you're trying to distract them and escort you out of the building. If this is your third critical failure against that particular group of guards, the guard instead places you under arrest. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/diviner-on-duty-aoa5.md b/content/Mechanics/Rules/actions/diviner-on-duty-aoa5.md deleted file mode 100644 index 48a66d5a8..000000000 --- a/content/Mechanics/Rules/actions/diviner-on-duty-aoa5.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Diviner on Duty"] ---- -# Diviner on Duty -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* - -- **Trigger**: A PC uses magic to aid in overcoming an Obstacle during infiltration. - -Among the Scarlet Triad's security is a highly competent diviner! With spells such as [discern lies](compendium/spells/discern-lies.md), [mind reading](compendium/spells/mind-reading.md), [see invisibility](compendium/spells/see-invisibility.md), and [true seeing](compendium/spells/true-seeing.md), this diviner can see through most magical schemes the PCs might use. - -The diviner is watching for magical threats, not poison. With a successful DC 33 [Deception](compendium/skills.md#Deception), [Thievery](compendium/skills.md#Thievery), or food-related [Lore](compendium/skills.md#Lore) check, a PC can trick her into consuming something laden with an ingested poison. Her Fortitude save bonus is +23, and she withdraws if successfully poisoned. If not successfully poisoned, increase the PCs' Awareness Points by 2. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/do-i-know-you-aoa5.md b/content/Mechanics/Rules/actions/do-i-know-you-aoa5.md deleted file mode 100644 index 14a5e31da..000000000 --- a/content/Mechanics/Rules/actions/do-i-know-you-aoa5.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Do I Know You?"] ---- -# Do I Know You? -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 26* - -- **Trigger**: Awareness reaches 5 or 10. - -A partygoer or worker thinks they recognize one of the PCs, attracting unwanted attention. That PC either convinces them otherwise before slipping away or finds a way to dodge the bystander entirely. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/drain-bonded-item.md b/content/Mechanics/Rules/actions/drain-bonded-item.md deleted file mode 100644 index eb8e4c8e4..000000000 --- a/content/Mechanics/Rules/actions/drain-bonded-item.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/wizard -- compendium/src/pf2e/crb -- trait/arcane -- trait/wizard -aliases: ["Drain Bonded Item"] ---- -# Drain Bonded Item [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [wizard](rules/traits/wizard.md "Wizard Class Trait") -*Source: Core Rulebook p. 205* - -**Class** wizard -- **Frequency**: once per day -- **Activity**: Free Action - -You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still [Cast the Spell](rules/actions/cast-a-spell.md) and meet the spell's other requirements. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/drifters-wake-g-g.md b/content/Mechanics/Rules/actions/drifters-wake-g-g.md deleted file mode 100644 index 06b0d642f..000000000 --- a/content/Mechanics/Rules/actions/drifters-wake-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Drifter's Wake"] ---- -# Drifter's Wake [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -*Source: Guns & Gears p. 109* - -**Class** gunslinger; **Subclass** Drifter -- **Activity**: Three-Action - -You drift across the battlefield, striking down foes as you go. You [Stride](rules/actions/stride.md), and you can [Strike](rules/actions/strike.md) up to three times at any points during your movement. Each attack must target a different enemy and must be made with a one-handed firearm, crossbow, melee weapon, or unarmed attack. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made all your attacks. Your movement doesn't trigger reactions. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/drink-from-the-chalice-da.md b/content/Mechanics/Rules/actions/drink-from-the-chalice-da.md deleted file mode 100644 index 4557a929b..000000000 --- a/content/Mechanics/Rules/actions/drink-from-the-chalice-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/magical -- trait/manipulate -- trait/necromancy -- trait/thaumaturge -aliases: ["Drink from the Chalice"] ---- -# Drink from the Chalice [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[magical](rules/traits/magical.md "Magical Item Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") -*Source: Dark Archive p. 37* - -- **Frequency**: once per round -- **Requirements**: You are holding your First Implement and Esoterica|Thaumaturge|DA|chalice|DA|1||chalice implement. -- **Activity**: Single Action - -You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents. - -- **Sip.** A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn. -- **Drain.** Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has [negative healing](rules/abilities/negative-healing-b2.md), it can still heal in this way, and the effect has the [negative](rules/traits/negative.md "Negative Energy & Element Trait") trait instead of [healing](rules/traits/healing.md "Healing Effect Trait") and [positive](rules/traits/positive.md "Positive Energy & Element Trait"). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/drive-gmg.md b/content/Mechanics/Rules/actions/drive-gmg.md deleted file mode 100644 index f0384c5f3..000000000 --- a/content/Mechanics/Rules/actions/drive-gmg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/move -aliases: ["Drive"] ---- -# Drive [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[move](rules/traits/move.md "Move Combat Trait") -*Source: Gamemastery Guide p. 175* - -**Variant Rule** Vehicles -- **Requirements**: You are piloting a vehicle. -- **Activity**: Varies - -You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can't Drive through spaces occupied by creatures, even if they are allies. - -[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled. - -[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait")) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. - -[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait")) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading. \ 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 100644 index 95a053ef0..000000000 --- a/content/Mechanics/Rules/actions/drop-prone.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Drop Prone"] ---- -# Drop Prone (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. 470* - - -- **Activity**: Single Action - -You fall [prone](rules/conditions.md#Prone). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/dueling-counter-gmg.md b/content/Mechanics/Rules/actions/dueling-counter-gmg.md deleted file mode 100644 index 187f869d7..000000000 --- a/content/Mechanics/Rules/actions/dueling-counter-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/magical -aliases: ["Dueling Counter"] ---- -# Dueling Counter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[magical](rules/traits/magical.md "Magical Item Trait") -*Source: Gamemastery Guide p. 167* - -**Variant Rule** Duels -- **Trigger**: Your opponent [Casts a Spell](rules/actions/cast-a-spell.md) from the same tradition as your tradition focus. -- **Requirements**: You are in a duel and have a tradition focus. -- **Activity**: Reaction - -Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell. \ 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 100644 index 109b42acf..000000000 --- a/content/Mechanics/Rules/actions/earn-income.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/downtime -aliases: ["Earn Income"] ---- -# Earn Income (basic) -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Core Rulebook p. 236* - - - -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](compendium/skills.md#Diplomacy) skill to [Gather Information](rules/actions/gather-information.md), 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 on [Table 4–2: Income Earned](rules/tables/income-earned.md)). - -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. - -> [!success-degree] -> - **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. - -> [!pf2-example] 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 - -![EARN INCOME TASKS](rules/tables/earn-income-tasks-gmg.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/elemental-blast-roe.md b/content/Mechanics/Rules/actions/elemental-blast-roe.md deleted file mode 100644 index ce3f65a82..000000000 --- a/content/Mechanics/Rules/actions/elemental-blast-roe.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/roe -- trait/attack -- trait/impulse -- trait/kineticist -- trait/primal -aliases: ["Elemental Blast"] ---- -# Elemental Blast [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") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) -[attack](rules/traits/attack.md "Attack Combat Trait") [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. 15* - -- **Activity**: Varies ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) - -With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. - -The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. - -- **Air.** `1d6` electricity or slashing, 60 feet -- **Earth.** `1d8` bludgeoning or piercing, 30 feet -- **Fire.** `1d6` fire, range 60 feet -- **Metal.** `1d8` piercing or slashing, 30 feet -- **Water.** `1d8` bludgeoning or cold, 30 feet -- **Wood.** `1d8` bludgeoning or vitality, 30 feet - -> [!success-degree] -> - **Critical Success** The target takes double damage. -> - **Success** The target takes full damage. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/energy-emanation-locg.md b/content/Mechanics/Rules/actions/energy-emanation-locg.md deleted file mode 100644 index 77cc108fc..000000000 --- a/content/Mechanics/Rules/actions/energy-emanation-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/ancestry/dwarf -- compendium/src/pf2e/locg -aliases: ["Energy Emanation"] ---- -# Energy Emanation [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -*Source: Lost Omens: Character Guide p. 19* - -**Ancestry** Dwarf; **Heritage** Dwarf||Elemental Heart|Elemental Heart|LOCG| -- **Frequency**: once per day -- **Activity**: Two-Action - -Energy bursts forth from your body. You deal `1d6` damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by `1d6`. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/energy-shot-g-g.md b/content/Mechanics/Rules/actions/energy-shot-g-g.md deleted file mode 100644 index 9d594d0da..000000000 --- a/content/Mechanics/Rules/actions/energy-shot-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/archetype/spellshot-g-g -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/evocation -- trait/magical -- trait/spellshot -aliases: ["Energy Shot"] ---- -# Energy Shot [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellshot](rules/traits/spellshot-g-g.md "Spellshot Class Trait") -*Source: Guns & Gears p. 140* - -**Class** gunslinger -**Archetype** [Spellshot](compendium/character/archetypes/spellshot-g-g.md) -- **Trigger**: You roll initiative. -- **Activity**: Free Action - -You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three [Strikes](rules/actions/strike.md) of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage. You choose which damage type to deal as part of making each [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/envenom-loil.md b/content/Mechanics/Rules/actions/envenom-loil.md deleted file mode 100644 index a8f484a07..000000000 --- a/content/Mechanics/Rules/actions/envenom-loil.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/ancestry/vishkanya-loil -- compendium/src/pf2e/loil -- trait/manipulate -aliases: ["Envenom"] ---- -# Envenom [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Lost Omens: Impossible Lands* - -**Ancestry** Vishkanya -- **Frequency**: once per day -- **Activity**: Single Action - -Through use of either saliva or blood, you use your innate toxins to apply vishkanyan venom to your weapon or a piece of ammunition. To use your blood, you must be injured, or you can deal 1 slashing damage to yourself as part of the action. The vishkanyan venom remains potent until the end of your next turn, or until you expend it as normal for an injury poison by either hitting a target or critically failing an attack roll. - -```ad-inline-affliction -title: Minor Vishkanyan Venom - -[injury](rules/traits/injury.md "Injury Item Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -- **Saving Throws**: Fortitude -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `1d4` poison damage (1 round) - -**Stage 2** `1d4` poison damage (1 round) - -**Stage 3** `1d4` poison damage (1 round) - - -%% #trait/injury #trait/poison %% -``` \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/escape.md b/content/Mechanics/Rules/actions/escape.md deleted file mode 100644 index 12107c546..000000000 --- a/content/Mechanics/Rules/actions/escape.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Escape"] ---- -# Escape (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") -*Source: Core Rulebook p. 470* - - -- **Activity**: Single Action - -You attempt to escape from being [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained). 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](compendium/skills.md#Athletics) DC of a creature grabbing you, the [Thievery](compendium/skills.md#Thievery) DC of a creature who tied you up, the spell DC for a spell effect, or the listed [Escape](rules/actions/escape.md) DC of an object, hazard, or other impediment. You can attempt an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check instead of using your attack modifier if you choose (but this action still has the [attack](rules/traits/attack.md "Attack Combat Trait") trait). - -> [!success-degree] -> - **Critical Success** You get free and remove the [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), and [restrained](rules/conditions.md#Restrained) conditions imposed by your chosen target. You can then [Stride](rules/actions/stride.md) up to 5 feet. -> - **Success** You get free and remove the [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), and [restrained](rules/conditions.md#Restrained) conditions imposed by your chosen target. -> - **Critical Failure** You don't get free, and you can't attempt to [Escape](rules/actions/escape.md) again until your next turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/expeditious-inspection-apg.md b/content/Mechanics/Rules/actions/expeditious-inspection-apg.md deleted file mode 100644 index b0479f076..000000000 --- a/content/Mechanics/Rules/actions/expeditious-inspection-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Expeditious Inspection"] ---- -# Expeditious Inspection [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") -*Source: Advanced Player's Guide p. 57* - -**Class** investigator; **Subclass** Empiricism -- **Frequency**: once per 10 minutes -- **Activity**: Free Action - -You observe and assess your surroundings with great speed. You [Recall Knowledge](rules/actions/recall-knowledge.md), [Seek](rules/actions/seek.md), or [Sense Motive](rules/actions/sense-motive.md). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/explode-g-g.md b/content/Mechanics/Rules/actions/explode-g-g.md deleted file mode 100644 index 560003afc..000000000 --- a/content/Mechanics/Rules/actions/explode-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/inventor-g-g -- compendium/src/pf2e/g&g -- trait/fire -- trait/inventor -- trait/manipulate -- trait/unstable -aliases: ["Explode"] ---- -# Explode [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fire](rules/traits/fire.md "Fire Energy & Element Trait") [inventor](rules/traits/inventor-g-g.md "Inventor Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [unstable](rules/traits/unstable-g-g.md "Unstable Trait") -*Source: Guns & Gears p. 19* - -**Class** inventor -- **Activity**: Two-Action - -You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals `2d6` fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion). - -At 3rd level, and every level thereafter, increase your explosion's damage by 1d6. - -If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/exploit-vulnerability-da.md b/content/Mechanics/Rules/actions/exploit-vulnerability-da.md deleted file mode 100644 index 8e2309811..000000000 --- a/content/Mechanics/Rules/actions/exploit-vulnerability-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/esoterica -- trait/manipulate -- trait/thaumaturge -aliases: ["Exploit Vulnerability"] ---- -# Exploit Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") -*Source: Dark Archive p. 32* - -- **Frequency**: once per round -- **Requirements**: You are holding your implement. -- **Activity**: Single Action - -You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an [Esoteric Lore](compendium/skills.md#Lore) check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. - -> [!success-degree] -> - **Critical Success** You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md "Magical Item Trait") if they weren't already. -> - **Success** You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md "Magical Item Trait") if they weren't already. -> - **Failure** Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon [Strikes](rules/actions/strike.md) against the creature also become [magical](rules/traits/magical.md "Magical Item Trait") if they weren't already. -> - **Critical Failure** You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become [flat-footed](rules/conditions.md#Flat-footed) until the beginning of your next turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/extract-element-roe.md b/content/Mechanics/Rules/actions/extract-element-roe.md deleted file mode 100644 index 55e9f7e23..000000000 --- a/content/Mechanics/Rules/actions/extract-element-roe.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/roe -- trait/impulse -- trait/kineticist -- trait/primal -aliases: ["Extract Element"] ---- -# Extract Element [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single 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. 17* - -- **Activity**: Single Action - -You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes `2d4` damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first. -> - **Failure** As success, but the creature takes full damage. -> - **Critical Failure** As failure, but the creature takes double damage. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/fade-into-daydreams-da.md b/content/Mechanics/Rules/actions/fade-into-daydreams-da.md deleted file mode 100644 index 1a42c5118..000000000 --- a/content/Mechanics/Rules/actions/fade-into-daydreams-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/illusion -- trait/psyche -- trait/psychic -aliases: ["Fade Into Daydreams"] ---- -# Fade Into Daydreams [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[illusion](rules/traits/illusion.md "Illusion School 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 flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become [concealed](rules/conditions.md#Concealed) until the start of your next turn. This concealment can't be used to [Hide](rules/actions/hide.md), as normal for concealing effects that leave your location obvious. \ 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 100644 index 7f41bc799..000000000 --- a/content/Mechanics/Rules/actions/feint.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/mental -aliases: ["Feint"] ---- -# Feint (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](rules/traits/mental.md "Mental Effect Trait") -*Source: Core Rulebook p. 246* - -**Skill** [deception](compendium/skills.md#Deception) (trained) -- **Requirements**: You are within melee reach of the opponent you attempt to Feint. -- **Activity**: Single Action - -With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a [Deception](compendium/skills.md#Deception) check against that opponent's [Perception](compendium/skills.md#Perception) DC. - -> [!success-degree] -> - **Critical Success** You throw your enemy's defenses against you entirely off. The target is [flat-footed](rules/conditions.md#Flat-footed) 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](rules/conditions.md#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](rules/conditions.md#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/fight-the-fire-aoa6.md b/content/Mechanics/Rules/actions/fight-the-fire-aoa6.md deleted file mode 100644 index 2fc5c2981..000000000 --- a/content/Mechanics/Rules/actions/fight-the-fire-aoa6.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa6 -- trait/exploration -- trait/manipulate -aliases: ["Fight the Fire"] ---- -# Fight the Fire -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Age of Ashes #6: Broken Promises p. 12* - - -You work to contain the fire. Attempt a DC 36 [Acrobatics](compendium/skills.md#Acrobatics) check to move quickly through the building and extinguish burning areas opportunistically, a DC 38 [Athletics](compendium/skills.md#Athletics) check to remove debris to prevent the spread of fire or haul buckets of water or sand to extinguish flames, or a DC 40 [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) check to organize bystanders into helping fight the fire. - -> [!success-degree] -> - **Critical Success** You make significant progress, allowing 1d6 citizens to escape to safety on their own, and no citizens still trapped in the building perish at the end of the phase. Any checks to Rescue Citizens for the remainder of this phase gain a +2 circumstance bonus. Increase the number of phases remaining before the building collapses by 1. -> - **Success** You curtail flames in areas where citizens are still trapped. No citizens still trapped in the building perish at the end of the phase. Any checks to Rescue Citizens for the remainder of this phase gain a +1 circumstance bonus. -> - **Failure** You take `4d6` fire damage. -> - **Critical Failure** Your attempts to Fight the Fire accidentally spread the flames instead. You take `8d6` fire damage. Reduce the number of phases remaining before the building collapses by 1. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/find-the-cells-aoa5.md b/content/Mechanics/Rules/actions/find-the-cells-aoa5.md deleted file mode 100644 index 7e11ea62a..000000000 --- a/content/Mechanics/Rules/actions/find-the-cells-aoa5.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Find the Cells"] ---- -# Find the Cells -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* - - -The PCs identify an efficient route through the manor and reach the holding cells and vaults in the basement—all without opening too many doors, making too much noise, or wasting time searching for secret doors. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/finish-the-job-g-g.md b/content/Mechanics/Rules/actions/finish-the-job-g-g.md deleted file mode 100644 index 53b232439..000000000 --- a/content/Mechanics/Rules/actions/finish-the-job-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Finish the Job"] ---- -# Finish the Job [>](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. 108* - -**Class** gunslinger; **Subclass** Drifter -- **Requirements**: On your last action, you failed (but didn't critically fail) a Strike with a firearm or crossbow you're holding in one hand, and your other hand is either wielding a melee weapon or empty. -- **Activity**: Single Action - -Your last attack failed, but it set you up for another. Make a [Strike](rules/actions/strike.md) with your other hand, using a one-handed melee weapon or unarmed attack. This [Strike](rules/actions/strike.md) uses the same multiple attack penalty as the [Strike](rules/actions/strike.md) that failed on the last action. Afterward, increase your multiple attack penalty normally. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/fling-magic-da.md b/content/Mechanics/Rules/actions/fling-magic-da.md deleted file mode 100644 index 5939f5126..000000000 --- a/content/Mechanics/Rules/actions/fling-magic-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/concentrate -- trait/evocation -- trait/magical -- trait/manipulate -- trait/thaumaturge -aliases: ["Fling Magic"] ---- -# Fling Magic [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [evocation](rules/traits/evocation.md "Evocation 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. 41* - -- **Requirements**: You are holding your First Implement and Esoterica|Thaumaturge|DA|wand|DA|1||wand implement. -- **Activity**: Two-Action - -You fling magical energy at a target within 60 feet, dealing damage equal to `1d4` + your Charisma modifier to the target, with a basic Reflex save against your class DC. The damage is of the type you selected when you gained your First Implement and Esoterica|Thaumaturge|DA|wand|DA|1||wand implement. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. - -You can expend more energy than usual to boost the effect of Fling Magic, dealing d6s of damage instead of `d4`s. After you do so, the wand takes `1d4` rounds to recharge, during which you can't boost the wand's damage but can continue to Fling Magic normally. If you critically hit with a [Strike](rules/actions/strike.md), your wand recharges immediately as it draws in power from the clash. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/flurry-of-blows.md b/content/Mechanics/Rules/actions/flurry-of-blows.md deleted file mode 100644 index 7945268fd..000000000 --- a/content/Mechanics/Rules/actions/flurry-of-blows.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/monk -- compendium/src/pf2e/crb -- trait/flourish -- trait/monk -aliases: ["Flurry of Blows"] ---- -# Flurry of Blows [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[flourish](rules/traits/flourish.md "Flourish Combat Trait") [monk](rules/traits/monk.md "Monk Class Trait") -*Source: Core Rulebook p. 156* - -**Class** monk -- **Activity**: Single Action - -Make two unarmed [Strikes](rules/actions/strike.md). If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the [Strikes](rules/actions/strike.md) normally. As it has the [flourish](rules/traits/flourish.md "Flourish Combat Trait") trait, you can use [Flurry of Blows](rules/actions/flurry-of-blows.md) only once per 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 100644 index 7b3f34c60..000000000 --- a/content/Mechanics/Rules/actions/fly.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Fly"] ---- -# Fly (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. 305* - - -- **Requirements**: You have a fly Speed. -- **Activity**: Single Action - -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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/follow-the-expert.md b/content/Mechanics/Rules/actions/follow-the-expert.md deleted file mode 100644 index 8568226a3..000000000 --- a/content/Mechanics/Rules/actions/follow-the-expert.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/exploration -- trait/visual -aliases: ["Follow the Expert"] ---- -# Follow the Expert (basic) -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -*Source: Core Rulebook p. 479* - - - -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](rules/actions/avoid-notice.md)). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/force-open.md b/content/Mechanics/Rules/actions/force-open.md deleted file mode 100644 index ea63e5839..000000000 --- a/content/Mechanics/Rules/actions/force-open.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Force Open"] ---- -# Force Open (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") -*Source: Core Rulebook p. 242* - -**Skill** [athletics](compendium/skills.md#Athletics) (untrained) -- **Activity**: Single Action - -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](compendium/equipment/items/crowbar.md), prying something open takes a –2 item penalty to the [Athletics](compendium/skills.md#Athletics) check to Force Open. - -> [!success-degree] -> - **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](rules/conditions.md#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. - -> [!pf2-example] 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 \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/forge-documents-aoa5.md b/content/Mechanics/Rules/actions/forge-documents-aoa5.md deleted file mode 100644 index 88671feea..000000000 --- a/content/Mechanics/Rules/actions/forge-documents-aoa5.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/downtime -- trait/secret -aliases: ["Forge Documents"] ---- -# Forge Documents -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 23* - - -The PC prepares several forgeries that might serve as convincing props during the heist. - -> [!success-degree] -> - **Success** The PC creates convincing documents that grant the PCs 1 Edge Point they can use when presenting proper credentials, work orders, or invitations. -> - **Failure** The PC creates somewhat unconvincing documents. Inform the PCs the forgeries grant 1 Edge Point. However, when they use that Edge Point, it grants no benefit. -> - **Critical Failure** As failure, but a PC who uses the Edge Point on a failure gets a critical failure instead. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/forge-documents-gmg.md b/content/Mechanics/Rules/actions/forge-documents-gmg.md deleted file mode 100644 index 8fa82d39b..000000000 --- a/content/Mechanics/Rules/actions/forge-documents-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/downtime -- trait/secret -aliases: ["Forge Documents"] ---- -# Forge Documents -[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 - -You prepare forgeries that might serve as convincing props. Attempt a hard or very hard [Society](compendium/skills.md#Society) check. - -> [!success-degree] -> - **Success** You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork. -> - **Failure** You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used. -> - **Critical Failure** As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/fortify-camp-gmg.md b/content/Mechanics/Rules/actions/fortify-camp-gmg.md deleted file mode 100644 index adace8402..000000000 --- a/content/Mechanics/Rules/actions/fortify-camp-gmg.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -aliases: ["Fortify Camp"] ---- -# Fortify Camp -*Source: Gamemastery Guide p. 173* - -**Variant Rule** Hexploration - -You can spend time fortifying your camp for defense with a successful [Crafting](compendium/skills.md#Crafting) check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and [Perception](compendium/skills.md#Perception) checks to [Seek](rules/actions/seek.md) creatures attempting to sneak up on the camp. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/gain-contact-gmg.md b/content/Mechanics/Rules/actions/gain-contact-gmg.md deleted file mode 100644 index 00874b4d2..000000000 --- a/content/Mechanics/Rules/actions/gain-contact-gmg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/downtime -aliases: ["Gain Contact"] ---- -# Gain Contact -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Gamemastery Guide p. 163* - -**Variant Rule** Infiltration - -You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC [Diplomacy](compendium/skills.md#Diplomacy) or [Society](compendium/skills.md#Society) check, or a check using a [Lore](compendium/skills.md#Lore) skill appropriate to your prospective contact. - -> [!success-degree] -> - **Success** You make contact and gain 1 EP. -> - **Failure** You fail to make contact. -> - **Critical Failure** You insult or spook the contact in some way. Future attempts take a –2 circumstance penalty. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/gather-information-aoa5.md b/content/Mechanics/Rules/actions/gather-information-aoa5.md deleted file mode 100644 index 317529efb..000000000 --- a/content/Mechanics/Rules/actions/gather-information-aoa5.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/downtime -- trait/secret -aliases: ["Gather Information"] ---- -# Gather Information -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 24* - - -The PC seeks out rumors about Exavisu's status and location. - -> [!success-degree] -> - **Critical Success** The PCs learn information as a success, plus supporting details that assist in their preparations. The PCs gain a +2 circumstance bonus to checks to perform legwork tasks from this point on. In addition, the PC learns that the scheduling of the auction experienced some delays due to disagreements between the Scarlet Triad and Fleshmongers' Federation over how to split profits—in the face of the gradual constriction of slave market, the longtime allies are both great taking pains to maintain their own profits without undercutting each other. -> - **Success** The PC learns that while nobody knows where Exavisu Kerndallion and her enslaved colleagues are, a private auction has been scheduled for the evening of 15 Neth, to be held at the Bhetshamtal Estate in Katapesh's Inner City. Invitations are nearly impossible to come by, and the audience is expected to include a large number of extraplanar bidders. Exavisu is among the slaves up for sale. Shipments into and out of the estate suggest preparations are already underway for the exclusive event, and the slaves are likely being kept off-site until the event begins. -> - **Failure** The PC learns nothing. -> - **Critical Failure** The PC learns a few misleading rumors that give the PCs a –2 circumstance penalty to their next check for a legwork task. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/gather-information.md b/content/Mechanics/Rules/actions/gather-information.md deleted file mode 100644 index b499660fe..000000000 --- a/content/Mechanics/Rules/actions/gather-information.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -- trait/secret -aliases: ["Gather Information"] ---- -# Gather Information (basic) -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 246* - -**Skill** [diplomacy](compendium/skills.md#Diplomacy) (untrained) - -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-degree] -> - **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. - -> [!pf2-example] 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 \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/ghost-shot-g-g.md b/content/Mechanics/Rules/actions/ghost-shot-g-g.md deleted file mode 100644 index 4b7106bab..000000000 --- a/content/Mechanics/Rules/actions/ghost-shot-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/flourish -- trait/gunslinger -aliases: ["Ghost Shot"] ---- -# Ghost Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[flourish](rules/traits/flourish.md "Flourish Combat Trait") [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Sniper -- **Activity**: Single Action - -Make a firearm or crossbow [Strike](rules/actions/strike.md). If you're [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by the target, the [Strike](rules/actions/strike.md) adds the additional precision damage from One Shot, One Kill; if you would already receive that additional damage on the [Strike](rules/actions/strike.md), the effects aren't cumulative. If you were [undetected](rules/conditions.md#Undetected) or [unnoticed](rules/conditions.md#Unnoticed) by any creatures, you're now [hidden](rules/conditions.md#Hidden) from them instead, as the origin of the attack is clear. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/glimpse-of-redemption.md b/content/Mechanics/Rules/actions/glimpse-of-redemption.md deleted file mode 100644 index c303807d9..000000000 --- a/content/Mechanics/Rules/actions/glimpse-of-redemption.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/champion -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Glimpse of Redemption"] ---- -# Glimpse of Redemption [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md "Champion Class Trait") -*Source: Core Rulebook p. 107* - -**Class** champion; **Subclass** Redeemer -- **Trigger**: An enemy damages your ally, and both are within 15 feet of you. -- **Activity**: Reaction - -Your foe hesitates under the weight of sin as visions of redemption play in their mind's eye. The foe must choose one of the following options - -- The ally is unharmed by the triggering damage. -- The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/gossip-gmg.md b/content/Mechanics/Rules/actions/gossip-gmg.md deleted file mode 100644 index 94eb8ff54..000000000 --- a/content/Mechanics/Rules/actions/gossip-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/downtime -- trait/secret -aliases: ["Gossip"] ---- -# Gossip -[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 - -You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard [Diplomacy](compendium/skills.md#Diplomacy) check. - -> [!success-degree] -> - **Critical Success** You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus. -> - **Success** You gain inside information about the place or group you're attempting to infiltrate that aids your planning. -> - **Failure** You learn nothing. -> - **Critical Failure** You hear a few mistaken rumors and take a –2 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/grab-an-edge.md b/content/Mechanics/Rules/actions/grab-an-edge.md deleted file mode 100644 index 2f0fb64b6..000000000 --- a/content/Mechanics/Rules/actions/grab-an-edge.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Grab an Edge"] ---- -# Grab an Edge (basic) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Core Rulebook p. 472* - - -- **Trigger**: You fall from or past an edge or handhold. -- **Requirements**: Your hands are not tied behind your back or otherwise restrained. -- **Activity**: Reaction - -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](rules/actions/climb.md) DC. If you grab the edge or handhold, you can then [Climb](rules/actions/climb.md) up using [Athletics](compendium/skills.md#Athletics). - -> [!success-degree] -> - **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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/grapple.md b/content/Mechanics/Rules/actions/grapple.md deleted file mode 100644 index 6eb6804ee..000000000 --- a/content/Mechanics/Rules/actions/grapple.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Grapple", "Grab"] ---- -# Grapple (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") -*Source: Core Rulebook p. 242* - -**Skill** [athletics](compendium/skills.md#Athletics) (untrained) -- **Requirements**: You have at least one free hand or have your target grappled or [restrained](rules/conditions.md#Restrained). Your target cannot be more than one size larger than you. -- **Activity**: Single Action - -You attempt to grab an opponent with your free hand. Attempt an [Athletics](compendium/skills.md#Athletics) check against their Fortitude DC. You can also Grapple to keep your hold on a creature you already grabbed or restrained. - -> [!success-degree] -> - **Critical Success** Your opponent is [restrained](rules/conditions.md#Restrained) until the end of your next turn unless you move or your opponent [Escapes](rules/actions/escape.md). -> - **Success** Your opponent is [grabbed](rules/conditions.md#Grabbed) until the end of your next turn unless you move or your opponent [Escapes](rules/actions/escape.md). -> - **Failure** You fail to grab your opponent. If you already had the opponent [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) using a Grapple, those conditions on that creature end. -> - **Critical Failure** If you already had the opponent [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained), 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](rules/conditions.md#Prone). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/grim-swagger-g-g.md b/content/Mechanics/Rules/actions/grim-swagger-g-g.md deleted file mode 100644 index 7394ca194..000000000 --- a/content/Mechanics/Rules/actions/grim-swagger-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/auditory -- trait/emotion -- trait/fear -- trait/gunslinger -- trait/linguistic -- trait/mental -aliases: ["Grim Swagger"] ---- -# Grim Swagger [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-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") [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -*Source: Guns & Gears p. 109* - -**Class** gunslinger; **Subclass** Pistolero -- **Requirements**: You have a one-handed firearm or one-handed crossbow visibly worn or wielded. -- **Activity**: Three-Action - -You attempt to clear the room by promising a grim fate to anyone who doesn't do what you say, and quickly. Attempt a [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation) check against the Will DCs of each creature within 30 feet, except for your allies. Regardless of whether you succeed or fail, each subject is temporarily immune to your Grim Swagger for 10 minutes. - -For example, if you attempt a [Deception](compendium/skills.md#Deception) check, you lie and boast about your prowess or the large group of friends on their way to back you up. If you attempt an [Intimidation](compendium/skills.md#Intimidation) check, you promise everyone in the room that you're going to be the last thing they see. - -> [!success-degree] -> - **Critical Success** The creature becomes [frightened](rules/conditions.md#Frightened). If it's lower level than you, it's also [fleeing](rules/conditions.md#Fleeing) for 1 round. -> - **Success** The creature becomes [frightened](rules/conditions.md#Frightened). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/grow-tv.md b/content/Mechanics/Rules/actions/grow-tv.md deleted file mode 100644 index 5c8a91456..000000000 --- a/content/Mechanics/Rules/actions/grow-tv.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/tv -- trait/downtime -- trait/manipulate -- trait/rare -aliases: ["Grow"] ---- -# Grow -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -*Source: Treasure Vault p. 165* - - -You can grow an item from a living thing, most commonly a plant. You need the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat to Grow an alchemical item, the [Magical Crafting](compendium/feats/magical-crafting.md) skill feat to Grow a magic item, and the [Snare Crafting](compendium/feats/snare-crafting.md) feat to Grow a snare. To Grow an item, you must meet the following requirements. - -- The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in [Crafting](compendium/skills.md#Crafting), and if it's 16th or higher, you must be legendary. -- You have the formula for the item; see Getting Formulas for more information. -- You have an appropriate set of tools for growing the item. While cultivation and gardening tools are typical for plants, you might also use a different technique that requires a different set of tools. For instance, if you play music to help your plants grow, you might use a musical instrument instead. -- You must supply special fertilizers or other magical nutrients worth at least half the item's Price. You always expend at least that quantity of fertilizers and magical nutrients when you Grow successfully. If you're in a settlement, you can usually spend currency to get the amount of magical nutrients you need, except in the case of rarer precious materials. You can also bring them with you in advance or forage for them with a skill like [Herbalism Lore](compendium/skills.md#Lore), gaining an amount of value based on the rules for [Earn Income](rules/actions/earn-income.md). - -You must spend 4 days at work, at which point you attempt a [Crafting](compendium/skills.md#Crafting) check. The GM determines the DC to Grow the item based on its level, rarity, and other circumstances. Depending on the specifics of the type of item, it might be easier to Grow than it is to Craft, or vice versa; typically, the GM can represent that by making an easy or hard DC adjustment. - -If your attempt to create the item is successful, you expend the fertilizers and other magical nutrients you supplied. You can pay the remaining portion of the item's Price in additional growth accelerants to complete the item immediately, or you can spend additional downtime days cultivating the item. For each additional day taken, reduce the value of the accelerants you need to complete the item. This amount is determined using Core Rulebook [Table 4–2: Income Earned](rules/tables/income-earned.md), based on your proficiency rank in [Crafting](compendium/skills.md#Crafting) and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in accelerants. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. - -You also have the option to allow the item to grow mostly untended, only stopping to supervise it occasionally, though the pace is much slower without your direct intervention. At the end of each season in which you spent at least 1 day of downtime to Grow the item, roll an additional [Crafting](compendium/skills.md#Crafting) check and reduce the value of accelerants you need to expend to complete the item by the corresponding amount. - -> [!success-degree] -> - **Critical Success** Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in [Crafting](compendium/skills.md#Crafting). -> - **Success** Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. -> - **Failure** You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. -> - **Critical Failure** You fail to complete the item. You ruin 10% of the fertilizers and nutrients you supplied, but you can salvage the rest. If you want to try again, you must start over. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/guild-investigation-aoa4.md b/content/Mechanics/Rules/actions/guild-investigation-aoa4.md deleted file mode 100644 index 4bdab3381..000000000 --- a/content/Mechanics/Rules/actions/guild-investigation-aoa4.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa4 -- trait/concentrate -- trait/exploration -- trait/secret -aliases: ["Guild Investigation"] ---- -# Guild Investigation -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [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 and attempts a DC 30 Skill check to pursue their investigation into the guild. - -> [!success-degree] -> - **Critical Success** The PCs' investigation results in compelling evidence that Brigven is the culprit behind the shoddy weapons,and reveals the location of his shop to the PCs. This evidence forces Brigven to give up as soon as the PCs confront him in his shop without forcing them to talk him into a confession. -> - **Success** The investigation implies that Brigven is behind the shoddy weapons, and reveals the location of his shop to the PCs. -> - **Failure** The investigation yields no results, but does not alert Brigven of the threat. -> - **Critical Failure** The investigation yields no results, and Brigven learns that the PCs are on to him. He abandons his shop and flees to the Hidden Forge to seek shelter with the other [Droskar](compendium/setting/deities/droskar-logm.md) cultists. In this case, the PCs can encounter Brigven in area **D2**—you can represent him with the statistics for Thea in that encounter. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/harvest-heartsliver-lomm.md b/content/Mechanics/Rules/actions/harvest-heartsliver-lomm.md deleted file mode 100644 index 0aacc5277..000000000 --- a/content/Mechanics/Rules/actions/harvest-heartsliver-lomm.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/lomm -- trait/manipulate -- trait/rare -aliases: ["Harvest Heartsliver"] ---- -# Harvest Heartsliver [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") -*Source: Lost Omens: Monsters of Myth p. 53* - -- **Requirements**: You're inside Kothogaz's body. -- **Activity**: Reaction - -You attempt to steal a section of Kothogaz's heart. Attempt an attack roll or a DC 40 [Acrobatics](compendium/skills.md#Acrobatics), [Athletics](compendium/skills.md#Athletics), [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) check. - -> [!success-degree] -> - **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](rules/abilities/swallow-whole.md) damage. -> - **Critical Failure** You take double Kothogaz's Swallow Whole damage and are [deafened](rules/conditions.md#Deafened) by its heartbeat for 1 minute. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/haul-supplies-aoa5.md b/content/Mechanics/Rules/actions/haul-supplies-aoa5.md deleted file mode 100644 index c872bc3ea..000000000 --- a/content/Mechanics/Rules/actions/haul-supplies-aoa5.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -- trait/move -aliases: ["Haul Supplies"] ---- -# Haul Supplies -[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. 13* - - -You pack up as many supplies as you can carry and make your way back to Bazal's Basin with food and water. Attempt a DC 34 [Athletics](compendium/skills.md#Athletics) check to determine the amount and quality of the food you manage to haul and keep safe from being damaged in the storm. A character who uses powerful magic (such as [teleport](compendium/spells/teleport.md)) to aid in transporting the food automatically achieves a result one category higher than they roll. - -> [!success-degree] -> - **Critical Success** You return with 15 Bulk of supplies. -> - **Success** You return with 10 Bulk of supplies. -> - **Failure** Some of the food was damaged in transport, and you return with only 5 Bulk of supplies. -> - **Critical Failure** All of the supplies you attempted to transport are ruined. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/hide.md b/content/Mechanics/Rules/actions/hide.md deleted file mode 100644 index e48ac7f23..000000000 --- a/content/Mechanics/Rules/actions/hide.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/secret -aliases: ["Hide"] ---- -# Hide (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 251* - -**Skill** [stealth](compendium/skills.md#Stealth) (untrained) -- **Activity**: Single Action - -You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your [Stealth](compendium/skills.md#Stealth) check in secret and compares the result to the [Perception](compendium/skills.md#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-degree] -> - **Success** If the creature could see you, you're now [hidden](rules/conditions.md#Hidden) from it instead of [observed](rules/conditions.md#Observed). If you were [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#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](rules/actions/hide.md), [Sneak](rules/actions/sneak.md), or [Step](rules/actions/step.md). If you attempt to [Strike](rules/actions/strike.md) a creature, the creature remains [flat-footed](rules/conditions.md#Flat-footed) against that attack, and you then become [observed](rules/conditions.md#Observed). If you do anything else, you become [observed](rules/conditions.md#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](compendium/skills.md#Stealth) check. -> -> If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/high-jump.md b/content/Mechanics/Rules/actions/high-jump.md deleted file mode 100644 index 1ced858a5..000000000 --- a/content/Mechanics/Rules/actions/high-jump.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["High Jump"] ---- -# High Jump (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -*Source: Core Rulebook p. 242* - -**Skill** [athletics](compendium/skills.md#Athletics) (untrained) -- **Activity**: Two-Action - -You Stride, then make a vertical [Leap](rules/actions/leap.md) and attempt a DC 30 [Athletics](compendium/skills.md#Athletics) check to increase the height of your jump. If you didn't [Stride](rules/actions/stride.md) 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. - -> [!success-degree] -> - **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](rules/actions/leap.md) normally. -> - **Critical Failure** You don't [Leap](rules/actions/leap.md) at all, and instead you fall [prone](rules/conditions.md#Prone) in your space. - -> [!pf2-example] Leap -> -> The [Leap](rules/actions/leap.md) basic action is used for [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md). [Leap](rules/actions/leap.md) lets you take a careful, short jump. You can [Leap](rules/actions/leap.md) 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](rules/actions/leap.md) ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical [Leap](rules/actions/leap.md), you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/host-event-aoa5.md b/content/Mechanics/Rules/actions/host-event-aoa5.md deleted file mode 100644 index 108c21c36..000000000 --- a/content/Mechanics/Rules/actions/host-event-aoa5.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/downtime -aliases: ["Host Event"] ---- -# Host Event -[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 planning and hosting a special event, such as a feast, a small festival, or a public performance. Doing so requires an expenditure of 250 gp. Attempt a DC 36 [Diplomacy](compendium/skills.md#Diplomacy), [Performance](compendium/skills.md#Performance), [Society](compendium/skills.md#Society), or appropriate [Lore](compendium/skills.md#Lore) check. The result determines the impact of your efforts. You gain a cumulative +1 circumstance bonus to this check (maximum +4) for each additional 250 gp you spend on the event. - -> [!success-degree] -> - **Critical Success** Each PC gains a +2 circumstance bonus to skill checks to perform downtime activities for the next 3 days. Also, reduce the Support Points of two different guilds of your choice by 1 (see Influence Guild). -> - **Success** Each PC gains a +1 circumstance bonus to skill checks to perform downtime activities the following day. In addition, reduce the Support Points of one guild of your choice by 1 (see Influence Guild). -> - **Critical Failure** The party is a disaster. Each PC takes a –2 circumstance penalty to skill checks to perform downtime activities the following day. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/hunt-prey.md b/content/Mechanics/Rules/actions/hunt-prey.md deleted file mode 100644 index 90c941ada..000000000 --- a/content/Mechanics/Rules/actions/hunt-prey.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/ranger -- compendium/src/pf2e/crb -- trait/concentrate -- trait/ranger -aliases: ["Hunt Prey", "Mark Prey"] ---- -# Hunt Prey [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [ranger](rules/traits/ranger.md "Ranger Class Trait") -*Source: Core Rulebook p. 168* - -**Class** ranger -- **Activity**: Single Action - -You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. - -You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks when you [Seek](rules/actions/seek.md) your prey and a +2 circumstance bonus to [Survival](compendium/skills.md#Survival) checks when you [Track](rules/actions/track.md) your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting. - -You can have only one creature designated as your prey at a time. If you use [Hunt Prey](rules/actions/hunt-prey.md) against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/hunt-the-animals-aoa2.md b/content/Mechanics/Rules/actions/hunt-the-animals-aoa2.md deleted file mode 100644 index 225ea9160..000000000 --- a/content/Mechanics/Rules/actions/hunt-the-animals-aoa2.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa2 -- trait/exploration -aliases: ["Hunt the Animals"] ---- -# Hunt the Animals -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #2: Cult of Cinders p. 20* - - -When the hunt begins, the Ekujae elves and the PCs work together to bring down the game. Against an impressive find, each PC actively participating (and not just [Aiding](rules/actions/aid.md)) attempts a DC 25 [Survival](compendium/skills.md#Survival) check. Against standard game, the DC is 20. No check is needed to hunt river turtles or bats—hunting such game is automatically successful (but can never be a critical success). - -> [!success-degree] -> - **Critical Success** You help take down the animals quickly and relatively painlessly, showing them mercy. -> - **Success** Your participation in the hunt helps the hunting party take down the animals quickly. -> - **Failure** Your involvement complicates the hunt—one or two animals even escape uninjured. Each PC takes `2d6` damage from animal attacks (or `4d6` if the animals were an impressive find). -> - **Critical Failure** Several of the animals die poorly, and many escape with mortal wounds. Barely enough animals are caught for the feast, but the fact that they died in pain or escaped with injuries shames the Ekujae— the party loses 2 IP. Each PC takes `2d6+6` damage from animal attacks (or `4d6+12` if the animals were an impressive find). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/hustle.md b/content/Mechanics/Rules/actions/hustle.md deleted file mode 100644 index 3500caea1..000000000 --- a/content/Mechanics/Rules/actions/hustle.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -- trait/move -aliases: ["Hustle"] ---- -# Hustle (basic) -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") -*Source: Core Rulebook p. 480* - - - -You strain yourself to move at double your travel speed. You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/identify-alchemy.md b/content/Mechanics/Rules/actions/identify-alchemy.md deleted file mode 100644 index c5183fb29..000000000 --- a/content/Mechanics/Rules/actions/identify-alchemy.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -- trait/secret -aliases: ["Identify Alchemy"] ---- -# Identify Alchemy (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 245* - -**Skill** [crafting](compendium/skills.md#Crafting) (trained) -- **Requirements**: You have a [alchemist's tools](compendium/equipment/items/alchemists-tools.md). -- **Activity**: 10 minute - -You can identify the nature of an alchemical item with 10 minutes of testing using [alchemist's tools](compendium/equipment/items/alchemists-tools.md). If your attempt is interrupted in any way, you must start over. - -> [!success-degree] -> - **Success** You identify the item and the means of activating it. -> - **Failure** You fail to identify the item but can try again. -> - **Critical Failure** You misidentify the item as another item of the GM's choice. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/identify-magic.md b/content/Mechanics/Rules/actions/identify-magic.md deleted file mode 100644 index 0ba09d787..000000000 --- a/content/Mechanics/Rules/actions/identify-magic.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -- trait/secret -aliases: ["Identify Magic"] ---- -# Identify Magic (basic) -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 238* - - - -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. - -> [!success-degree] -> - **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. - -> [!pf2-example] 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. Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills. -> -> | Magical Tradition | Corresponding Skill | -> |-------------------|---------------------| -> | Arcane | [Arcana](compendium/skills.md#Arcana) | -> | Divine | [Religion](compendium/skills.md#Religion) | -> | Occult | [Occultism](compendium/skills.md#Occultism) | -> | Primal | [Nature](compendium/skills.md#Nature) | -> \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/impersonate.md b/content/Mechanics/Rules/actions/impersonate.md deleted file mode 100644 index 4a313bc6e..000000000 --- a/content/Mechanics/Rules/actions/impersonate.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -- trait/manipulate -- trait/secret -aliases: ["Impersonate"] ---- -# Impersonate (basic) -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 245* - -**Skill** [deception](compendium/skills.md#Deception) (untrained) - -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](compendium/equipment/items/disguise-kit.md), 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](rules/actions/seek.md) action to attempt [Perception](compendium/skills.md#Perception) checks against your [Deception](compendium/skills.md#Deception) DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret [Deception](compendium/skills.md#Deception) check for you against that creature's [Perception](compendium/skills.md#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](compendium/skills.md#Deception) check even if you aren't directly interacting with others. - -> [!success-degree] -> - **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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/implements-interruption-da.md b/content/Mechanics/Rules/actions/implements-interruption-da.md deleted file mode 100644 index 85b980b09..000000000 --- a/content/Mechanics/Rules/actions/implements-interruption-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/evocation -- trait/magical -- trait/thaumaturge -aliases: ["Implement's Interruption"] ---- -# Implement's Interruption [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") -*Source: Dark Archive p. 41* - -- **Trigger**: The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) uses a [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"), [manipulate](rules/traits/manipulate.md "Manipulate General Trait"), or [move](rules/traits/move.md "Move Combat Trait") action, or leaves a square during a move action it's using. -- **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|weapon|DA|1||weapon implement and are benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon. -- **Activity**: Reaction - -Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a [Strike](rules/actions/strike.md) against the triggering creature with your First Implement and Esoterica|Thaumaturge|DA|weapon|DA|1||weapon implement. If your attack is a critical hit, you disrupt the triggering 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/impromptu-tour-aoa5.md b/content/Mechanics/Rules/actions/impromptu-tour-aoa5.md deleted file mode 100644 index 4bfbbbf92..000000000 --- a/content/Mechanics/Rules/actions/impromptu-tour-aoa5.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Impromptu Tour"] ---- -# Impromptu Tour -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 29* - - -In anticipation of the auction, Jelek Jaziman has gathered groups of guests to explore the manor in guided tours. The PCs can try to avoid notice, or—by blending in with a group and making informed statements about the artwork—they can deflect attention long enough to slip away. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/influence-gmg.md b/content/Mechanics/Rules/actions/influence-gmg.md deleted file mode 100644 index d2da71a1a..000000000 --- a/content/Mechanics/Rules/actions/influence-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/concentrate -- trait/linguistic -aliases: ["Influence"] ---- -# Influence -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") -*Source: Gamemastery Guide p. 151* - -**Variant Rule** Influence - -You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC's preferences (typically found in the NPC's influence stat block). - -> [!success-degree] -> - **Critical Success** You gain 2 Influence Points with the chosen NPC. -> - **Success** You gain 1 Influence Point with the chosen NPC. -> - **Failure** You gain no Influence Points with the chosen NPC. -> - **Critical Failure** You lose 1 Influence Point with the chosen NPC. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/influence-guild-aoa5.md b/content/Mechanics/Rules/actions/influence-guild-aoa5.md deleted file mode 100644 index e4d8cba15..000000000 --- a/content/Mechanics/Rules/actions/influence-guild-aoa5.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/downtime -aliases: ["Influence Guild"] ---- -# Influence Guild -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 19* - - -You dedicate a day to befriending members of a particular guild, assisting the organization, and convincing the guild members not to support the Scarlet Triad. Attempt a DC 34 skill check tied to one of the organization's favored skills (pages 20–21). - -> [!success-degree] -> - **Critical Success** Reduce that organization's Support Points by 3. -> - **Success** Reduce that organization's Support Points by 1. -> - **Critical Failure** Increase that organization's Support Points by 1. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/influence-regent-aoa4.md b/content/Mechanics/Rules/actions/influence-regent-aoa4.md deleted file mode 100644 index c64936fab..000000000 --- a/content/Mechanics/Rules/actions/influence-regent-aoa4.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa4 -- trait/auditory -- trait/concentrate -- trait/linguistic -- trait/mental -- trait/secret -aliases: ["Influence Regent"] ---- -# Influence Regent -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Age of Ashes #4: Fires of the Haunted City p. 18* - - -You attempt to gain favor with one of Kovlar's regents, either by responding to their question with tact and respect and attempting a Diplomacy check, or by drawing upon your acumen in another skill. This second tactic usually can't succeed unless that skill is one favored by that regent's guild. At the GM's option, you may substitute an applicable [Lore](compendium/skills.md#Lore) skill check for the [Diplomacy](compendium/skills.md#Diplomacy) check. If you attempt a [Diplomacy](compendium/skills.md#Diplomacy) or [Lore](compendium/skills.md#Lore) check, it's a DC 32 check for success; if you attempt a favored skill check, it's a DC 28 check for success. - -At the GM's option, a player who brings up a compelling point or roleplays particularly well in their attempt to Influence a Regent might gain a +2 circumstance bonus on the check. - -> [!success-degree] -> - **Critical Success** You reduce the regent's Skepticism by 2. -> - **Success** You reduce the regent's Skepticism by 1. -> - **Failure** You do not adjust the regent's Skepticism. -> - **Critical Failure** You increase the regent's Skepticism by 1. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/intensify-vulnerability-da.md b/content/Mechanics/Rules/actions/intensify-vulnerability-da.md deleted file mode 100644 index 9e6e5d33a..000000000 --- a/content/Mechanics/Rules/actions/intensify-vulnerability-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/concentrate -- trait/divination -- trait/esoterica -- trait/magical -- trait/thaumaturge -aliases: ["Intensify Vulnerability"] ---- -# Intensify Vulnerability [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") [magical](rules/traits/magical.md "Magical Item Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") -*Source: Dark Archive p. 35* - -- **Prerequisites**: [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) -- **Frequency**: once per round -- **Requirements**: You're benefiting from [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md), you can see the subject, and you haven't used [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) this round. -- **Activity**: Single Action - -You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/interact.md b/content/Mechanics/Rules/actions/interact.md deleted file mode 100644 index 433d24ac7..000000000 --- a/content/Mechanics/Rules/actions/interact.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Interact", "Use an Object"] ---- -# Interact (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Core Rulebook p. 470* - - -- **Activity**: Single Action - -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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/into-the-fray-g-g.md b/content/Mechanics/Rules/actions/into-the-fray-g-g.md deleted file mode 100644 index de4987fb9..000000000 --- a/content/Mechanics/Rules/actions/into-the-fray-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Into the Fray"] ---- -# Into the Fray [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -*Source: Guns & Gears p. 108* - -**Class** gunslinger; **Subclass** Drifter -- **Trigger**: You roll Initiative. -- **Activity**: Free Action - -You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can [Interact](rules/actions/interact.md) to draw a one-handed ranged weapon and can then [Interact](rules/actions/interact.md) to draw a one-handed melee weapon. As your first action on your first turn, you can [Stride](rules/actions/stride.md) as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this [Stride](rules/actions/stride.md). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/invest-an-item.md b/content/Mechanics/Rules/actions/invest-an-item.md deleted file mode 100644 index f22b0ecb1..000000000 --- a/content/Mechanics/Rules/actions/invest-an-item.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Invest an Item"] ---- -# Invest an Item (basic) [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -*Source: Core Rulebook p. 531* - - -- **Activity**: Varies - -You invest your energy in an item with the [invested](rules/traits/invested.md "Invested Item Trait") 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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/investigate-chamber-aoa6.md b/content/Mechanics/Rules/actions/investigate-chamber-aoa6.md deleted file mode 100644 index 8a91a879e..000000000 --- a/content/Mechanics/Rules/actions/investigate-chamber-aoa6.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa6 -- trait/exploration -- trait/manipulate -- trait/move -aliases: ["Investigate Chamber"] ---- -# Investigate Chamber -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [move](rules/traits/move.md "Move Combat Trait") -*Source: Age of Ashes #6: Broken Promises p. 33* - - -You take 10 minutes to investigate a specific room in the Golden Citadel to learn any information about it. Guards won't normally be annoyed by this if you investigate a public area, but if they see you investigating a private area they will attempt to escort you out before you can complete the investigation. Attempt a DC 36 [Perception](compendium/skills.md#Perception) check to determine your level of success. - -> [!success-degree] -> - **Critical Success** You learn the room's read-aloud text, basic information, and any secret information. -> - **Success** You learn the room's read-aloud text and basic information. -> - **Failure** You fail to learn anything about the room other than its read-aloud text. -> - **Critical Failure** As failure above, but any guards who can observe you notice suspicious activity and attempt to escort you out of the area, either to the council chamber (area **C1**) or out of the building entirely. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/investigate.md b/content/Mechanics/Rules/actions/investigate.md deleted file mode 100644 index a34c9bfe8..000000000 --- a/content/Mechanics/Rules/actions/investigate.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Investigate"] ---- -# Investigate (basic) -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Core Rulebook p. 480* - - - -You seek out information about your surroundings while traveling at half speed. You use [Recall Knowledge](rules/actions/recall-knowledge.md) as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a [Recall Knowledge](rules/actions/recall-knowledge.md) action while Investigating, but the GM determines whether the skill is relevant to the clues you could find. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/invigorating-fear-loag.md b/content/Mechanics/Rules/actions/invigorating-fear-loag.md deleted file mode 100644 index 8cb3914f5..000000000 --- a/content/Mechanics/Rules/actions/invigorating-fear-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/ancestry/kitsune-loag -- compendium/src/pf2e/loag -aliases: ["Invigorating Fear"] ---- -# Invigorating Fear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Lost Omens: Ancestry Guide p. 123* - -**Ancestry** kitsune; **Heritage** kitsune|LOAG|Dark Fields|Dark Fields|LOAG| -- **Frequency**: once per hour -- **Trigger**: A creature within 60 feet gains the [frightened](rules/conditions.md#Frightened) condition. -- **Activity**: Reaction - -You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/invoke-celestial-privilege.md b/content/Mechanics/Rules/actions/invoke-celestial-privilege.md deleted file mode 100644 index 4915bb498..000000000 --- a/content/Mechanics/Rules/actions/invoke-celestial-privilege.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/ancestry/kitsune-loag -- compendium/src/pf2e/crb -aliases: ["Invoke Celestial Privilege"] ---- -# Invoke Celestial Privilege [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Core Rulebook p. 123* - -**Ancestry** kitsune; **Heritage** kitsune|LOAG|Celestial Envoy|Celestial Envoy|LOAG| -- **Trigger**: You attempt a saving throw against a [divine](rules/traits/divine.md "Divine Tradition Trait") effect, but you haven't rolled yet. -- **Activity**: Reaction - -You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other saving throws you attempt against [divine](rules/traits/divine.md "Divine Tradition Trait") effects until the start of your next turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/iron-command-apg.md b/content/Mechanics/Rules/actions/iron-command-apg.md deleted file mode 100644 index 7b1c558bb..000000000 --- a/content/Mechanics/Rules/actions/iron-command-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/champion -- compendium/src/pf2e/apg -- trait/champion -- trait/divine -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Iron Command"] ---- -# Iron Command [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md "Champion Class 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") [mental](rules/traits/mental.md "Mental Effect Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -*Source: Advanced Player's Guide p. 116* - -**Class** champion; **Subclass** Tyrant -- **Trigger**: An enemy within 15 feet damages you. -- **Activity**: Reaction - -You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options. - -- The enemy kneels, dropping prone as a free action. -- The enemy refuses, and you deal 1d6 mental damage to it. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. - -In addition, your [Strikes](rules/actions/strike.md) against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/issue-challange-aoa5.md b/content/Mechanics/Rules/actions/issue-challange-aoa5.md deleted file mode 100644 index 89632f162..000000000 --- a/content/Mechanics/Rules/actions/issue-challange-aoa5.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/downtime -aliases: ["Issue Challange"] ---- -# Issue Challange -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 20* - - -You spend a day promoting your combat abilities, trash-talking the competition, calling out the leadership of the Gladiators' Guild, or performing public feats of bravado to compel the guildmaster of the Gladiators' Guild to accept your challenge to rule over the arena. This action ties specifically into Task 3: Blood on the Sand (page 32). Attempt a DC 36 [Athletics](compendium/skills.md#Athletics), [Deception](compendium/skills.md#Deception), [Intimidation](compendium/skills.md#Intimidation), [Performance](compendium/skills.md#Performance), or appropriate [Lore](compendium/skills.md#Lore) skill check. - -> [!success-degree] -> - **Critical Success** You provoke Bshez Shak into accepting your challenge. -> - **Success** You weaken Bshez's resolve. For the next 7 days, your checks to Issue Challenges gain a cumulative +1 circumstance bonus (maximum +4). -> - **Critical Failure** Your boisterousness accidentally leads to embarrassment that undermines your stature. You lose any circumstance bonuses you've earned as a result of successful Issued Challenges, and can't Issue a Challenge the next day. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/leap.md b/content/Mechanics/Rules/actions/leap.md deleted file mode 100644 index 007aee24b..000000000 --- a/content/Mechanics/Rules/actions/leap.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Leap"] ---- -# Leap (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Core Rulebook p. 470* - - -- **Activity**: Single Action - -You take a careful, short jump. You can [Leap](rules/actions/leap.md) 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](rules/actions/leap.md) 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](rules/actions/leap.md) 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](compendium/skills.md#Athletics) skill. \ 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 deleted file mode 100644 index 817d884f1..000000000 --- a/content/Mechanics/Rules/actions/learn-a-spell.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Learn a Spell"] ---- -# Learn a Spell (basic) -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Core Rulebook p. 238* - - -- **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](compendium/character/archetypes/bard.md), you couldn't use [Religion](compendium/skills.md#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: Learning a Spell](rules/tables/learning-a-spell.md). -- 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: Learning a Spell](rules/tables/learning-a-spell.md)). [Uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") or [rare](rules/traits/rare.md "Rare Rarity Trait") spells have [higher DCs](rules/tables/dc-adjustments.md); full guidelines for the GM appear on page 503. - -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. - -> [!success-degree] -> - **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/Rules/actions/learn-name-som.md b/content/Mechanics/Rules/actions/learn-name-som.md deleted file mode 100644 index 7926f34bf..000000000 --- a/content/Mechanics/Rules/actions/learn-name-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/som -- trait/downtime -- trait/rare -- trait/secret -aliases: ["Learn Name"] ---- -# Learn Name -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Secrets of Magic p. 245* - -**Variant Rule** True Names - -You spend a week trying to discover and learn a creature's name. The exact form of your effort varies depending on the skill you use, the resources you have available, and other circumstances. Decide if you are searching for the name of a specific individual or for names in general. If you're looking for the name of an individual, you must be able to clearly identify that individual; for example, "the general leading the invasion" is enough, but "the person who killed the duchess" isn't, if you don't know who killed the duchess. If you're searching for names more generally, name one creature type. - -The GM chooses a DC, typically based on the level of the creature in question. If you're seeking names more generally, the DC is typically based on the level of the creature whose name the GM decides to provide, usually a creature from the chosen type of your level or lower. The GM might modify the DC of the task based on the resources you have available, or on using an unusually appropriate or inappropriate skill, or on other circumstances. Attempt a check with a skill that could be used to Recall Knowledge about the creature's type. After attempting to Learn a Name, you typically can't try to learn the name of the same individual again unless you gain access to a substantial new source of information, as determined by the GM. - -> [!success-degree] -> - **Critical Success** You find one or more private names of the specific individual you chose, or the private name of a creature with the type you chose and a level equal to the task level. You also find hidden fragments of their true name and, at the GM's discretion, you might find a clue leading to an adventure where you can learn the rest of the true name. -> - **Success** As critical success, except you find only one private name and don't find hidden fragments of their true name. -> - **Critical Failure** If you were searching for the name of a specific individual, you find no new information and that individual becomes aware of your efforts. If you were searching for a general name of a specific type, you find a creature's name or names likely to get you in trouble, possibly the names of a different type of creature entirely \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/liberating-step.md b/content/Mechanics/Rules/actions/liberating-step.md deleted file mode 100644 index fa0811a77..000000000 --- a/content/Mechanics/Rules/actions/liberating-step.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/champion -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Liberating Step"] ---- -# Liberating Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md "Champion Class Trait") -*Source: Core Rulebook p. 107* - -**Class** champion; **Subclass** Liberator -- **Trigger**: An enemy damages, Grabs, or [Grapples](rules/actions/grapple.md) your ally, and both are within 15 feet of you. -- **Activity**: Reaction - -You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to [Escape](rules/actions/escape.md) from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn't need to escape. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/lie.md b/content/Mechanics/Rules/actions/lie.md deleted file mode 100644 index 42039afee..000000000 --- a/content/Mechanics/Rules/actions/lie.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/linguistic -- trait/mental -- trait/secret -aliases: ["Lie"] ---- -# Lie (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 1 round (at least 1 Round) -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 246* - -**Skill** [deception](compendium/skills.md#Deception) (untrained) -- **Activity**: 1 round (at least 1 Round) - -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](compendium/skills.md#Deception) check and compare it against the [Perception](compendium/skills.md#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](compendium/skills.md#Perception) check later to Sense Motive against your [Deception](compendium/skills.md#Deception) DC to realize it's a lie. This usually happens if the creature discovers enough evidence to counter your statements. - -> [!success-degree] -> - **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/living-fortification-g-g.md b/content/Mechanics/Rules/actions/living-fortification-g-g.md deleted file mode 100644 index d667f906b..000000000 --- a/content/Mechanics/Rules/actions/living-fortification-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Living Fortification"] ---- -# Living Fortification [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Vanguard -- **Trigger**: You roll Initiative. -- **Activity**: Free Action - -You can posture defensively with firearms or crossbows, acting like a walking tower. [Interact](rules/actions/interact.md) to draw a firearm or crossbow. You then position that weapon defensively, gaining a +1 circumstance bonus to AC until the start of your first turn, or a +2 circumstance bonus if the chosen weapon has the [parry](rules/traits/parry.md "Parry Weapon Trait") trait. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/locked-doors-aoa5.md b/content/Mechanics/Rules/actions/locked-doors-aoa5.md deleted file mode 100644 index df9fa72af..000000000 --- a/content/Mechanics/Rules/actions/locked-doors-aoa5.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Locked Doors"] ---- -# Locked Doors -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* - - -Most of the manor is locked to prevent guests from wandering into restricted areas. The PCs quietly break into rooms or unlock doors. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/long-jump.md b/content/Mechanics/Rules/actions/long-jump.md deleted file mode 100644 index bc8665021..000000000 --- a/content/Mechanics/Rules/actions/long-jump.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Long Jump"] ---- -# Long Jump (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -*Source: Core Rulebook p. 242* - -**Skill** [athletics](compendium/skills.md#Athletics) (untrained) -- **Activity**: Two-Action - -You [Stride](rules/actions/stride.md), then make a horizontal [Leap](rules/actions/leap.md) and attempt an [Athletics](compendium/skills.md#Athletics) check to increase the length of your jump. The DC of the [Athletics](compendium/skills.md#Athletics) check is equal to the total distance in feet you're attempting to move during your [Leap](rules/actions/leap.md) (so you'd need to succeed at a DC 20 check to [Leap](rules/actions/leap.md) 20 feet). You can't [Leap](rules/actions/leap.md) farther than your Speed. - -If you didn't [Stride](rules/actions/stride.md) at least 10 feet, or if you attempt to jump in a different direction than your [Stride](rules/actions/stride.md), you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM. - -> [!success-degree] -> - **Success** Increase the maximum horizontal distance you [Leap](rules/actions/leap.md) to the desired distance. -> - **Failure** You [Leap](rules/actions/leap.md) normally. -> - **Critical Failure** You [Leap](rules/actions/leap.md) normally, but then fall and land [prone](rules/conditions.md#Prone). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/long-term-rest.md b/content/Mechanics/Rules/actions/long-term-rest.md deleted file mode 100644 index cde29766d..000000000 --- a/content/Mechanics/Rules/actions/long-term-rest.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/downtime -aliases: ["Long-Term Rest"] ---- -# Long-Term Rest (basic) -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Core Rulebook p. 481* - - - -You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level. - -**Downtime Mode** - -> [!pf2-tip] -> -> _Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found._ - -Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime. - -**Other Downtime Activities.** Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/loot-the-vaults-aoa5.md b/content/Mechanics/Rules/actions/loot-the-vaults-aoa5.md deleted file mode 100644 index 549896bc9..000000000 --- a/content/Mechanics/Rules/actions/loot-the-vaults-aoa5.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Loot the Vaults"] ---- -# Loot the Vaults -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* - -- **Requirements**: The PCs have reached the basement by Overcoming the [Find the Cells](rules/actions/find-the-cells-aoa5.md) Obstacle. - -In addition to the captives, the Scarlet Triad has stored numerous treasures in the manor's basement. The PCs take several minutes to unlock a vault and identify the best objects to steal. - -This Opportunity can be completed twice. The first time, the PCs recover a [Nethysian bulwark](compendium/equipment/items/nethysian-bulwark-aoa5.md), a broad crystal bowl inlaid with faience designs of ibises (worth 300 gp), and an onyx-and-marble statue of [Nethys](compendium/setting/deities/nethys.md) (worth 200 gp). In addition, the PCs also find a ledger detailing many Scarlet Triad transactions. With a successful DC 28 [Guild Lore](compendium/skills.md#Lore) or a DC 35 [Society](compendium/skills.md#Society) check, a PC paging through the ledger determines that the Scarlet Triad has been dodging taxes, undercutting competition, and attempting to accumulate a lot of money very quickly—all in ways that quietly harm the Fleshmonger Federation, Aspis Consortium, and church of Abadar. Once for each guild, a PC can use the ledger when Influencing a Guild to reduce that organization's Support Points by an additional 2 points. - -The second time the PCs complete this Opportunity, they recover a [belt of regeneration](compendium/equipment/items/belt-of-regeneration.md), as well as an alabaster-and-silver amphoriskos perfume bottle within which is bound the djinni vizier (Bestiary 162) Palqari the Wise. The Scarlet Triad trapped Palqari and offered him freedom in exchange for three wishes. Uri Zandivar already used two of these wishes to assist with the repair of the _Orb of Gold Dragonkind_, but then refrained from redeeming his last wish. Palqari is amenable to granting this last wish to the PCs if they help him escape; until then, he can't travel more than 20 feet from his amphoriskos, nor can he move it himself. This [wish](compendium/spells/wish.md) can be used to automatically rescue all of the slaves, but the PCs will still need to escape on their own (see Extraction below). Although Palqari is eager to return to the Plane of Air, he could become a recurring ally later in the adventure at your discretion. - -> [!success-degree] -> - **Critical Failure** The PCs are noticed by a group of guards. Play out this combat using the Basement Rooms map on page 24; this encounter is with a Scarlet Triad enforcer, a Scarlet Triad mage, and two calikangs. At the end of every round of combat, Awareness increases by 1. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/make-an-impression.md b/content/Mechanics/Rules/actions/make-an-impression.md deleted file mode 100644 index f435361f4..000000000 --- a/content/Mechanics/Rules/actions/make-an-impression.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/exploration -- trait/linguistic -- trait/mental -aliases: ["Make an Impression"] ---- -# Make an Impression (basic) -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -*Source: Core Rulebook p. 246* - -**Skill** [diplomacy](compendium/skills.md#Diplomacy) (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. At the end of the conversation, attempt a [Diplomacy](compendium/skills.md#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. - -> [!success-degree] -> - **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. - -> [!pf2-example] Changing Attitudes -> -> Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. The attitudes are detailed in the Conditions Appendix and are summarized here. -> -> - **Helpful:** Willing to help you and responds favorably to your requests. -> - **Friendly:** Has a good attitude toward you, but won't necessarily stick their neck out to help you. -> - **Indifferent:** Doesn't care about you either way. (Most NPCs start out indifferent.) -> - **Unfriendly:** Dislikes you and doesn't want to help you. -> - **Hostile:** Actively works against you—and might attack you just because of their dislike. -> -> No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use [Diplomacy](compendium/skills.md#Diplomacy) results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/make-general-repairs-aoa2.md b/content/Mechanics/Rules/actions/make-general-repairs-aoa2.md deleted file mode 100644 index f14d29d52..000000000 --- a/content/Mechanics/Rules/actions/make-general-repairs-aoa2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa2 -- trait/downtime -- trait/manipulate -aliases: ["Make General Repairs"] ---- -# Make General Repairs -[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), Specialty Crafting (woodworking), or hired woodworker; organized workers - -You make general repairs to the citadel furnishings, replacing or fixing furniture, replacing rotted floorboards, and rehanging doors throughout the structure. This task takes 14 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/maneuver-in-flight.md b/content/Mechanics/Rules/actions/maneuver-in-flight.md deleted file mode 100644 index 54722d854..000000000 --- a/content/Mechanics/Rules/actions/maneuver-in-flight.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Maneuver in Flight"] ---- -# Maneuver in Flight (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) (trained) -- **Requirements**: You have a fly Speed. -- **Activity**: Single Action - -You try a difficult maneuver while [Flying](rules/actions/fly.md). Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed. - -> [!success-degree] -> - **Success** You succeed at the maneuver. -> - **Failure** Your maneuver fails. The GM chooses if you simply can't move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind). -> - **Critical Failure** As failure, but the consequence is more dire. - -> [!pf2-example] Sample Maneuver in Flight Tasks -> -> - **Trained.** steep ascent or descent -> - **Expert.** fly against the wind, hover midair -> - **Master.** reverse direction -> - **Legendary.** fly through gale force winds \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/manifest-eidolon-som.md b/content/Mechanics/Rules/actions/manifest-eidolon-som.md deleted file mode 100644 index 5fc617fd9..000000000 --- a/content/Mechanics/Rules/actions/manifest-eidolon-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/summoner-som -- compendium/src/pf2e/som -- trait/concentrate -- trait/conjuration -- trait/manipulate -- trait/summoner -- trait/teleportation -aliases: ["Manifest Eidolon"] ---- -# Manifest Eidolon [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [conjuration](rules/traits/conjuration.md "Conjuration School Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -*Source: Secrets of Magic p. 52* - -**Class** summoner -- **Activity**: Three-Action - -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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/map-the-area-gmg.md b/content/Mechanics/Rules/actions/map-the-area-gmg.md deleted file mode 100644 index c96fe86fa..000000000 --- a/content/Mechanics/Rules/actions/map-the-area-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/concentrate -aliases: ["Map the Area"] ---- -# Map the Area -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -*Source: Gamemastery Guide p. 173* - -**Variant Rule** Hexploration - -As long as your group has successfully [Reconnoitered](rules/actions/reconnoiter-gmg.md) the hex, you can use this activity to create an accurate map of the hex with a successful [Survival](compendium/skills.md#Survival) check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/master-strike.md b/content/Mechanics/Rules/actions/master-strike.md deleted file mode 100644 index 7fabe318f..000000000 --- a/content/Mechanics/Rules/actions/master-strike.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/rogue -- compendium/src/pf2e/crb -- trait/incapacitation -- trait/rogue -aliases: ["Master Strike"] ---- -# Master Strike [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") [rogue](rules/traits/rogue.md "Rogue Class Trait") -*Source: Core Rulebook p. 182* - -**Class** rogue -- **Frequency**: once per round -- **Trigger**: Your [Strike](rules/actions/strike.md) hits a [flat-footed](rules/conditions.md#Flat-footed) creature and deals damage. -- **Activity**: Free Action - -The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. -> - **Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 4 rounds. -> - **Critical Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 4 rounds, knocked [unconscious](rules/conditions.md#Unconscious) for 2 hours, or killed (your choice). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/mighty-rage.md b/content/Mechanics/Rules/actions/mighty-rage.md deleted file mode 100644 index 6e48b9171..000000000 --- a/content/Mechanics/Rules/actions/mighty-rage.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/barbarian -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Mighty Rage"] ---- -# Mighty Rage [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") -*Source: Core Rulebook p. 85* - -**Class** barbarian -- **Trigger**: You use the [Rage](rules/actions/rage.md) action on your turn. -- **Activity**: Free Action - -Use an action that has the [rage](rules/traits/rage.md "Rage Combat Trait") trait. Alternatively, you can increase the actions of the triggering [Rage](rules/actions/rage.md) to 2 to instead use a 2-action activity with the rage trait. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/mirrors-reflection-da.md b/content/Mechanics/Rules/actions/mirrors-reflection-da.md deleted file mode 100644 index 0c0afb6a0..000000000 --- a/content/Mechanics/Rules/actions/mirrors-reflection-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/illusion -- trait/magical -- trait/manipulate -- trait/thaumaturge -aliases: ["Mirror's Reflection"] ---- -# Mirror's Reflection [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[illusion](rules/traits/illusion.md "Illusion 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. 39* - -- **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|mirror|DA|1||mirror implement. -- **Activity**: Single Action - -You reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. For example, you can attack, Seek, and provide flanking—even with yourself. You occupy both spaces. - -Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. For example, if you made a melee Strike against a creature within reach of the reflection, you'd mime the actions of the Strike, but only the reflection would actually make the Strike. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. For example, a fireball that included both of you in its area would require only one save from you and damage you no more than once. When you move, you choose which square to move from, but the mirror effect ends (see below). - -Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of First Implement and Esoterica|Thaumaturge|DA|this|DA|1||this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/mount.md b/content/Mechanics/Rules/actions/mount.md deleted file mode 100644 index a3c0b0756..000000000 --- a/content/Mechanics/Rules/actions/mount.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Mount"] ---- -# Mount (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 are adjacent to a creature that is at least one size larger than you and is willing to be your mount. -- **Activity**: Single Action - -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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/mutagenic-flashback.md b/content/Mechanics/Rules/actions/mutagenic-flashback.md deleted file mode 100644 index e4cffba7e..000000000 --- a/content/Mechanics/Rules/actions/mutagenic-flashback.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/alchemist -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Mutagenic Flashback"] ---- -# Mutagenic Flashback [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") -*Source: Core Rulebook p. 73* - -**Class** alchemist; **Subclass** Mutagenist -- **Frequency**: once per day -- **Activity**: Free Action - -You experience a brief resurgence of a mutagen. Choose one mutagen you've consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/obstructed-route-aoa5.md b/content/Mechanics/Rules/actions/obstructed-route-aoa5.md deleted file mode 100644 index 56d558195..000000000 --- a/content/Mechanics/Rules/actions/obstructed-route-aoa5.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Obstructed Route"] ---- -# Obstructed Route -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 29* - - -The PCs' intended route is utterly impassible, perhaps due to witnesses, magical barriers, or collateral damage. The PCs squeeze through tight spaces, push aside the obstruction, or identify a quick alternate route. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/one-shot-one-kill-g-g.md b/content/Mechanics/Rules/actions/one-shot-one-kill-g-g.md deleted file mode 100644 index 1d579ce16..000000000 --- a/content/Mechanics/Rules/actions/one-shot-one-kill-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["One Shot, One Kill"] ---- -# One Shot, One Kill [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Sniper -- **Trigger**: You roll [Stealth](compendium/skills.md#Stealth) for Initiative. -- **Activity**: Free Action - -Your first shot is the deadliest. [Interact](rules/actions/interact.md) to draw a firearm or crossbow. On your first turn, your first [Strike](rules/actions/strike.md) with that weapon deals an additional `1d6` precision damage. This precision damage increases to `2d6` at 9th level and `3d6` at 15th level. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/opportune-riposte-apg.md b/content/Mechanics/Rules/actions/opportune-riposte-apg.md deleted file mode 100644 index fd4e1625d..000000000 --- a/content/Mechanics/Rules/actions/opportune-riposte-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/swashbuckler-apg -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Opportune Riposte"] ---- -# Opportune Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") -*Source: Advanced Player's Guide p. 86* - -**Class** swashbuckler -- **Trigger**: A foe within your reach critically fails a [Strike](rules/actions/strike.md) against you. -- **Activity**: Reaction - -You take advantage of an opening from your enemy's fumbled attack. You either make a melee [Strike](rules/actions/strike.md) against the triggering foe or attempt to [Disarm](rules/actions/disarm.md) it of the weapon it used for the Strike. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/organize-labor-aoa2.md b/content/Mechanics/Rules/actions/organize-labor-aoa2.md deleted file mode 100644 index eb770d073..000000000 --- a/content/Mechanics/Rules/actions/organize-labor-aoa2.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa2 -- trait/concentrate -- trait/downtime -- trait/linguistic -- trait/mental -aliases: ["Organize Labor"] ---- -# Organize Labor -[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 a day in Breachill recruiting workers to aid in a repair or an upgrade at Citadel Altaerein. Attempt a DC 13 [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation) check to Organize Labor to organize workers, or a DC 18 check for specialists. - -If you use [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation) for this check, you gain a +2 circumstance bonus, but failure comes with extra risks, as detailed below. Using [Diplomacy](compendium/skills.md#Diplomacy) grants no bonus to the check, but comes without added risk. When you Organize Labor, you must specify one repair or upgrade activity to be undertaken; once you successfully Organize Labor, you must begin that activity within a week. - -A force of organized workers costs 1 gp per day, while a force of organized specialists costs 5 gp per day. - -> [!success-degree] -> - **Critical Success** You organize labor for the full duration of the repair or upgrade activity, and the cost to pay the workers is halved for the duration. -> - **Success** You organize labor for the full duration of a repair or upgrade activity. -> - **Failure** You organize labor for a single day of a repair or upgrade activity. Unless you used [Diplomacy](compendium/skills.md#Diplomacy), word of your deceptive or intimidating nature spreads, and you take a –1 circumstance penalty to all future checks to organize labor. This penalty increases with each subsequent failure, to a maximum penalty of –4. -> - **Critical Failure** You completely fail to organize labor. If you used [Deception](compendium/skills.md#Deception) or [Intimidation](compendium/skills.md#Intimidation), word of your untrustworthiness or cruelty spreads, and you can no longer use that skill to Organize Labor. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/overdrive-g-g.md b/content/Mechanics/Rules/actions/overdrive-g-g.md deleted file mode 100644 index 22b5e42b1..000000000 --- a/content/Mechanics/Rules/actions/overdrive-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/inventor-g-g -- compendium/src/pf2e/g&g -- trait/inventor -- trait/manipulate -aliases: ["Overdrive"] ---- -# Overdrive [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[inventor](rules/traits/inventor-g-g.md "Inventor Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Guns & Gears p. 16* - -**Class** inventor -- **Frequency**: once per round -- **Activity**: Single Action - -Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a [Crafting](compendium/skills.md#Crafting) check that has a [standard DC for your level](rules/tables/dcs-by-level.md). - -> [!success-degree] -> - **Critical Success** Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your [Strikes](rules/actions/strike.md) deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute. -> - **Success** Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier. -> - **Failure** You make a miscalculation and nothing happens. -> - **Critical Failure** Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/palm-an-object.md b/content/Mechanics/Rules/actions/palm-an-object.md deleted file mode 100644 index 1cdb535c5..000000000 --- a/content/Mechanics/Rules/actions/palm-an-object.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Palm an Object"] ---- -# Palm an Object (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Core Rulebook p. 253* - -**Skill** [thievery](compendium/skills.md#Thievery) (untrained) -- **Activity**: Single Action - -Palming a small, unattended object without being noticed requires you to roll a single [Thievery](compendium/skills.md#Thievery) check against the [Perception](compendium/skills.md#Perception) DCs of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation. - -> [!success-degree] -> - **Success** The creature does not notice you Palming the Object. -> - **Failure** The creature notices you Palming the Object, and the GM determines the creature's response. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/pander-to-the-crowd-aoa5.md b/content/Mechanics/Rules/actions/pander-to-the-crowd-aoa5.md deleted file mode 100644 index e8a744dd2..000000000 --- a/content/Mechanics/Rules/actions/pander-to-the-crowd-aoa5.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/visual -aliases: ["Pander to the Crowd"] ---- -# Pander to the Crowd -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 33* - -- **Requirements**: This is your first action in a gladiatorial match, or you've damaged or visibly impeded a foe while fighting a gladiatorial match. - -With a mocking gesture, a triumphant flourish, or a bold challenge, you inspire the crowd to cheer you on. Attempt an [Acrobatics](compendium/skills.md#Acrobatics), [Athletics](compendium/skills.md#Athletics), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#Performance) check, with a DC typically set by the encounter's level. Crowds grow bored with repetition though; and attempting to Pander to the Crowd using the same skill that was used the last time someone used this action imposes a –2 circumstance penalty on the check. If you critically succeeded at an attack roll this turn, you gain a +2 circumstance bonus to your Pander to the Crowd attempt. - -> [!success-degree] -> - **Critical Success** The crowd goes wild! You can either give yourself a +3 status bonus to attack rolls, damage rolls, saving throws, and skill checks until the end of your next turn, or give yourself and all your allies a +2 status bonus to the same rolls until the end of your next turn. -> - **Success** You appeal to the crowd. As critical success, but the bonus is +2 just for you, or +1 for you and your allies. -> - **Failure** You don't make an impression. -> - **Critical Failure** Your pandering is laughable, and the crowd begins to favor your opponents. The next creature hostile to you that attempts to Pander to the Crowd gains a +4 circumstance bonus to the check. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/perform.md b/content/Mechanics/Rules/actions/perform.md deleted file mode 100644 index 917dba6df..000000000 --- a/content/Mechanics/Rules/actions/perform.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -aliases: ["Perform"] ---- -# Perform (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -*Source: Core Rulebook p. 250* - -**Skill** [performance](compendium/skills.md#Performance) (untrained) -- **Activity**: Single Action - -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](compendium/skills.md#Diplomacy) checks against the observers—or even change their attitudes—if the GM sees fit. - -> [!success-degree] -> - **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. - -> [!pf2-example] 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/pick-a-lock.md b/content/Mechanics/Rules/actions/pick-a-lock.md deleted file mode 100644 index 6ef788e1f..000000000 --- a/content/Mechanics/Rules/actions/pick-a-lock.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Pick a Lock"] ---- -# Pick a Lock (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. 253* - -**Skill** [thievery](compendium/skills.md#Thievery) (trained) -- **Requirements**: You have [thieves' tools](compendium/equipment/items/thieves-tools.md). -- **Activity**: Two-Action - -Opening a lock without a key is very similar to [Disabling a Device](rules/actions/disable-a-device.md), 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). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools, depending on the specifics of the lock. - -> [!success-degree] -> - **Critical Success** You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering. -> - **Success** You open the lock, or you achieve one success toward opening a complex lock. -> - **Critical Failure** You break your tools. Fixing them requires using [Crafting](compendium/skills.md#Crafting) to [Repair](rules/actions/repair.md) them or else swapping in replacement picks (costing 3 sp, or 3 gp for infiltrator thieves' tools). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/pistoleros-retort-g-g.md b/content/Mechanics/Rules/actions/pistoleros-retort-g-g.md deleted file mode 100644 index bacc919a2..000000000 --- a/content/Mechanics/Rules/actions/pistoleros-retort-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Pistolero's Retort"] ---- -# Pistolero's Retort [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -*Source: Guns & Gears p. 108* - -**Class** gunslinger; **Subclass** Pistolero -- **Trigger**: A foe within the first range increment of the onehanded firearm or one-handed crossbow you're wielding critically fails an attack roll against you. -- **Requirements**: You're wielding a one-handed firearm or one-handed crossbow. -- **Activity**: Reaction - -You punish your foe's failure with a shot. Make a [Strike](rules/actions/strike.md) against the triggering foe with a one-handed firearm or one-handed crossbow. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/point-out.md b/content/Mechanics/Rules/actions/point-out.md deleted file mode 100644 index 7a0406cb7..000000000 --- a/content/Mechanics/Rules/actions/point-out.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/manipulate -- trait/visual -aliases: ["Point Out"] ---- -# Point Out (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [visual](rules/traits/visual.md "Visual Effect Trait") -*Source: Core Rulebook p. 472* - - -- **Requirements**: A creature is [undetected](rules/conditions.md#Undetected) by one or more of your allies but isn't [undetected](rules/conditions.md#Undetected) by you. -- **Activity**: Single Action - -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](rules/conditions.md#Hidden) to your allies, rather than [undetected](rules/conditions.md#Undetected). This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a [Perception](compendium/skills.md#Perception) check against the creature's [Stealth](compendium/skills.md#Stealth) DC or they misunderstand and believe the target is in a different location. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/pointed-question-apg.md b/content/Mechanics/Rules/actions/pointed-question-apg.md deleted file mode 100644 index a1e6eba5f..000000000 --- a/content/Mechanics/Rules/actions/pointed-question-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/auditory -- trait/concentrate -- trait/investigator -- trait/linguistic -- trait/mental -aliases: ["Pointed Question"] ---- -# Pointed Question [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -*Source: Advanced Player's Guide p. 58* - -**Class** investigator; **Subclass** Interrogation -- **Frequency**: once per 10 minutes -- **Activity**: Single Action - -You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a [Diplomacy](compendium/skills.md#Diplomacy) check against the creature's Will DC. The creature is then temporarily immune for 1 hour. - -> [!success-degree] -> - **Critical Success** The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your [Perception](compendium/skills.md#Perception) DC if the creature attempts to [Lie](rules/actions/lie.md) to you. -> - **Success** As critical success, but the circumstance bonus is +2. -> - **Failure** The target can refuse to answer you as normal. -> - **Critical Failure** The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/position-the-hunters-aoa2.md b/content/Mechanics/Rules/actions/position-the-hunters-aoa2.md deleted file mode 100644 index a9403ad76..000000000 --- a/content/Mechanics/Rules/actions/position-the-hunters-aoa2.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa2 -- trait/exploration -aliases: ["Position the Hunters"] ---- -# Position the Hunters -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #2: Cult of Cinders p. 20* - - -With the target game animals located, you must move to an advantageous position without startling the prey. Attempt a [Stealth](compendium/skills.md#Stealth) check. Against an impressive and dangerous find, the DC is 25. Against standard game, it's DC 20. Against river turtles, bats, and lesser game, it's DC 15. - -> [!success-degree] -> - **Critical Success** The animals have no indication that they are in danger, and you gain a +2 circumstance bonus to rolls made during the hunting phase. -> - **Success** You position yourself well and take no penalty when Hunting. -> - **Failure** Your loud and clumsy movements alert the animals to your presence, and you take a –2 circumstance penalty to rolls made during the hunting phase. -> - **Critical Failure** You stumble loudly and startle the majority of the animals, which escape and leave the party with very few animals to catch. The party loses 2 IP. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/practical-research-sot1.md b/content/Mechanics/Rules/actions/practical-research-sot1.md deleted file mode 100644 index 71302799b..000000000 --- a/content/Mechanics/Rules/actions/practical-research-sot1.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/sot1 -- trait/downtime -aliases: ["Practical Research"] ---- -# Practical Research -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Strength of Thousands #1: Kindled Magic p. 63* - -- **Requirements**: You are a conversant or lore-speaker. - -You identify something interesting in the field and perform special research on it. This requires an appropriate check, which the GM will describe when the opportunity arises. The results of the check vary. While they typically include all the benefits of the Study activity, some opportunities for Practical Research also offer unique benefits, such as access to new character options. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/psychic-defense-da.md b/content/Mechanics/Rules/actions/psychic-defense-da.md deleted file mode 100644 index b8d3e3022..000000000 --- a/content/Mechanics/Rules/actions/psychic-defense-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/concentrate -- trait/magical -aliases: ["Psychic Defense"] ---- -# Psychic Defense [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [magical](rules/traits/magical.md "Magical Item Trait") -*Source: Dark Archive p. 201* - -- **Trigger**: Your opponent uses a psychic manifestation against you. -- **Requirements**: You're in a psychic duel and are psychically centered. -- **Activity**: Reaction - -You gain the benefit matching your psychic center against the triggering manifestation. Then your psychic center is expended. - -- **Armor of Insight ([Perception](compendium/skills.md#Perception)).** Sensing the incoming attack, you make your mind resist psychic harm. You gain resistance equal to half your level (minimum 1) to mental damage against the triggering effect. This resistance is doubled if you're a master in Perception and tripled if you're legendary. -- **Empathic Orbit ([Diplomacy](compendium/skills.md#Diplomacy)).** Displaying empathy, you sow doubt in your attacker to diminish their resolve for psychic combat. The opponent is stupefied 1 until the end of their next turn or stupefied 2 if you're legendary in Diplomacy. -- **Ire's Spear ([Intimidation](compendium/skills.md#Intimidation)).** Blazing anger surges in your mind, causing backlash to anyone who harms you. If the manifestation damages you, the opponent takes damage equal to the counteract level of the manifestation it used against you. This damage is doubled if you're a master of Intimidation or tripled if you're legendary. -- **Rational Labyrinth ([Occultism](compendium/skills.md#Occultism)).** Analytically breaking down the attack, you realign your mind's defenses into a puzzle designed to confound it. You gain a +2 status bonus to your Will save or Will DC, or a +4 status bonus if the effect has the emotion trait. -- **Sensory Phantasm ([Deception](compendium/skills.md#Deception)).** Using your guile, you send psychic illusions through your mental link to your foe, making yourself harder to pinpoint. You're concealed against the opponent until the end of its next turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/pursue-a-lead-apg.md b/content/Mechanics/Rules/actions/pursue-a-lead-apg.md deleted file mode 100644 index ce90d452b..000000000 --- a/content/Mechanics/Rules/actions/pursue-a-lead-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/concentrate -- trait/exploration -- trait/investigator -aliases: ["Pursue a Lead"] ---- -# Pursue a Lead -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [investigator](rules/traits/investigator-apg.md "Investigator Class Trait") -*Source: Advanced Player's Guide p. 56* - -**Class** investigator -- **Frequency**: once per 10 minutes - -You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject. - -Whenever you attempt a [Perception](compendium/skills.md#Perception) or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically [Perception](compendium/skills.md#Perception) checks or skill checks that use Intelligence, Wisdom, or Charisma. - -You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/quick-alchemy.md b/content/Mechanics/Rules/actions/quick-alchemy.md deleted file mode 100644 index eb2f09107..000000000 --- a/content/Mechanics/Rules/actions/quick-alchemy.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/alchemist -- compendium/src/pf2e/crb -- trait/alchemist -- trait/manipulate -aliases: ["Quick Alchemy"] ---- -# Quick Alchemy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[alchemist](rules/traits/alchemist.md "Alchemist Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Core Rulebook p. 72* - -**Class** alchemist -- **Cost**: 1 batch of infused reagents -- **Requirements**: You have the formula for the alchemical item you're creating, and you're either holding or wearing [alchemist's tools](compendium/equipment/items/alchemists-tools.md). -- **Activity**: Single Action - -You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a [Crafting](compendium/skills.md#Crafting) check. This item has the [infused](rules/traits/infused.md "Infused Item Trait") trait, but it remains potent only until the start of your next turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/quick-tincture-apg.md b/content/Mechanics/Rules/actions/quick-tincture-apg.md deleted file mode 100644 index 13f6452fa..000000000 --- a/content/Mechanics/Rules/actions/quick-tincture-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/investigator -- trait/manipulate -aliases: ["Quick Tincture"] ---- -# Quick Tincture [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[investigator](rules/traits/investigator-apg.md "Investigator Class Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Advanced Player's Guide p. 57* - -**Class** investigator; **Subclass** Alchemical Sciences -- **Cost**: 1 versatile vial -- **Requirements**: You know the formula for the alchemical item you're creating, you are holding or wearing [alchemist's tools](compendium/equipment/items/alchemists-tools.md), and you have a free hand. -- **Activity**: Single Action - -You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a [Crafting](compendium/skills.md#Crafting) check. This item has the [infused](rules/traits/infused.md "Infused Item Trait") trait, but it remains potent only until the end of the current turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/raconteurs-reload-g-g.md b/content/Mechanics/Rules/actions/raconteurs-reload-g-g.md deleted file mode 100644 index 439f5d2ad..000000000 --- a/content/Mechanics/Rules/actions/raconteurs-reload-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Raconteur's Reload"] ---- -# Raconteur's Reload [>](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. 109* - -**Class** gunslinger; **Subclass** Pistolero -- **Activity**: Single Action - -Your rapid or forceful words draw the enemy's attention away from your hands long enough to chamber another bullet. [Interact](rules/actions/interact.md) to reload and then attempt a [Deception](compendium/skills.md#Deception) check to [Create a Diversion](rules/actions/create-a-diversion.md) or an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/rage.md b/content/Mechanics/Rules/actions/rage.md deleted file mode 100644 index 6f59efe43..000000000 --- a/content/Mechanics/Rules/actions/rage.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/barbarian -- compendium/src/pf2e/crb -- trait/barbarian -- trait/concentrate -- trait/emotion -- trait/mental -aliases: ["Rage"] ---- -# Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[barbarian](rules/traits/barbarian.md "Barbarian Class Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -*Source: Core Rulebook p. 84* - -**Class** barbarian -- **Requirements**: You aren't [fatigued](rules/conditions.md#Fatigued) or raging. -- **Activity**: Single Action - -You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall [unconscious](rules/conditions.md#Unconscious), whichever comes first. You can't voluntarily stop raging. While you are raging: - -- You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is [agile](rules/traits/agile.md "Agile Weapon Trait"). -- You take a –1 penalty to AC. -- You can't use actions with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait unless they also have the [rage](rules/traits/rage.md "Rage Combat Trait") trait. You can [Seek](rules/actions/seek.md) while raging. - -After you stop raging, you lose any remaining temporary Hit Points from [Rage](rules/actions/rage.md), and you can't [Rage](rules/actions/rage.md) again for 1 minute. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/raise-a-shield.md b/content/Mechanics/Rules/actions/raise-a-shield.md deleted file mode 100644 index 50639d478..000000000 --- a/content/Mechanics/Rules/actions/raise-a-shield.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Raise a Shield"] ---- -# Raise a Shield (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Core Rulebook p. 472* - - -- **Requirements**: You are wielding a shield. -- **Activity**: Single Action - -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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/raise-neck-loil.md b/content/Mechanics/Rules/actions/raise-neck-loil.md deleted file mode 100644 index 3b46b559e..000000000 --- a/content/Mechanics/Rules/actions/raise-neck-loil.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/ancestry/nagaji-loil -- compendium/src/pf2e/loil -aliases: ["Raise Neck"] ---- -# Raise Neck [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Lost Omens: Impossible Lands p. 48* - -**Ancestry** Nagaji; **Heritage** Nagaji|LOIL|Whipfang|Whipfang|LOIL| -- **Activity**: Single Action - -You raise your head into a striking position. The fangs [Strike](rules/actions/strike.md) granted by your nagaji ancestry gains a reach of 10 feet until the end of your turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/rally-gmg.md b/content/Mechanics/Rules/actions/rally-gmg.md deleted file mode 100644 index c6b4a064f..000000000 --- a/content/Mechanics/Rules/actions/rally-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/auditory -- trait/emotion -- trait/exploration -- trait/linguistic -- trait/mental -aliases: ["Rally"] ---- -# Rally -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -*Source: Gamemastery Guide p. 201* - -**Variant Rule** Stamina -- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), [Performance](compendium/skills.md#Performance) - -You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the [Performance](compendium/skills.md#Performance) skill, the GM might adjust the traits for this action to match the traits for your type of performance. - -Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/ready.md b/content/Mechanics/Rules/actions/ready.md deleted file mode 100644 index cc88904ce..000000000 --- a/content/Mechanics/Rules/actions/ready.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -aliases: ["Ready"] ---- -# Ready (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -*Source: Core Rulebook p. 470* - - -- **Activity**: Two-Action - -You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger. - -If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/rebuild-battlements-aoa2.md b/content/Mechanics/Rules/actions/rebuild-battlements-aoa2.md deleted file mode 100644 index 90ef44778..000000000 --- a/content/Mechanics/Rules/actions/rebuild-battlements-aoa2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa2 -- trait/downtime -- trait/manipulate -aliases: ["Rebuild Battlements"] ---- -# Rebuild Battlements -[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) (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers - -You rebuild and restore the collapsed battlements along the northern section of the central tower. This task takes 28 days of work and a DC 20 [Crafting](compendium/skills.md#Crafting) check. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/rebuild-collapsed-stairs-aoa2.md b/content/Mechanics/Rules/actions/rebuild-collapsed-stairs-aoa2.md deleted file mode 100644 index 69f67df6d..000000000 --- a/content/Mechanics/Rules/actions/rebuild-collapsed-stairs-aoa2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa2 -- trait/downtime -- trait/manipulate -aliases: ["Rebuild Collapsed Stairs"] ---- -# Rebuild Collapsed Stairs -[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) (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers - -You work to clear rubble and rebuild the stairs connecting citadel floors, requiring a DC 20 [Crafting](compendium/skills.md#Crafting) check. Repairing the stairs from the courtyard to the battlement ((connecting areas **A12** and **A22**)) takes 4 days. Repairing the stairs from the courtyard to the vault (connecting areas **A12** and **B1**) takes 4 days. Digging out the long flight of stairs down to Alseta's Ring (connecting areas **B1** and **D7**) takes 8 days. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/recall-ammunition-g-g.md b/content/Mechanics/Rules/actions/recall-ammunition-g-g.md deleted file mode 100644 index 952c067a7..000000000 --- a/content/Mechanics/Rules/actions/recall-ammunition-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/archetype/spellshot-g-g -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/conjuration -- trait/magical -- trait/spellshot -- trait/teleportation -aliases: ["Recall Ammunition"] ---- -# Recall Ammunition [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](rules/traits/conjuration.md "Conjuration School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [spellshot](rules/traits/spellshot-g-g.md "Spellshot Class Trait") [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -*Source: Guns & Gears p. 140* - -**Class** gunslinger -**Archetype** [Spellshot](compendium/character/archetypes/spellshot-g-g.md) -- **Trigger**: You miss with a firearm or crossbow [Strike](rules/actions/strike.md) while using an ordinary level-0 bolt or bullet -- **Activity**: Reaction - -You amplify the connection between bullet and firearm, calling your missed shot back into your gun. The ammunition you just fired is reloaded back into your gun and immediately ready to fire again. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/recall-knowledge.md b/content/Mechanics/Rules/actions/recall-knowledge.md deleted file mode 100644 index 0fb84a3f3..000000000 --- a/content/Mechanics/Rules/actions/recall-knowledge.md +++ /dev/null @@ -1,77 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/secret -aliases: ["Recall Knowledge", "Identify"] ---- -# Recall Knowledge (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 239* - - -- **Activity**: Single Action - -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. - -> [!success-degree] -> - **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](compendium/skills.md#Arcana) might tell you about the magical defenses of a golem, whereas [Crafting](compendium/skills.md#Crafting) could tell you about its sturdy resistance to physical attacks. - -- **[Arcana](compendium/skills.md#Arcana):** Arcane theories, magical traditions, creatures of arcane significance, and arcane planes. -- **[Crafting](compendium/skills.md#Crafting):** Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs. -- **Lore:** The subject of the Lore skill's subcategory. -- **[Medicine](compendium/skills.md#Medicine):** Diseases, poisons, wounds, and forensics. -- **[Nature](compendium/skills.md#Nature):** The environment, flora, geography, weather, creatures of natural origin, and natural planes. -- **[Occultism](compendium/skills.md#Occultism):** Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes. -- **[Religion](compendium/skills.md#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](rules/actions/recall-knowledge.md) using other skills. For example, you might assess the skill of an acrobat using [Acrobatics](compendium/skills.md#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. - -> [!pf2-example] Recall Knowledge Tasks -> -> These examples use [Society](compendium/skills.md#Society) or [Religion](compendium/skills.md#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 - -**Recall Knowledge.** On most topics, you can use simple DCs for checks to [Recall Knowledge](rules/actions/recall-knowledge.md). For a check about a specific creature, trap, or other subject with a level, use a level-based DCs (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC. - -**Alternative Skills.** As noted in the action's description, a character might attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) using a different skill than the ones listed as the default options. If the skill is highly applicable, like using [Medicine](compendium/skills.md#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.** Sometimes a character might want to follow up on a check to [Recall Knowledge](rules/actions/recall-knowledge.md), rolling another check to discover more information. After a success, further uses of [Recall Knowledge](rules/actions/recall-knowledge.md) 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.** 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](compendium/skills.md#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). - -| Creature Trait | Skills | -|----------------|--------| -| Aberration | [Occultism](compendium/skills.md#Occultism) | -| Animal | [Nature](compendium/skills.md#Nature) | -| Astral | [Occultism](compendium/skills.md#Occultism) | -| Beast | [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature) | -| Celestial | [Religion](compendium/skills.md#Religion) | -| Construct | [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting) | -| Dragon | [Arcana](compendium/skills.md#Arcana) | -| Elemental | [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature) | -| Ethereal | [Occultism](compendium/skills.md#Occultism) | -| Fey | [Nature](compendium/skills.md#Nature) | -| Fiend | [Religion](compendium/skills.md#Religion) | -| Fungus | [Nature](compendium/skills.md#Nature) | -| Humanoid | [Society](compendium/skills.md#Society) | -| Monitor | [Religion](compendium/skills.md#Religion) | -| Ooze | [Occultism](compendium/skills.md#Occultism) | -| Plant | [Nature](compendium/skills.md#Nature) | -| Spirit | [Occultism](compendium/skills.md#Occultism) | -| Undead | [Religion](compendium/skills.md#Religion) | \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/recall-the-teachings-da.md b/content/Mechanics/Rules/actions/recall-the-teachings-da.md deleted file mode 100644 index 5a5ac62e2..000000000 --- a/content/Mechanics/Rules/actions/recall-the-teachings-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/divination -- trait/occult -- trait/psyche -- trait/psychic -aliases: ["Recall The Teachings"] ---- -# Recall The Teachings [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[divination](rules/traits/divination.md "Divination School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") [psychic](rules/traits/psychic-da.md "Psychic Class Trait") -*Source: Dark Archive p. 15* - -- **Activity**: Single Action - -The heightened power of your psyche lets you recall every lesson you've ever learned. You search your mind for the right teaching, which at first seems cryptic but comes into clarity when it's most relevant. Until the start of your next turn, you count as having prepared to [Aid](rules/actions/aid.md) all allies within 30 feet of you. If you use the [Aid](rules/actions/aid.md) reaction to help one of them during that time, you roll an [Occultism](compendium/skills.md#Occultism) check for [Aid](rules/actions/aid.md) as you recall a lesson to help them. Most lessons take the form of short axioms, parables, or sayings, meaning that conveying them to your ally usually grants your [Aid](rules/actions/aid.md) reaction the [auditory](rules/traits/auditory.md "Auditory Effect Trait") and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") traits. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/recenter-da.md b/content/Mechanics/Rules/actions/recenter-da.md deleted file mode 100644 index a15352ed4..000000000 --- a/content/Mechanics/Rules/actions/recenter-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/concentrate -aliases: ["Recenter"] ---- -# Recenter [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -*Source: Dark Archive p. 201* - -- **Requirements**: You're in a psychic duel and are trained in the skill matching the psychic center you are changing to. -- **Activity**: Single Action - -You adopt the psychic center matching the emotion of your choice. If you were already psychically centered, you lose your old psychic center when you adopt the new one. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/reconnoiter-gmg.md b/content/Mechanics/Rules/actions/reconnoiter-gmg.md deleted file mode 100644 index 851a88520..000000000 --- a/content/Mechanics/Rules/actions/reconnoiter-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/concentrate -aliases: ["Reconnoiter"] ---- -# Reconnoiter -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -*Source: Gamemastery Guide p. 173* - -**Variant Rule** Hexploration - -You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex—1 for open terrain, 2 for difficult terrain, and 3 for greater difficult terrain. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can [Map the Area](rules/actions/map-the-area-gmg.md) to reduce your chance of getting lost in that hex. You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features. - -For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a [Perception](compendium/skills.md#Perception) check as part of your Reconnoiter activity to find the monastery. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/refocus.md b/content/Mechanics/Rules/actions/refocus.md deleted file mode 100644 index 0cded34a9..000000000 --- a/content/Mechanics/Rules/actions/refocus.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Refocus"] ---- -# Refocus (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Core Rulebook p. 300* - - -- **Requirements**: You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points. -- **Activity**: 10 minute - -You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a good deity can usually [Refocus](rules/actions/refocus.md) while tending the wounds of their allies, and a wizard of the illusionist school might be able to [Refocus](rules/actions/refocus.md) while attempting to [Identify Magic](rules/actions/identify-magic.md) of the illusion school. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/release.md b/content/Mechanics/Rules/actions/release.md deleted file mode 100644 index 90e4a2dab..000000000 --- a/content/Mechanics/Rules/actions/release.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Release"] ---- -# Release (basic) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Core Rulebook p. 470* - - -- **Activity**: Free Action - -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](rules/traits/manipulate.md "Manipulate General Trait") actions, Release does not trigger reactions that can be triggered by actions with the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait (such as [Attack of Opportunity](rules/actions/attack-of-opportunity.md)). - -If you want to prepare to Release something outside of your turn, use the [Ready](rules/actions/ready.md) activity. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/reloading-strike-g-g.md b/content/Mechanics/Rules/actions/reloading-strike-g-g.md deleted file mode 100644 index d46716c74..000000000 --- a/content/Mechanics/Rules/actions/reloading-strike-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Reloading Strike"] ---- -# Reloading Strike [>](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. 108* - -**Class** gunslinger; **Subclass** Drifter -- **Requirements**: You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty. -- **Activity**: Single Action - -You make a melee attack and then reload your gun in one fluid movement. [Strike](rules/actions/strike.md) an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then [Interact](rules/actions/interact.md) to reload. You don't need a free hand to reload in this way. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/repair-crumbled-walls-aoa2.md b/content/Mechanics/Rules/actions/repair-crumbled-walls-aoa2.md deleted file mode 100644 index 366b475b5..000000000 --- a/content/Mechanics/Rules/actions/repair-crumbled-walls-aoa2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa2 -- trait/downtime -- trait/manipulate -aliases: ["Repair Crumbled Walls"] ---- -# Repair Crumbled Walls -[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) (expert), Specialty Crafting (stonemasonry), or hired stonemason; organized workers - -You work to repair a collapsed wall in either the training hall (area **A8**), the Court of the Nail (area **A13**), or the records room (area **A17**). Each room's repair takes 8 days of work and a DC 20 [Crafting](compendium/skills.md#Crafting) check. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/repair-huntergate-aoa2.md b/content/Mechanics/Rules/actions/repair-huntergate-aoa2.md deleted file mode 100644 index 22c3a87e7..000000000 --- a/content/Mechanics/Rules/actions/repair-huntergate-aoa2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa2 -- trait/exploration -- trait/manipulate -aliases: ["Repair Huntergate"] ---- -# Repair Huntergate -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Age of Ashes #2: Cult of Cinders p. 7* - -- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) or [Thievery](compendium/skills.md#Thievery) -- **Requirements**: You have the Huntergate portal key ([hunter's arrowhead](compendium/equipment/items/hunters-arrowhead-tv.md)). - -You use the [hunter's arrowhead](compendium/equipment/items/hunters-arrowhead-tv.md) to guide the misaligned magic of Huntergate back into the proper pathways through the stone's intricate carvings and decorations. You must attempt either a [Crafting](compendium/skills.md#Crafting) check to [Repair](rules/actions/repair.md) (in which case the hunter's arrowhead serves as the repair kit needed for this activity) or a [Thievery](compendium/skills.md#Thievery) check to [Pick a Lock](rules/actions/pick-a-lock.md) (in which case the hunter's arrowhead serves as the thieves' tools needed for this activity). Regardless of the skill used, the activity takes an hour to perform, and the DC of the check is 24, with the following effects. - -> [!success-degree] -> - **Critical Success** Huntergate is repaired, and the [vision of Dahak](compendium/gm/hazards/vision-of-dahak-aoa2.md) hazard inside of the Huntergate way station is reduced in power; reduce all of the hazard's modifiers and DCs by 2. -> - **Success** Huntergate is repaired. -> - **Failure** Huntergate is not repaired, and the character who attempted the repair becomes [clumsy](rules/conditions.md#Clumsy) for 1 hour as an orange arc of magical energy lances painfully through their body. A new attempt to repair the portal cannot be made again for 24 hours. -> - **Critical Failure** As failure, but the magical backlash also deals `6d6` fire damage to the character attempting the repairs. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/repair.md b/content/Mechanics/Rules/actions/repair.md deleted file mode 100644 index 553fee51f..000000000 --- a/content/Mechanics/Rules/actions/repair.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -- trait/manipulate -aliases: ["Repair"] ---- -# Repair (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute (10 minutes) -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Core Rulebook p. 243* - -**Skill** [crafting](compendium/skills.md#Crafting) (untrained) -- **Requirements**: You have a [repair kit](compendium/equipment/items/repair-kit.md). -- **Activity**: 10 minute (10 minutes) - -You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the [repair kit](compendium/equipment/items/repair-kit.md) with both hands. The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to [Craft](rules/actions/craft.md) it in the first place. You can't Repair a destroyed item. - -> [!success-degree] -> - **Critical Success** You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in [Crafting](compendium/skills.md#Crafting) (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary). -> - **Success** You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in [Crafting](compendium/skills.md#Crafting) (for a total of 10 HP if you are trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary). -> - **Critical Failure** You deal `2d6` damage to the item. Apply the item's Hardness to this damage. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/repeat-a-spell.md b/content/Mechanics/Rules/actions/repeat-a-spell.md deleted file mode 100644 index 431f984b1..000000000 --- a/content/Mechanics/Rules/actions/repeat-a-spell.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Repeat a Spell"] ---- -# Repeat a Spell (basic) -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Core Rulebook p. 480* - - - -You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. In order to prevent fatigue due to repeated casting, you'll likely use this activity only when something out of the ordinary occurs. - -You can instead use this activity to continue [Sustaining a Spell](rules/actions/sustain-a-spell.md) or [Activation](rules/actions/sustain-an-activation.md) with a sustained duration. Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/request.md b/content/Mechanics/Rules/actions/request.md deleted file mode 100644 index 835d7edf2..000000000 --- a/content/Mechanics/Rules/actions/request.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/linguistic -- trait/mental -aliases: ["Request"] ---- -# Request (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -*Source: Core Rulebook p. 247* - -**Skill** [diplomacy](compendium/skills.md#Diplomacy) (untrained) -- **Activity**: Single Action - -You can make a request of a creature that's [friendly](rules/conditions.md#Friendly) or [helpful](rules/conditions.md#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. - -> [!success-degree] -> - **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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/rescue-citizens-aoa6.md b/content/Mechanics/Rules/actions/rescue-citizens-aoa6.md deleted file mode 100644 index 53f1506ca..000000000 --- a/content/Mechanics/Rules/actions/rescue-citizens-aoa6.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa6 -- trait/exploration -- trait/move -aliases: ["Rescue Citizens"] ---- -# Rescue Citizens -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") -*Source: Age of Ashes #6: Broken Promises p. 12* - - -You focus your efforts on helping citizens escape or recover from wounds. Attempt a DC 36 [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) check to direct citizens to safety, a DC 38 [Medicine](compendium/skills.md#Medicine) check to treat injured survivors, or a DC 40 [Society](compendium/skills.md#Society) check to know about unusual escape routes to safety from the building and the surrounding alleys. - -> [!success-degree] -> - **Critical Success** Your efforts are resoundingly successful. Roll `2d6`—this is the number of citizens trapped in the building who you lead to safety or the number of citizens who succumbed during this or the previous phase who you've managed to nurse back to life from the brink of death, split any way you wish. -> - **Success** You rescue `1d6` citizens from the flames. -> - **Failure** You fail to rescue any citizens from the fire and take `2d6` fire damage. -> - **Critical Failure** You take `4d6` fire damage as a blast of fire and falling debris strikes you. For every 5 fire damage you take from this, one citizen still trapped in the building perishes. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/research-gmg.md b/content/Mechanics/Rules/actions/research-gmg.md deleted file mode 100644 index 1ff8055a8..000000000 --- a/content/Mechanics/Rules/actions/research-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/concentrate -- trait/exploration -- trait/linguistic -aliases: ["Research"] ---- -# Research -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") -*Source: Gamemastery Guide p. 154* - -**Variant Rule** Research - -You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made. - -> [!success-degree] -> - **Critical Success** You gain 2 RP. -> - **Success** You gain 1 RP. -> - **Critical Failure** You make a false discovery and lose 1 RP. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/restore-the-mind-da.md b/content/Mechanics/Rules/actions/restore-the-mind-da.md deleted file mode 100644 index a6f7566d0..000000000 --- a/content/Mechanics/Rules/actions/restore-the-mind-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/emotion -- trait/enchantment -- trait/healing -- trait/mental -- trait/psyche -- trait/psychic -aliases: ["Restore The Mind"] ---- -# Restore The Mind [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [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. 15* - -- **Activity**: Single Action - -Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one of the two benefits to grant one ally within 30 feet that you can see. That ally is then temporarily immune for 10 minutes. - -- The ally gains a +1 status bonus to saving throws against [mental](rules/traits/mental.md "Mental Effect Trait") effects until your psyche ends. -- The ally regains Hit Points equal to 2 + double your level. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/retraining.md b/content/Mechanics/Rules/actions/retraining.md deleted file mode 100644 index e1c41f3f9..000000000 --- a/content/Mechanics/Rules/actions/retraining.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/downtime -aliases: ["Retraining"] ---- -# Retraining (basic) -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Core Rulebook p. 481* - - - -Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining. - -Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor. - -Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances). - -When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want. - -## Feats -CRB p. 481 - -You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat. - -## Skills -CRB p. 481 - -You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in [Performance](compendium/skills.md#Performance) and [Stealth](compendium/skills.md#Stealth), and an expert in [Occultism](compendium/skills.md#Occultism), you could reduce the character's proficiency in [Stealth](compendium/skills.md#Stealth) to expert and become a master in [Occultism](compendium/skills.md#Occultism), but you couldn't reassign that skill increase to become legendary in [Performance](compendium/skills.md#Performance). Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites. - -You can also spend a week to retrain an initial trained skill you gained during character creation. - -## Class Features -CRB p. 481 - -You can change a class feature that required a choice, making a different choice instead. Some, like changing a spell in your spell repertoire, take a week. The GM will tell you how long it takes to retrain larger choices like a druid order or a wizard school—always at least a month. - -**Downtime Mode** - -> [!pf2-tip] -> -> _Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found._ - -Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime. - -**Other Downtime Activities.** Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/retributive-strike.md b/content/Mechanics/Rules/actions/retributive-strike.md deleted file mode 100644 index db15dab52..000000000 --- a/content/Mechanics/Rules/actions/retributive-strike.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/champion -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Retributive Strike"] ---- -# Retributive Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md "Champion Class Trait") -*Source: Core Rulebook p. 107* - -**Class** champion; **Subclass** Paladin -- **Trigger**: An enemy damages your ally, and both are within 15 feet of you. -- **Activity**: Reaction - -You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/ring-bell-da.md b/content/Mechanics/Rules/actions/ring-bell-da.md deleted file mode 100644 index 6436faa81..000000000 --- a/content/Mechanics/Rules/actions/ring-bell-da.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/auditory -- trait/emotion -- trait/enchantment -- trait/magical -- trait/manipulate -- trait/mental -- trait/thaumaturge -aliases: ["Ring Bell"] ---- -# Ring Bell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [enchantment](rules/traits/enchantment.md "Enchantment School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") -*Source: Dark Archive p. 37* - -- **Trigger**: The target of your [Exploit Vulnerability](rules/actions/exploit-vulnerability-da.md) makes a [Strike](rules/actions/strike.md) or [Casts a Spell](rules/actions/cast-a-spell.md) that would affect you or one of your allies. -- **Requirements**: You are holding your First Implement and Esoterica|Thaumaturge|DA|bell|DA|1||bell implement, and the triggering creature is within 30 feet of you. -- **Activity**: Reaction - -First Implement and Esoterica|Thaumaturge|DA|Your|DA|1||Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise. - -- **Distracting Cacophony.** The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become [stupefied](rules/conditions.md#Stupefied) until the end of your next turn ([stupefied](rules/conditions.md#Stupefied) on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from [stupefied](rules/conditions.md#Stupefied). -- **Disrupting Harmony.** The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of [enfeebled](rules/conditions.md#Enfeebled) or [clumsy](rules/conditions.md#Clumsy) until the end of your next turn ([enfeebled](rules/conditions.md#Enfeebled) or [clumsy](rules/conditions.md#Clumsy) on a critical failure). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/run-over-gmg.md b/content/Mechanics/Rules/actions/run-over-gmg.md deleted file mode 100644 index 642873af1..000000000 --- a/content/Mechanics/Rules/actions/run-over-gmg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/move -- trait/reckless -aliases: ["Run Over"] ---- -# Run Over [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[move](rules/traits/move.md "Move Combat Trait") [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") -*Source: Gamemastery Guide p. 176* - -**Variant Rule** Vehicles -- **Requirements**: You are piloting a vehicle. -- **Activity**: Three-Action - -You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, the vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger. - -Each creature in your path, including a rammed target, takes the vehicle's collision damage (basic Reflex save at vehicle's collision DC). If the rammed target is a vehicle, its pilot can attempt a piloting check in place of this Reflex save, with the same results. If the target of your ram takes damage, you and your vehicle each take collision damage (no save) and your movement ends. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/scout-duneshadow-aoa5.md b/content/Mechanics/Rules/actions/scout-duneshadow-aoa5.md deleted file mode 100644 index e31494acc..000000000 --- a/content/Mechanics/Rules/actions/scout-duneshadow-aoa5.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/concentrate -- trait/exploration -- trait/move -aliases: ["Scout Duneshadow"] ---- -# Scout 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* - - -Duneshadow's known to traverse a wide territory in north- central Katapesh, and the PCs first need to narrow down his current location to within a few miles. A full scouting attempt takes 4 hours, during which each PC attempts a skill check chosen from the following options, depending on how they wish to scout: [Diplomacy](compendium/skills.md#Diplomacy) DC 40 (to ask local nomads about sightings) or [Nature](compendium/skills.md#Nature) DC 36 (to know about camel behavior and where Duneshadow might best be found). At your discretion, a PC can substitute an appropriate [Lore](compendium/skills.md#Lore) skill for any of these skills, in which case the DC is reduced by 2. - -To find the camel's trail, the party must successfully Scout Duneshadow three times. Critical successes count as two successes, and critical failures negate one success. If all PCs abandon this task and no one is Scouting Duneshadow, the number of accumulated successes resets to zero. Magic such as [discern location](compendium/spells/discern-location.md) gives two successes toward finding Duneshadow, though he moves so often and in such odd ways that even in the 10 minutes it takes to [teleport](compendium/spells/teleport.md), only his trail will remain. - -Once they get three successes, the PCs can then Track him (DC 40). They need to succeed twice in a row or critically succeed once, and can try again on a failure. On a critical failure, the PCs must wait at least 24 hours before Scouting Duneshadow again. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/scout-location-gmg.md b/content/Mechanics/Rules/actions/scout-location-gmg.md deleted file mode 100644 index 0e71f0252..000000000 --- a/content/Mechanics/Rules/actions/scout-location-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/downtime -- trait/secret -aliases: ["Scout Location"] ---- -# Scout Location -[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 - -You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC [Perception](compendium/skills.md#Perception), [Society](compendium/skills.md#Society) or [Stealth](compendium/skills.md#Stealth) check. - -> [!success-degree] -> - **Success** You make observations that provide 1 EP. -> - **Failure** You learn nothing particularly noteworthy. -> - **Critical Failure** You misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/scout-the-facility-aoa5.md b/content/Mechanics/Rules/actions/scout-the-facility-aoa5.md deleted file mode 100644 index 0c7dbb11f..000000000 --- a/content/Mechanics/Rules/actions/scout-the-facility-aoa5.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/downtime -aliases: ["Scout the Facility"] ---- -# Scout the Facility -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 24* - - -The PC spends part of the day observing the Bhetshamtal Estate, recording patrols, noting escape routes, and creating a mental map. - -> [!success-degree] -> - **Success** The PC makes decisive observations that grant the PCs 1 Edge Point that can be used for sneaking through or navigating the estate. -> - **Failure** The PC learns nothing noteworthy. -> - **Critical Failure** The PC misjudges some element of the security. Inform the PCs that the scouting grants 1 Edge Point. When they use that Edge Point, they don't get the normal benefit, and if they rolled a normal failure they get a critical failure instead. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/scout.md b/content/Mechanics/Rules/actions/scout.md deleted file mode 100644 index 91e699387..000000000 --- a/content/Mechanics/Rules/actions/scout.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Scout"] ---- -# Scout (basic) -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Core Rulebook p. 480* - - - -You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/search.md b/content/Mechanics/Rules/actions/search.md deleted file mode 100644 index 21651fad7..000000000 --- a/content/Mechanics/Rules/actions/search.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Search"] ---- -# Search (basic) -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Core Rulebook p. 480* - - - -You [Seek](rules/actions/seek.md) meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while [Searching](rules/actions/search.md) to cover the area more thoroughly, and the [Expeditious Search](compendium/feats/expeditious-search.md) feat increases these maximum Speeds. If you come across a secret door, item, or hazard while [Searching](rules/actions/search.md), the GM will attempt a free secret check to [Seek](rules/actions/seek.md) to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/secure-disguises-aoa5.md b/content/Mechanics/Rules/actions/secure-disguises-aoa5.md deleted file mode 100644 index f625703e4..000000000 --- a/content/Mechanics/Rules/actions/secure-disguises-aoa5.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/downtime -aliases: ["Secure Disguises"] ---- -# Secure Disguises -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 24* - - -The PC tries to find disguises of a certain type (guards, for example, or socialites). - -> [!success-degree] -> - **Success** The PC finds or creates useful disguises that grant 1 Edge Point that the PCs can use for maintaining a cover identity. -> - **Failure** The PC finds no disguises. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/secure-disguises-gmg.md b/content/Mechanics/Rules/actions/secure-disguises-gmg.md deleted file mode 100644 index bbc76312f..000000000 --- a/content/Mechanics/Rules/actions/secure-disguises-gmg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/downtime -aliases: ["Secure Disguises"] ---- -# Secure Disguises -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Gamemastery Guide p. 163* - -**Variant Rule** Infiltration - -You seek to procure or create disguises. Attempt a normal, hard, or very hard [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception), [Performance](compendium/skills.md#Performance), or [Society](compendium/skills.md#Society) check. - -> [!success-degree] -> - **Success** You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity. -> - **Failure** Your efforts result in an unusable disguise. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/secure-invitation-aoa5.md b/content/Mechanics/Rules/actions/secure-invitation-aoa5.md deleted file mode 100644 index df3b3481b..000000000 --- a/content/Mechanics/Rules/actions/secure-invitation-aoa5.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/downtime -aliases: ["Secure Invitation"] ---- -# Secure Invitation -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 24* - - -The PC seeks out someone with an invitation they're willing to sell. - -> [!success-degree] -> - **Critical Success** The PC finds an invitation-holder and convinces them to give away the invitation for free. The PCs gain 1 Edge Point. -> - **Success** The PC finds someone willing to sell their invitation for 250 gp. If they pay, the group gets 1 Edge Point. They can attempt to steal it instead (DC 34 [Thievery](compendium/skills.md#Thievery)), but if they do, increase Awareness at the beginning of Phase 2: Infiltration by 2. -> - **Failure** The PC is unable to find an invitation. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/seek-the-animals-aoa2.md b/content/Mechanics/Rules/actions/seek-the-animals-aoa2.md deleted file mode 100644 index dbc4c10e3..000000000 --- a/content/Mechanics/Rules/actions/seek-the-animals-aoa2.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa2 -- trait/exploration -aliases: ["Seek the Animals"] ---- -# Seek the Animals -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #2: Cult of Cinders p. 20* - - -You help the elven hunters look for signs of animals. Attempt a DC 17 [Nature](compendium/skills.md#Nature) or [Perception](compendium/skills.md#Perception) check. - -> [!success-degree] -> - **Critical Success** You make an impressive and potentially dangerous find, such as a large pack of particularly healthy (and thus cranky) red river boars or a large waterbuck with razor-sharp horns. You also find signs of animals that are safer to hunt than your impressive and delicious find. -> - **Success** You discover signs of animals that are safe to hunt. -> - **Failure** Your efforts have scared away the best game, and the hunting party must set their sights on river turtles and bats. -> - **Critical Failure** Your efforts have scared away too many animals, leaving the hunting party with a sparse amount of game to catch. The party loses 2 IP. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/seek-the-hidden-forge-aoa4.md b/content/Mechanics/Rules/actions/seek-the-hidden-forge-aoa4.md deleted file mode 100644 index 5af2d86f8..000000000 --- a/content/Mechanics/Rules/actions/seek-the-hidden-forge-aoa4.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa4 -- trait/downtime -- trait/secret -aliases: ["Seek the Hidden Forge"] ---- -# Seek the Hidden Forge -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Age of Ashes #4: Fires of the Haunted City p. 18* - -- **Requirements**: At least one Hidden Forge clue. - -By spending a day examining Hidden Forge clues, consulting with locals, studying maps of Kovlar, and otherwise investigating the mystery, a PC attempts to determine the location of the secret shrine to [Droskar](compendium/setting/deities/droskar-logm.md) in the dwarven city. A character can attempt to interpret these clues with a [Perception](compendium/skills.md#Perception), [Society](compendium/skills.md#Society), or [Survival](compendium/skills.md#Survival) check—the DC remains 36 regardless of the check used to interpret the clues. This DC is reduced by 2 for each Hidden Forge clue possessed beyond the first. Thus, if the character has access to two Hidden Forge Clues, the DC is reduced to 34, up to a maximum reduction to DC 22 if a character has 8 Hidden Forge Clues. - -> [!success-degree] -> - **Critical Success** The PC pinpoints the entrance to the Hidden Forge. -> - **Success** The PC makes significant progress toward determining the Hidden Forge's location, and gains a +4 circumstance bonus on their next check to Seek the Hidden Forge. -> - **Failure** The PC fails to determine anything informative from the clues. -> - **Critical Failure** As failure, but the Droskar cultists catch wind of the investigation and are able to prepare their defenses. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/seek.md b/content/Mechanics/Rules/actions/seek.md deleted file mode 100644 index d5d89d44a..000000000 --- a/content/Mechanics/Rules/actions/seek.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/secret -aliases: ["Seek"] ---- -# Seek (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 471* - - -- **Activity**: Single Action - -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](compendium/skills.md#Perception) check for you and compares the result to the [Stealth](compendium/skills.md#Stealth) DCs of any [undetected](rules/conditions.md#Undetected) or [hidden](rules/conditions.md#Hidden) creatures in the area or the DC to detect each object in the area (as determined by the GM or by someone [Concealing the Object](rules/actions/conceal-an-object.md)). A creature you detect might remain [hidden](rules/conditions.md#Hidden), rather than becoming [observed](rules/conditions.md#Observed), if you're using an imprecise sense or if an effect (such as [invisibility](rules/conditions.md#Invisible)) prevents the subject from being [observed](rules/conditions.md#Observed). - -> [!success-degree] -> - **Critical Success** If you were searching for creatures, any [undetected](rules/conditions.md#Undetected) or [hidden](rules/conditions.md#Hidden) creature you critically succeeded against becomes [observed](rules/conditions.md#Observed) by you. If you were searching for an object, you learn its location. -> - **Success** If you were searching for creatures, any [undetected](rules/conditions.md#Undetected) creature you succeeded against becomes [hidden](rules/conditions.md#Hidden) from you instead of [undetected](rules/conditions.md#Undetected), and any [hidden](rules/conditions.md#Hidden) creature you succeeded against becomes [observed](rules/conditions.md#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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/selfish-shield-apg.md b/content/Mechanics/Rules/actions/selfish-shield-apg.md deleted file mode 100644 index aec052111..000000000 --- a/content/Mechanics/Rules/actions/selfish-shield-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/champion -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Selfish Shield"] ---- -# Selfish Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](rules/traits/champion.md "Champion Class Trait") [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -*Source: Advanced Player's Guide p. 116* - -**Class** champion; **Subclass** Desecrator -- **Trigger**: An enemy within 15 feet damages you. -- **Activity**: Reaction - -Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type. - -In addition, your [Strikes](rules/actions/strike.md) against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether this extra damage is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/sense-direction.md b/content/Mechanics/Rules/actions/sense-direction.md deleted file mode 100644 index fd246c9a8..000000000 --- a/content/Mechanics/Rules/actions/sense-direction.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -- trait/secret -aliases: ["Sense Direction"] ---- -# Sense Direction (basic) -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 252* - -**Skill** [survival](compendium/skills.md#Survival) (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. Typically, you attempt a [Survival](compendium/skills.md#Survival) check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction. - -> [!success-degree] -> - **Critical Success** You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly -> - **Success** You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions. - -> [!pf2-example] Sense Direction Tasks -> -> - **Untrained.** determine a cardinal direction using the sun -> - **Trained.** find an overgrown path in a forest -> - **Expert.** navigate a hedge maze -> - **Master.** navigate a byzantine labyrinth or relatively featureless desert -> - **Legendary.** navigate an ever-changing dream realm \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/sense-motive.md b/content/Mechanics/Rules/actions/sense-motive.md deleted file mode 100644 index c2863235f..000000000 --- a/content/Mechanics/Rules/actions/sense-motive.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/secret -aliases: ["Sense Motive"] ---- -# Sense Motive (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 471* - - -- **Activity**: Single Action - -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](compendium/skills.md#Perception) check for you and compares the result to the [Deception](compendium/skills.md#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. - -> [!success-degree] -> - **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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/sense-weakness-gmg.md b/content/Mechanics/Rules/actions/sense-weakness-gmg.md deleted file mode 100644 index c71ad253c..000000000 --- a/content/Mechanics/Rules/actions/sense-weakness-gmg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -aliases: ["Sense Weakness"] ---- -# Sense Weakness [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Gamemastery Guide p. 167* - -**Variant Rule** Duels -- **Trigger**: You attempt a melee Strike against your opponent, but haven't rolled yet. -- **Requirements**: You're in a duel, you're trained in [Perception](compendium/skills.md#Perception), and you rolled a [Perception](compendium/skills.md#Perception) check for initiative this round. -- **Activity**: Reaction - -You pick a precise moment to attack, giving you an edge. Your opponent is [flat-footed](rules/conditions.md#Flat-footed) against the attack. If your opponent is using [Deception](compendium/skills.md#Deception) for initiative when this ability is used, they are instead [flat-footed](rules/conditions.md#Flat-footed) until the start of their next turn. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/share-senses-som.md b/content/Mechanics/Rules/actions/share-senses-som.md deleted file mode 100644 index 5d91111b8..000000000 --- a/content/Mechanics/Rules/actions/share-senses-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/summoner-som -- compendium/src/pf2e/som -- trait/concentrate -- trait/divination -- trait/scrying -- trait/summoner -aliases: ["Share Senses"] ---- -# Share Senses [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [divination](rules/traits/divination.md "Divination School Trait") [scrying](rules/traits/scrying.md "Scrying Effect Trait") [summoner](rules/traits/summoner-som.md "Summoner Class Trait") -*Source: Secrets of Magic p. 53* - -**Class** summoner -- **Requirements**: Your eidolon is manifested. -- **Activity**: Single Action - -You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute. You can [Dismiss](rules/actions/dismiss.md) this effect. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/shove.md b/content/Mechanics/Rules/actions/shove.md deleted file mode 100644 index 123abc168..000000000 --- a/content/Mechanics/Rules/actions/shove.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Shove", "Push"] ---- -# Shove (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") -*Source: Core Rulebook p. 243* - -**Skill** [athletics](compendium/skills.md#Athletics) (untrained) -- **Requirements**: You have at least one hand free. The target can't be more than one size larger than you. -- **Activity**: Single Action - -You push an opponent away from you. Attempt an [Athletics](compendium/skills.md#Athletics) check against your opponent's Fortitude DC. - -> [!success-degree] -> - **Critical Success** You push your opponent up to 10 feet away from you. You can [Stride](rules/actions/stride.md) after it, but you must move the same distance and in the same direction. -> - **Success** You push your opponent back 5 feet. You can [Stride](rules/actions/stride.md) after it, but you must move the same distance and in the same direction. -> - **Critical Failure** You lose your balance, fall, and land [prone](rules/conditions.md#Prone). - -> [!pf2-example] Forced Movement -> -> The Shove action can force a creature to move. 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 triggered by movement. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/siegebreaker-g-g.md b/content/Mechanics/Rules/actions/siegebreaker-g-g.md deleted file mode 100644 index 343442e55..000000000 --- a/content/Mechanics/Rules/actions/siegebreaker-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/flourish -- trait/gunslinger -aliases: ["Siegebreaker"] ---- -# Siegebreaker [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[flourish](rules/traits/flourish.md "Flourish Combat Trait") [gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Vanguard -- **Requirements**: You're wielding a firearm that has the kickback or scatter trait, or a two-handed crossbow. -- **Activity**: Three-Action - -With unbelievable force, you charge and smash your weapon into a target before digging in your heels and pulling the trigger. [Leap](rules/actions/leap.md) or [Stride](rules/actions/stride.md), then make a [Strike](rules/actions/strike.md) with the required firearm or crossbow against an adjacent target. This Strike deals an additional `3d8` bludgeoning damage and ignores 10 points of the target's Hardness (if any), or of their shield's Hardness if the target uses [Shield Block](compendium/feats/shield-block.md). - -After the [Strike](rules/actions/strike.md), you become [immobilized](rules/conditions.md#Immobilized) and position the required weapon defensively, gaining a +1 circumstance bonus to AC, or a +2 circumstance bonus if the chosen weapon has the [parry](rules/traits/parry.md "Parry Weapon Trait") trait. Both effects last until the start of your next turn. If a force would move you while you're [immobilized](rules/conditions.md#Immobilized) in this way, it must succeed at an appropriate check against your class DC. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/smooth-the-path-aoa5.md b/content/Mechanics/Rules/actions/smooth-the-path-aoa5.md deleted file mode 100644 index 6289ecec5..000000000 --- a/content/Mechanics/Rules/actions/smooth-the-path-aoa5.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Smooth the Path"] ---- -# Smooth the Path -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* - -- **Requirements**: The PC has successfully infiltrated the estate. - -Now that they're on the inside, the PC helps an ally who's still trying to infiltrate. They describe what they're doing to help, and give the ally the benefits of Following the Expert. The GM might require the PC to attempt a relevant skill check (typically DC 32) to Smooth the Path. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/smuggled-aoa5.md b/content/Mechanics/Rules/actions/smuggled-aoa5.md deleted file mode 100644 index a392d3e4d..000000000 --- a/content/Mechanics/Rules/actions/smuggled-aoa5.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Smuggled"] ---- -# Smuggled -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* - - -The PCs hide themselves inside carts, wine barrels, or other large containers that are bound for the estate. This deposits them inside the walls but a distance from the manor. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/sneak.md b/content/Mechanics/Rules/actions/sneak.md deleted file mode 100644 index 4517fb216..000000000 --- a/content/Mechanics/Rules/actions/sneak.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -- trait/secret -aliases: ["Sneak"] ---- -# Sneak (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](rules/traits/move.md "Move Combat Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Core Rulebook p. 252* - -**Skill** [stealth](compendium/skills.md#Stealth) (untrained) -- **Activity**: Single Action - -You can attempt to move to another place while becoming or staying [undetected](rules/conditions.md#Undetected). [Stride](rules/actions/stride.md) up to half your Speed. (You can use Sneak while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type; you must move at half that Speed.) - -If you're [undetected](rules/conditions.md#Undetected) by a creature and it's impossible for that creature to observe you (for a typical creature, this includes when you're [invisible](rules/conditions.md#Invisible), the observer is [blinded](rules/conditions.md#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](rules/conditions.md#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](compendium/skills.md#Stealth) check in secret and compares the result to the [Perception](compendium/skills.md#Perception) DC of each creature you were [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by at the start of your movement. If you have cover or greater cover from the creature throughout your [Stride](rules/actions/stride.md), you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your [Stealth](compendium/skills.md#Stealth) check. Because you're moving, the bonus increase from [Taking Cover](rules/actions/take-cover.md) 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](rules/conditions.md#Observed) by such a creature. - -> [!success-degree] -> - **Success** You're [undetected](rules/conditions.md#Undetected) by the creature during your movement and remain [undetected](rules/conditions.md#Undetected) by the creature at the end of it. -> -> If you successfully become [hidden](rules/conditions.md#Hidden) to a creature but then cease to have cover or greater cover against it or be concealed from it, you become [observed](rules/conditions.md#Observed) again. You cease being [hidden](rules/conditions.md#Hidden) if you do anything except [Hide](rules/actions/hide.md), Sneak, or [Step](rules/actions/step.md). If you attempt to Strike a creature, the creature remains [flat-footed](rules/conditions.md#Flat-footed) against that attack, and you then become observed. If you do anything else, you become [observed](rules/conditions.md#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](compendium/skills.md#Stealth) check. -> -> If a creature uses [Seek](rules/actions/seek.md) to make you [observed](rules/conditions.md#Observed) by it, you must successfully [Hide](rules/actions/hide.md) to become [hidden](rules/conditions.md#Hidden) from it again. -> - **Failure** A telltale sound or other sign gives your position away, though you still remain unseen. You're [hidden](rules/conditions.md#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](rules/conditions.md#Invisible) and were [hidden](rules/conditions.md#Hidden) from the creature, instead of being [observed](rules/conditions.md#Observed) you're [hidden](rules/conditions.md#Hidden) throughout your movement and remain so. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/spellstrike-som.md b/content/Mechanics/Rules/actions/spellstrike-som.md deleted file mode 100644 index aaa59ed61..000000000 --- a/content/Mechanics/Rules/actions/spellstrike-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/magus-som -- compendium/src/pf2e/som -- trait/magus -aliases: ["Spellstrike"] ---- -# Spellstrike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[magus](rules/traits/magus-som.md "Magus Class Trait") -*Source: Secrets of Magic p. 37* - -**Class** magus -- **Frequency**: until recharged (see below) -- **Activity**: Two-Action - -You channel a spell into a punch or sword thrust to deliver a combined attack. You [Cast a Spell](rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your [Strike](rules/actions/strike.md) the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") trait, making it [magical](rules/traits/magical.md "Magical Item Trait"). - -After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike. - -**Spellstrike Specifics.** Though the base [Spellstrike](rules/actions/spellstrike-som.md) rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. - -**One Target:** The spell targets only the target of your [Strike](rules/actions/strike.md), even if it normally allows more targets. Some feats let you affect more creatures. - -**Reach:** The coupled spell affects the target using the reach of the weapon or unarmed attack you make your [Spellstrike](rules/actions/spellstrike-som.md) with. For instance, [shocking grasp](compendium/spells/shocking-grasp.md) would affect a creature beyond the reach of your hand if you used a weapon with reach, and [ray of frost](compendium/spells/ray-of-frost.md) would affect only a creature in your weapon's reach, even though the spell's range is longer. - -**Ancillary Effects:** Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the [Strike](rules/actions/strike.md). For example, [acid splash](compendium/spells/acid-splash.md) would still deal its [splash](rules/traits/splash.md "Splash Weapon Trait") damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the [Strike](rules/actions/strike.md) deals damage; if the [Strike](rules/actions/strike.md) has other special effects, the GM determines whether they happen before or after the spell. - -**Multiple Defenses:** Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a [Strike](rules/actions/strike.md) with its initial attack roll, not with any later ones. - -**Invalid or Immune Target:** If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. - -**Variable Actions:** Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use [Spellstrike](rules/actions/spellstrike-som.md). A spell has to take exactly 1 or 2 actions; you can't use [Spellstrike](rules/actions/spellstrike-som.md) with a spell that takes a free action, reaction, or 3 or more actions. - -**Metamagic:** You typically can't use metamagic with [Spellstrike](rules/actions/spellstrike-som.md) because metamagic requires the next action you take to be [Cast a Spell](rules/actions/cast-a-spell.md), and [Spellstrike](rules/actions/spellstrike-som.md) is a combined activity that doesn't qualify. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/spinning-crush-g-g.md b/content/Mechanics/Rules/actions/spinning-crush-g-g.md deleted file mode 100644 index ccca68c5c..000000000 --- a/content/Mechanics/Rules/actions/spinning-crush-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Spinning Crush"] ---- -# Spinning Crush [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-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 loaded firearm or loaded crossbow. -- **Activity**: Three-Action - -You go into a vicious spin, smashing your weapon into those nearby and increasing your momentum by firing. All creatures adjacent to you take `1d6` bludgeoning damage plus your Strength modifier; this increases to `2d6` if your firearm has a [striking](compendium/equipment/items/striking.md) rune, `3d6` if it has a greater striking rune, and `4d6` if it has a major striking rune. This ability does not apply other effects that increase damage with your firearm [Strikes](rules/actions/strike.md) such as weapon specialization. Creatures affected by this attack must attempt a basic Reflex save. A creature that fails its save is also pushed 5 feet directly away from you. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/spring-the-trap-loil.md b/content/Mechanics/Rules/actions/spring-the-trap-loil.md deleted file mode 100644 index 4b9713cf7..000000000 --- a/content/Mechanics/Rules/actions/spring-the-trap-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/loil -- trait/gunslinger -aliases: ["Spring the Trap"] ---- -# Spring the Trap [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -*Source: Lost Omens: Impossible Lands p. 108* - -**Class** gunslinger; **Subclass** Triggerbrand -- **Trigger**: You roll initiative. -- **Activity**: Free Action - -You can [Interact](rules/actions/interact.md) to draw a combination weapon and set it to melee or ranged mode. On your first turn, your movement and ranged attacks don't trigger reactions that are normally triggered by movement or a ranged attack (such as [Attack of Opportunity](rules/actions/attack-of-opportunity.md)). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/squeeze.md b/content/Mechanics/Rules/actions/squeeze.md deleted file mode 100644 index f065d161b..000000000 --- a/content/Mechanics/Rules/actions/squeeze.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -- trait/move -aliases: ["Squeeze"] ---- -# Squeeze (basic) -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [move](rules/traits/move.md "Move Combat Trait") -*Source: Core Rulebook p. 241* - -**Skill** [acrobatics](compendium/skills.md#Acrobatics) (trained) - -You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check. - -> [!success-degree] -> - **Critical Success** You squeeze through the tight space in 1 minute per 10 feet of squeezing. -> - **Success** You squeeze through in 1 minute per 5 feet. -> - **Critical Failure** You become stuck in the tight space. While you're stuck, you can spend 1 minute attempting another [Acrobatics](compendium/skills.md#Acrobatics) check at the same DC. Any result on that check other than a critical failure causes you to become unstuck. - -> [!pf2-example] Sample Squeeze Tasks -> -> - **Trained.** space barely fitting your shoulders -> - **Master.** space barely fitting your head \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/stand.md b/content/Mechanics/Rules/actions/stand.md deleted file mode 100644 index a8e6d2c97..000000000 --- a/content/Mechanics/Rules/actions/stand.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Stand"] ---- -# Stand (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. 471* - - -- **Activity**: Single Action - -You stand up from [prone](rules/conditions.md#Prone). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/steal-keys-aoa5.md b/content/Mechanics/Rules/actions/steal-keys-aoa5.md deleted file mode 100644 index 83a94931d..000000000 --- a/content/Mechanics/Rules/actions/steal-keys-aoa5.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Steal Keys"] ---- -# Steal Keys -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 28* - -- **Requirements**: PCs noticed the keys while [Breaking and Entering](rules/actions/breaking-and-entering-aoa5.md). - -The PC steals a ring of keys that can unlock many of the manor's doors. - -> [!success-degree] -> - **Success** The PCs gain 1 Edge Point usable for opening locks. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/steal.md b/content/Mechanics/Rules/actions/steal.md deleted file mode 100644 index cfaf619dc..000000000 --- a/content/Mechanics/Rules/actions/steal.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Steal"] ---- -# Steal (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Core Rulebook p. 253* - -**Skill** [thievery](compendium/skills.md#Thievery) (untrained) -- **Activity**: Single Action - -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](compendium/skills.md#Thievery) check to determine if you successfully Steal the object. The DC to Steal is usually the [Perception](compendium/skills.md#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](compendium/skills.md#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](compendium/skills.md#Thievery) check result against the [Perception](compendium/skills.md#Perception) DCs of observers other than the person wearing the object. The GM may increase the [Perception](compendium/skills.md#Perception) DCs of these observers if they're distracted. - -> [!success-degree] -> - **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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/step.md b/content/Mechanics/Rules/actions/step.md deleted file mode 100644 index 952c7bc34..000000000 --- a/content/Mechanics/Rules/actions/step.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Step", "Disengage"] ---- -# Step (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. 471* - - -- **Requirements**: Your Speed is at least 10 feet. -- **Activity**: Single Action - -You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Attacks of Opportunity, that can be triggered by move actions or upon leaving or entering a square. - -You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/stop-gmg.md b/content/Mechanics/Rules/actions/stop-gmg.md deleted file mode 100644 index e1595729c..000000000 --- a/content/Mechanics/Rules/actions/stop-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/manipulate -aliases: ["Stop"] ---- -# Stop [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Gamemastery Guide p. 176* - -**Variant Rule** Vehicles -- **Requirements**: You are piloting a vehicle in motion. -- **Activity**: Single Action - -You bring the vehicle to a stop. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/stride.md b/content/Mechanics/Rules/actions/stride.md deleted file mode 100644 index b4217a47c..000000000 --- a/content/Mechanics/Rules/actions/stride.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Stride"] ---- -# Stride (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. 471* - - -- **Activity**: Single Action - -You move up to your Speed. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/strike.md b/content/Mechanics/Rules/actions/strike.md deleted file mode 100644 index de2140022..000000000 --- a/content/Mechanics/Rules/actions/strike.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Strike", "Attack"] ---- -# Strike (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") -*Source: Core Rulebook p. 471* - - -- **Activity**: Single Action - -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. - -> [!success-degree] -> - **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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/study-sot1.md b/content/Mechanics/Rules/actions/study-sot1.md deleted file mode 100644 index b4c090ba1..000000000 --- a/content/Mechanics/Rules/actions/study-sot1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/sot1 -- trait/downtime -aliases: ["Study"] ---- -# Study -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Strength of Thousands #1: Kindled Magic p. 63* - -- **Requirements**: You are an initiate, attendant, or conversant. - -You give everything you have to your studies, in keeping with your branch. Choose either your primary or secondary branch and attempt a skill check with one of the branch's associated skills against a standard DC of the branch's level. - -> [!success-degree] -> - **Critical Success** Incredible results! You ace every exam and cause a stir that all the instructors notice. Increase the level of the branch you chose by 2. -> - **Success** You succeed in your studies admirably. Increase the level of the branch you chose by 1. -> - **Failure** You need to work harder and try again. Your branch level remains the same. -> - **Critical Failure** You make a major mistake that requires you to perform remedial studies. The next time you would get an opportunity to attempt this activity, you must skip that opportunity to catch up. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/subsist.md b/content/Mechanics/Rules/actions/subsist.md deleted file mode 100644 index 645cb7d09..000000000 --- a/content/Mechanics/Rules/actions/subsist.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/downtime -aliases: ["Subsist"] ---- -# Subsist (basic) -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -*Source: Core Rulebook p. 240* - - - -You try to provide food and shelter for yourself, and possibly others as well, with a standard of living as described [here](rules/tables/cost-of-living.md). The GM determines the DC based on the nature of the place where you're trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty - -> [!success-degree] -> - **Critical Success** You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living. -> - **Success** You find enough food and shelter with basic protection from the elements to provide you a subsistence living. -> - **Failure** You're exposed to the elements and don't get enough food, becoming fatigued until you attain sufficient food and shelter. -> - **Critical Failure** You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don't find any food at all; if you don't have any stored up, you're in danger of starving or dying of thirst if you continue failing. - -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](compendium/skills.md#Arcana) might tell you about the magical defenses of a golem, whereas [Crafting](compendium/skills.md#Crafting) could tell you about its sturdy resistance to physical attacks. - -> [!pf2-example] Sample Subsist Tasks -> -> These examples use [Society](compendium/skills.md#Society) or [Religion](compendium/skills.md#Religion). -> -> - **Untrained.** lush forest with calm weather or large city with plentiful resources -> - **Trained.** typical hillside or village -> - **Expert.** typical mountains or insular hamlet -> - **Master.** typical desert or city under siege -> - **Legendary.** barren wasteland or city of undead \ 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 deleted file mode 100644 index 9ad254307..000000000 --- a/content/Mechanics/Rules/actions/sustain-a-spell.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -aliases: ["Sustain a Spell"] ---- -# Sustain a Spell (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -*Source: Core Rulebook p. 304* - - -- **Requirements**: You have at least one spell active with a sustained duration, and you are not fatigued. -- **Activity**: Single Action - -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. \ 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 deleted file mode 100644 index 1ef94c932..000000000 --- a/content/Mechanics/Rules/actions/sustain-an-activation.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Sustain an Activation"] ---- -# Sustain an Activation (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Core Rulebook p. 534* - - -- **Requirements**: You have at least one magic item activation that you can sustain and you are not fatigued. -- **Activity**: Single Action - -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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/swim.md b/content/Mechanics/Rules/actions/swim.md deleted file mode 100644 index b4d4a58a4..000000000 --- a/content/Mechanics/Rules/actions/swim.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Swim"] ---- -# Swim (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. 243* - -**Skill** [athletics](compendium/skills.md#Athletics) (untrained) -- **Activity**: Single Action - -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 (as described on page 478). If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an [Athletics](compendium/skills.md#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. - -> [!success-degree] -> - **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. - -> [!pf2-example] 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 \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/tail-toxin-apg.md b/content/Mechanics/Rules/actions/tail-toxin-apg.md deleted file mode 100644 index 11e7a46d4..000000000 --- a/content/Mechanics/Rules/actions/tail-toxin-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/ancestry/kobold-apg -- compendium/src/pf2e/apg -- trait/kobold -- trait/poison -aliases: ["Tail Toxin"] ---- -# Tail Toxin [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -*Source: Advanced Player's Guide p. 14* - -**Ancestry** Kobold; **Heritage** Kobold|APG|Venomtail|Venomtail|APG| -- **Frequency**: once per day -- **Requirements**: You are wielding a piercing or slashing weapon. -- **Activity**: Single Action - -You apply your tail's venom to a piercing or slashing weapon. If your next [Strike](rules/actions/strike.md) with that weapon before the end of your next turn hits and deals damage, you deal [persistent poison damage](rules/conditions.md#Persistent%20Damage) equal to your level to the target. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/take-a-breather-gmg.md b/content/Mechanics/Rules/actions/take-a-breather-gmg.md deleted file mode 100644 index bb4752d8e..000000000 --- a/content/Mechanics/Rules/actions/take-a-breather-gmg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/exploration -aliases: ["Take a Breather"] ---- -# Take a Breather -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Gamemastery Guide p. 200* - -**Variant Rule** Inspiration -- **Cost**: 1 Resolve Point - -You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/take-control-gmg.md b/content/Mechanics/Rules/actions/take-control-gmg.md deleted file mode 100644 index a59ac2987..000000000 --- a/content/Mechanics/Rules/actions/take-control-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/manipulate -aliases: ["Take Control"] ---- -# Take Control [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Gamemastery Guide p. 176* - -**Variant Rule** Vehicles -- **Requirements**: You are aboard the vehicle and adjacent to its controls. -- **Activity**: Single Action - -You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/take-cover.md b/content/Mechanics/Rules/actions/take-cover.md deleted file mode 100644 index 7c43515e5..000000000 --- a/content/Mechanics/Rules/actions/take-cover.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Take Cover"] ---- -# Take Cover (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Core Rulebook p. 471* - - -- **Requirements**: You are benefiting from cover, are near a feature that allows you to take cover, or are [prone](rules/conditions.md#Prone). -- **Activity**: Single Action - -You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md), [Sneak](rules/actions/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](rules/traits/attack.md "Attack Combat Trait") action, become [unconscious](rules/conditions.md#Unconscious), or end this effect as a free action. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/tap-ley-line-som.md b/content/Mechanics/Rules/actions/tap-ley-line-som.md deleted file mode 100644 index 50a929465..000000000 --- a/content/Mechanics/Rules/actions/tap-ley-line-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/som -- trait/concentrate -aliases: ["Tap Ley Line"] ---- -# Tap Ley Line (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -*Source: Secrets of Magic p. 215* - -**Skill** [arcana](compendium/skills.md#Arcana), [nature](compendium/skills.md#Nature), [occultism](compendium/skills.md#Occultism), [religion](compendium/skills.md#Religion) (trained) -**Variant Rule** Ley Lines -- **Activity**: Single Action - -You attempt to manipulate the magical essence of a ley line that you're aware of within 30 feet. The GM determines the DC based on the hard DC for the ley line's level. - -> [!success-degree] -> - **Critical Success** You gain the ley line's benefits until the end of your next turn. -> - **Success** You gain the ley line's benefits until the end of your turn. -> - **Failure** You take mental damage equal to 1d6 × the ley line's level. You can't Tap the Ley Line again for 1 hour. -> - **Critical Failure** As failure, and you're subject to the ley line's backlash effect. You can't Tap the Ley Line again for 24 hours. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/ten-paces-g-g.md b/content/Mechanics/Rules/actions/ten-paces-g-g.md deleted file mode 100644 index b09b0c7e6..000000000 --- a/content/Mechanics/Rules/actions/ten-paces-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Ten Paces"] ---- -# Ten Paces [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -*Source: Guns & Gears p. 109* - -**Class** gunslinger; **Subclass** Pistolero -- **Trigger**: You roll Initiative. -- **Activity**: Free Action - -You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can [Interact](rules/actions/interact.md) to draw a one-handed firearm or one-handed crossbow. As your first action on your first turn, you can [Step](rules/actions/step.md) up to 10 feet as a free action. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/thats-not-everyone-aoa5.md b/content/Mechanics/Rules/actions/thats-not-everyone-aoa5.md deleted file mode 100644 index cf6b73cf7..000000000 --- a/content/Mechanics/Rules/actions/thats-not-everyone-aoa5.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["That's Not Everyone"] ---- -# That's Not Everyone -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 29* - -- **Trigger**: The PCs complete Break the Chains - -The enslaved members of the Jewelers' Guild were not all kept in one place. If the PCs intend to rescue all three assistants and Benneb, the missing antiquities dealer from Finderplain, they need to repeat either the Break the Chains or [Locked Doors](rules/actions/locked-doors-aoa5.md) Obstacle a second time. The PCs can skip this Complication, but doing so impacts their rewards (page 30). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/thoughtful-reload-g-g.md b/content/Mechanics/Rules/actions/thoughtful-reload-g-g.md deleted file mode 100644 index c0d82582f..000000000 --- a/content/Mechanics/Rules/actions/thoughtful-reload-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Thoughtful Reload"] ---- -# Thoughtful Reload [>](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. 140* - -- **Activity**: Single Action - -As you sink deep into a state of analytical calm and focus on the foe before you, your hands reload a bullet instinctively. Attempt a [Recall Knowledge](rules/actions/recall-knowledge.md) check against an opponent you can see and then [Interact](rules/actions/interact.md) to reload. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/threatening-approach-locg.md b/content/Mechanics/Rules/actions/threatening-approach-locg.md deleted file mode 100644 index 891edfa36..000000000 --- a/content/Mechanics/Rules/actions/threatening-approach-locg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/ancestry/lizardfolk-locg -- compendium/src/pf2e/locg -aliases: ["Threatening Approach"] ---- -# Threatening Approach [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -*Source: Lost Omens: Character Guide p. 57* - -**Ancestry** Lizardfolk; **Heritage** Lizardfolk|LOCG|Frilled|Frilled|LOCG| -- **Activity**: Two-Action - -You [Stride](rules/actions/stride.md) to be adjacent to a foe and [Demoralize](rules/actions/demoralize.md) that foe. If you succeed, the foe is [frightened](rules/conditions.md#Frightened) instead of [frightened](rules/conditions.md#Frightened). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/topple-crates-aoa3.md b/content/Mechanics/Rules/actions/topple-crates-aoa3.md deleted file mode 100644 index a8aa99411..000000000 --- a/content/Mechanics/Rules/actions/topple-crates-aoa3.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa3 -- trait/manipulate -aliases: ["Topple Crates"] ---- -# Topple Crates -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Age of Ashes #3: Tomorrow Must Burn p. 31* - -- **Requirements**: You are adjacent to a column of crates. - -You attempt to topple a stack of heavy crates onto a foe. Attempt a DC 22 [Athletics](compendium/skills.md#Athletics) check. - -> [!success-degree] -> - **Success** You topple the crates toward a target within a 15-foot line from the column. The falling crates deal `3d10+6` bludgeoning damage with a DC 26 basic Reflex save. A creature that critically fails is also knocked [prone](rules/conditions.md#Prone). Any squares where crates crashed down become difficult terrain. -> - **Failure** You are unable to topple the crates. -> - **Critical Failure** The crates topple onto you instead, with the same effects as a success but affecting only you and your square. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/touch-and-go-loil.md b/content/Mechanics/Rules/actions/touch-and-go-loil.md deleted file mode 100644 index 6bd7bf135..000000000 --- a/content/Mechanics/Rules/actions/touch-and-go-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/loil -- trait/gunslinger -aliases: ["Touch and Go"] ---- -# Touch and Go [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -*Source: Lost Omens: Impossible Lands p. 108* - -**Class** gunslinger; **Subclass** Triggerbrand -- **Requirements**: You're wielding a combination weapon. -- **Activity**: Single Action - -Your body's shadows mask your hands' steel. You can [Step](rules/actions/step.md) toward an enemy, you can [Interact](rules/actions/interact.md) to change your weapon between melee or ranged modes, and you then [Interact](rules/actions/interact.md) to reload. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/toxic-skin-lome.md b/content/Mechanics/Rules/actions/toxic-skin-lome.md deleted file mode 100644 index 9d82d1e03..000000000 --- a/content/Mechanics/Rules/actions/toxic-skin-lome.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/ancestry/grippli-lome -- compendium/src/pf2e/lome -- trait/grippli -- trait/poison -aliases: ["Toxic Skin"] ---- -# Toxic Skin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") [poison](rules/traits/poison.md "Poison Effect Trait") -*Source: Lost Omens: The Mwangi Expanse p. 119* - -**Ancestry** grippli; **Heritage** grippli|LOME|poisonhide|poisonhide|LOME| -- **Frequency**: once per hour -- **Trigger**: A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you. -- **Activity**: Reaction - -You exude a deadly toxin. The triggering creature takes `1d4` poison damage (basic Fortitude save using your class DC or spell DC, whichever is higher). At 3rd level and every 2 levels thereafter, the damage increases by `1d4`. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/track.md b/content/Mechanics/Rules/actions/track.md deleted file mode 100644 index 87c647d7b..000000000 --- a/content/Mechanics/Rules/actions/track.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -- trait/move -aliases: ["Track"] ---- -# Track (basic) -[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: Core Rulebook p. 252* - -**Skill** [survival](compendium/skills.md#Survival) (trained) - -You follow tracks, moving at up to half your travel Speed.. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check. - -You attempt your [Survival](compendium/skills.md#Survival) check when you start [Tracking](rules/actions/track.md), once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground. - -> [!success-degree] -> - **Success** You find the trail or continue to follow the one you're already following. -> - **Failure** You lose the trail but can try again after a 1-hour delay. -> - **Critical Failure** You lose the trail and can't try again for 24 hours. - -> [!pf2-example] Sense Track Tasks -> -> - **Untrained.** the path of a large army following a road -> - **Trained.** relatively fresh tracks of a rampaging bear through the plains -> - **Expert.** a nimble panther's tracks through a jungle, tracks after the rain -> - **Master.** tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock -> - **Legendary.** old tracks through a windy desert's sands, tracks after a major blizzard or hurricane \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/travel-gmg.md b/content/Mechanics/Rules/actions/travel-gmg.md deleted file mode 100644 index ac98c8897..000000000 --- a/content/Mechanics/Rules/actions/travel-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/move -aliases: ["Travel"] ---- -# Travel -[move](rules/traits/move.md "Move Combat Trait") -*Source: Gamemastery Guide p. 172* - -**Variant Rule** Hexploration - -You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with difficult terrain (such as a typical forest or desert) requires 2 Travel activities, and hexes of greater difficult terrain (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is difficult terrain instead of greater difficult terrain. - -The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or greater difficult terrain. Traveling down a river is open terrain, but traveling upriver is difficult or greater difficult terrain. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/treat-disease.md b/content/Mechanics/Rules/actions/treat-disease.md deleted file mode 100644 index d5e53e44b..000000000 --- a/content/Mechanics/Rules/actions/treat-disease.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/downtime -- trait/manipulate -aliases: ["Treat Disease"] ---- -# Treat Disease (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 8 hour (at least 8 hours) -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Core Rulebook p. 248* - -**Skill** [medicine](compendium/skills.md#Medicine) (trained) -- **Requirements**: You are holding [healer's tools](compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free. -- **Activity**: 8 hour (at least 8 hours) - -You spend at least 8 hours caring for a diseased creature. Attempt a [Medicine](compendium/skills.md#Medicine) check against the disease's DC. After you attempt to Treat a Disease for a creature, you can't try again until after that creature's next save against the disease. - -> [!success-degree] -> - **Critical Success** You grant the creature a +4 circumstance bonus to its next saving throw against the disease. -> - **Success** You grant the creature a +2 circumstance bonus to its next saving throw against the disease. -> - **Critical Failure** Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/treat-poison.md b/content/Mechanics/Rules/actions/treat-poison.md deleted file mode 100644 index ed1f98d49..000000000 --- a/content/Mechanics/Rules/actions/treat-poison.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Treat Poison"] ---- -# Treat Poison (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Core Rulebook p. 248* - -**Skill** [medicine](compendium/skills.md#Medicine) (trained) -- **Requirements**: You are holding [healer's tools](compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free. -- **Activity**: Single Action - -You treat a patient to prevent the spread of poison. Attempt a [Medicine](compendium/skills.md#Medicine) check against the poison's DC. After you attempt to Treat a Poison for a creature, you can't try again until after the next time that creature attempts a save against the poison. - -> [!success-degree] -> - **Critical Success** You grant the creature a +4 circumstance bonus to its next saving throw against the poison. -> - **Success** You grant the creature a +2 circumstance bonus to its next saving throw against the poison. -> - **Critical Failure** Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/treat-wounds.md b/content/Mechanics/Rules/actions/treat-wounds.md deleted file mode 100644 index a33fad502..000000000 --- a/content/Mechanics/Rules/actions/treat-wounds.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -- trait/healing -- trait/manipulate -aliases: ["Treat Wounds"] ---- -# Treat Wounds (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") 10 minute -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [healing](rules/traits/healing.md "Healing Effect Trait") [manipulate](rules/traits/manipulate.md "Manipulate General Trait") -*Source: Core Rulebook p. 248* - -**Skill** [medicine](compendium/skills.md#Medicine) (trained) -- **Requirements**: You are holding [healer's tools](compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free. -- **Activity**: 10 minute - -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](compendium/skills.md#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](compendium/skills.md#Medicine), you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of [Medicine](compendium/skills.md#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](compendium/skills.md#Medicine) check determines how many Hit Points the target regains. - -> [!success-degree] -> - **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/Rules/actions/trip.md b/content/Mechanics/Rules/actions/trip.md deleted file mode 100644 index 64ab36ecf..000000000 --- a/content/Mechanics/Rules/actions/trip.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Trip"] ---- -# Trip (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](rules/traits/attack.md "Attack Combat Trait") -*Source: Core Rulebook p. 243* - -**Skill** [athletics](compendium/skills.md#Athletics) (untrained) -- **Requirements**: You have at least one hand free. Your target can't be more than one size larger than you. -- **Activity**: Single Action - -You try to knock an opponent to the ground. Attempt an [Athletics](compendium/skills.md#Athletics) check against the target's Reflex DC. - -> [!success-degree] -> - **Critical Success** The target falls and lands [prone](rules/conditions.md#Prone) and takes `1d6` bludgeoning damage. -> - **Success** The target falls and lands [prone](rules/conditions.md#Prone). -> - **Critical Failure** You lose your balance and fall and land [prone](rules/conditions.md#Prone). - -> [!pf2-example] Falling -> -> When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked [prone](rules/conditions.md#Prone) when you land. -> -> If you fall into water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can't be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter). You can [Grab an Edge](rules/actions/grab-an-edge.md) as a reaction to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear on page 463. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/tumble-through.md b/content/Mechanics/Rules/actions/tumble-through.md deleted file mode 100644 index 14fb7233c..000000000 --- a/content/Mechanics/Rules/actions/tumble-through.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Tumble Through"] ---- -# Tumble Through (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) -- **Activity**: Single Action - -You [Stride](rules/actions/stride.md) up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against the enemy's Reflex DC as soon as you try to enter its space. You can [Tumble Through](rules/actions/tumble-through.md) using Climb, Fly, Swim, or another action instead of [Stride](rules/actions/stride.md) in the appropriate environment. - -> [!success-degree] -> - **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. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/unexpected-falcons-aoa5.md b/content/Mechanics/Rules/actions/unexpected-falcons-aoa5.md deleted file mode 100644 index 85165c7cd..000000000 --- a/content/Mechanics/Rules/actions/unexpected-falcons-aoa5.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Unexpected Falcons"] ---- -# Unexpected Falcons -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 26* - -- **Requirements**: The PCs got a critical failure while attempting to [Contact Steel Falcons](rules/actions/contact-steel-falcons-aoa5.md). This Complication can occur whenever the GM sees fit. - -The Steel Falcons are performing their own heist to rescue their captain, Wallen Iuphasti, and they and the PCs encounter each other suddenly. Expecting trouble, the Steel Falcons have weapons drawn and are poised to attack. To overcome this encounter, the PCs quickly talk down the Andoren operatives. - -> [!success-degree] -> - **Failure** The Steel Falcons become more vocal and threatening, and a brief fight breaks out. This increases the Awareness Point total by 3 (instead of the normal 1 for a failure). -> - **Critical Failure** As failure, but increase Awareness by 5. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/unexpected-patrol-aoa5.md b/content/Mechanics/Rules/actions/unexpected-patrol-aoa5.md deleted file mode 100644 index 1e5cb2c8d..000000000 --- a/content/Mechanics/Rules/actions/unexpected-patrol-aoa5.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa5 -- trait/exploration -aliases: ["Unexpected Patrol"] ---- -# Unexpected Patrol -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Age of Ashes #5: Against the Scarlet Triad p. 27* - -- **Trigger**: Awareness reaches 6 or 10. - -The PCs notice a group of guards on patrol that's only seconds away from stumbling upon them. The PCs seek out a place to hide, look for a alternate route around the guards, or craft cunning lies. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/unleash-psyche-da.md b/content/Mechanics/Rules/actions/unleash-psyche-da.md deleted file mode 100644 index cba59faf8..000000000 --- a/content/Mechanics/Rules/actions/unleash-psyche-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/psychic-da -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Unleash Psyche"] ---- -# Unleash Psyche [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[psychic](rules/traits/psychic-da.md "Psychic Class Trait") -*Source: Dark Archive p. 12* - -**Class** psychic -- **Trigger**: Your turn begins. -- **Requirements**: You're in an encounter, you Cast a Spell on your previous turn, and you aren't [stupefied](rules/conditions.md#Stupefied). -- **Activity**: Free Action - -You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur. - -- You're constantly surrounded by the visual manifestation of your psychic magic. -- When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell's level. This applies only to spells that don't have a duration and that you cast using psychic spellcasting. -- You can use actions that have the psyche trait. - -After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're [stupefied](rules/conditions.md#Stupefied) for 2 rounds. \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/upgrade-defenses-aoa2.md b/content/Mechanics/Rules/actions/upgrade-defenses-aoa2.md deleted file mode 100644 index fb58abec4..000000000 --- a/content/Mechanics/Rules/actions/upgrade-defenses-aoa2.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/aoa2 -- trait/downtime -- trait/manipulate -aliases: ["Upgrade Defenses"] ---- -# Upgrade Defenses -[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 (stonemasonry), or hired stonemason; organized specialists - -You bolster Citadel Altaerein's walls with metal braces, skillful engineering, and other supports. This upgrade takes 40 days of work and a DC 25 [Crafting](compendium/skills.md#Crafting) check. - -**GM Note:** The effects of this upgrade come into play when Citadel Altaerein is attacked in the final adventure of Age of Ashes, but until then these upgraded defenses are largely cosmetic. (If you add additional encounters in which the castle is attacked during the next few adventures, be sure to keep any upgraded defenses in mind.) \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/venom-draw-loil.md b/content/Mechanics/Rules/actions/venom-draw-loil.md deleted file mode 100644 index 017e73649..000000000 --- a/content/Mechanics/Rules/actions/venom-draw-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/ancestry/vishkanya-loil -- compendium/src/pf2e/loil -aliases: ["Venom Draw"] ---- -# Venom Draw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Lost Omens: Impossible Lands p. 60* - -**Ancestry** Vishkanya; **Heritage** Vishkanya|LOIL|Keen-Venom|Keen-Venom|LOIL| -- **Requirements**: Your [Envenom](rules/actions/envenom-loil.md) action hasn't been expended. -- **Activity**: Single Action - -You quickly envenom poisonous saliva on your weapon as you draw it. [Interact](rules/actions/interact.md) to draw a weapon, and then [Envenom](rules/actions/envenom-loil.md) it. This uses up your daily use of [Envenom](rules/actions/envenom-loil.md). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/vital-shot-g-g.md b/content/Mechanics/Rules/actions/vital-shot-g-g.md deleted file mode 100644 index e521d0e45..000000000 --- a/content/Mechanics/Rules/actions/vital-shot-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Vital Shot"] ---- -# Vital Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Sniper -- **Activity**: Two-Action - -Your careful shot against an unsuspecting opponent pierces a vital artery or organ. Make a ranged [Strike](rules/actions/strike.md). If the target is [flat-footed](rules/conditions.md#Flat-footed), the [Strike](rules/actions/strike.md) deals an extra die of weapon damage, and the foe takes [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to the amount of precision damage from your [One Shot, One Kill](rules/actions/one-shot-one-kill-g-g.md). \ No newline at end of file diff --git a/content/Mechanics/Rules/actions/wicked-thorns-loil.md b/content/Mechanics/Rules/actions/wicked-thorns-loil.md deleted file mode 100644 index d5d0295c6..000000000 --- a/content/Mechanics/Rules/actions/wicked-thorns-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/ancestry/ghoran-loil -- compendium/src/pf2e/loil -aliases: ["Wicked Thorns"] ---- -# Wicked Thorns [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Lost Omens: Impossible Lands p. 37* - -**Ancestry** Ghoran; **Heritage** Ghoran|LOIL|Thorned|Thorned|LOIL| -- **Frequency**: once per day -- **Trigger**: You're hit with an unarmed [Strike](rules/actions/strike.md) or a [Strike](rules/actions/strike.md) with a non-reach melee weapon. -- **Activity**: Reaction - -Several of your thorns break off and hook into your attacker's body. You deal `1d8` piercing damage to the triggering creature. It attempts a basic Reflex save against the higher of your class DC or spell DC. On a critical failure, the creature also takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) as your thorns embed in 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/wind-them-up-loil.md b/content/Mechanics/Rules/actions/wind-them-up-loil.md deleted file mode 100644 index 4d7a632c9..000000000 --- a/content/Mechanics/Rules/actions/wind-them-up-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/loil -- trait/gunslinger -aliases: ["Wind Them Up"] ---- -# Wind Them Up [>>](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 - -Should foes parry your blade or dodge your bullets? Neither—they should be watching their purse. Make a melee [Strike](rules/actions/strike.md) with your combination weapon, and then attempt a [Thievery](compendium/skills.md#Thievery) check with a –5 penalty to [Steal](rules/actions/steal.md) from your target; you can't [Steal](rules/actions/steal.md) closely guarded objects or objects that would take a long time to pilfer. You don't need a free hand to attempt to [Steal](rules/actions/steal.md) something in this manner. If your [Thievery](compendium/skills.md#Thievery) check succeeds, the target is [flat-footed](rules/conditions.md#Flat-footed) against your ranged attacks until the start of your next turn, and you don't trigger reactions that are normally triggered by movement or a ranged attack. 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Whenever you're affected by a condition, its effects last until the condition's stated duration ends, the condition is removed, or terms dictated in the condition itself cause it to end. - -## Condition Values -CRB p. 618 - -Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends. - -## Overriding Conditions -CRB p. 618 - -Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed. - -## List of Conditions -CRB p. 618 - -> [!pf2-note] -> You can view all conditions on the Conditions page. - -> [!pf2-brown] -> -> ### GROUPS OF CONDITIONS -> CRB p. 618 -> -> Some conditions exist relative to one another or share a similar theme. It can be useful to look at these conditions together, rather than viewing them in isolation, to understand how they interact. -> -> - **Degrees of Detection.** [Observed](rules/conditions.md#Observed), [hidden](rules/conditions.md#Hidden), [undetected](rules/conditions.md#Undetected), [unnoticed](rules/conditions.md#Unnoticed) -> - **Senses.** [Blinded](rules/conditions.md#Blinded), [concealed](rules/conditions.md#Concealed), [dazzled](rules/conditions.md#Dazzled), [deafened](rules/conditions.md#Deafened), [invisible](rules/conditions.md#Invisible) -> - **Death and Dying.** [Doomed](rules/conditions.md#Doomed), [dying](rules/conditions.md#Dying), [unconscious](rules/conditions.md#Unconscious), [wounded](rules/conditions.md#Wounded) -> - **Attitudes.** [Hostile](rules/conditions.md#Hostile), [unfriendly](rules/conditions.md#Unfriendly), [indifferent](rules/conditions.md#Indifferent), [friendly](rules/conditions.md#Friendly), [helpful](rules/conditions.md#Helpful) -> - **Lowered Abilities.** [Clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [stupefied](rules/conditions.md#Stupefied) -> -> ### DEATH AND DYING RULES -> CRB p. 618 -> -> The [doomed](rules/conditions.md#Doomed), [dying](rules/conditions.md#Dying), [unconscious](rules/conditions.md#Unconscious), and [wounded](rules/conditions.md#Wounded) conditions all relate to the process of coming closer to death. The full rules are on pages 459–461. The most significant information not contained in the conditions themselves is this: When you're reduced to 0 Hit Points, you're knocked out with the following effects: -> -> - You immediately move your initiative position to directly before the creature or effect that reduced you to 0 Hit Points. -> - You gain the [dying](rules/conditions.md#Dying) 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](rules/conditions.md#Dying) condition instead. If you have the [wounded](rules/conditions.md#Wounded) condition, increase these values by your [wounded](rules/conditions.md#Wounded) value. If the damage came from a nonlethal attack or effect, you don't gain the [dying](rules/conditions.md#Dying) condition—you are instead [unconscious](rules/conditions.md#Unconscious) with 0 Hit Points. -> -> ### PERSISTENT DAMAGE RULES -> CRB p. 618 -> -> The additional rules presented below apply to persistent damage in certain cases. -> -> Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute. -> -> ### Assisted Recovery -> CRB p. 618 -> -> You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round. -> -> The GM decides how your help works, using the following examples as guidelines when there's not a specific action that applies. -> -> - The action to help might require a skill check or another roll to determine its effectiveness. -> - Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames. -> - Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end [persistent bleed damage](rules/conditions.md#Persistent%20Damage), or submerging yourself in a lake to end [persistent fire damage](rules/conditions.md#Persistent%20Damage). -> - Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient. -> -> ### Immunities, Resistances, and Weaknesses -> CRB p. 618 -> -> Immunities, resistances, and weaknesses all apply to [persistent damage](rules/conditions.md#Persistent%20Damage). If an effect deals initial damage in addition to [persistent damage](rules/conditions.md#Persistent%20Damage), apply immunities, resistances, and weaknesses separately to the initial damage and to the [persistent damage](rules/conditions.md#Persistent%20Damage). Usually, if an effect negates the initial damage, it also negates the [persistent damage](rules/conditions.md#Persistent%20Damage), such as with a slashing weapon that also deals [persistent bleed damage](rules/conditions.md#Persistent%20Damage) because it cut you. The GM might rule otherwise in some situations. -> -> ### Multiple Persistent Damage Conditions -> CRB p. 618 -> -> You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one [persistent damage](rules/conditions.md#Persistent%20Damage) condition with the same damage type, the higher amount of damage overrides the lower amount. The damage you take from [persistent damage](rules/conditions.md#Persistent%20Damage) occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're [dying](rules/conditions.md#Dying) with several types of [persistent damage](rules/conditions.md#Persistent%20Damage), the [persistent damage](rules/conditions.md#Persistent%20Damage) increases your [dying](rules/conditions.md#Dying) condition only once. -> -> ### GAINING AND LOSING ACTIONS -> CRB p. 618 -> -> [Quickened](rules/conditions.md#Quickened), [slowed](rules/conditions.md#Slowed), and [stunned](rules/conditions.md#Stunned) are the primary ways you can gain or lose actions on a turn. The rules for how this works appear on page 462. In brief, these conditions alter how many actions you regain at the start of your turn; thus, gaining the condition in the middle of your turn doesn't adjust your number of actions on that turn. If you have conflicting conditions that affect your number of actions, you choose which actions you lose. For instance, the action gained from [haste](compendium/spells/haste.md) lets you only [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md), so if you need to lose one action because you're also [slowed](rules/conditions.md#Slowed), you might decide to lose the action from [haste](compendium/spells/haste.md), letting you keep your other actions that can be used more flexibly. -> -> Some conditions prevent you from taking a certain subset of actions, typically reactions. Other conditions simply say you can't act. When you can't act, you're unable to take any actions at all. Unlike [slowed](rules/conditions.md#Slowed) or [stunned](rules/conditions.md#Stunned), these don't change the number of actions you regain; they just prevent you from using them. That means if you are somehow cured of paralysis on your turn, you can act immediately. -> -> ### REDUNDANT CONDITIONS -> CRB p. 618 -> -> You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the original, shorter-duration effect might continue. -> -> For example, let's say you have been hit by a monster that drains your vitality; your wound causes you to be [enfeebled](rules/conditions.md#Enfeebled) and [flat-footed](rules/conditions.md#Flat-footed) until the end of the monster's next turn. Before the end of that creature's next turn, a trap poisons you, making you [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. In this case, the [enfeebled](rules/conditions.md#Enfeebled) that lasts for 1 minute replaces the [enfeebled](rules/conditions.md#Enfeebled) from the monster, so you would be [enfeebled](rules/conditions.md#Enfeebled) for the longer duration. You would remain [flat-footed](rules/conditions.md#Flat-footed), since nothing replaced that condition, and it still lasts only until the end of the monster's next turn. -> -> Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times you've been affected by it. In the example above, a spell that removes the [enfeebled](rules/conditions.md#Enfeebled) condition from you would remove it entirely—the spell wouldn't need to remove it twice. -> -> ### Redundant Conditions with Values -> CRB p. 618 -> -> Conditions with different values are considered different conditions. If you're affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a [slowed](rules/conditions.md#Slowed) condition that lasts 1 round and a [slowed](rules/conditions.md#Slowed) condition that lasts for 6 rounds, you'd be [slowed](rules/conditions.md#Slowed) for the first round, and then you'd change to [slowed](rules/conditions.md#Slowed) for the remaining 5 rounds of the second effect's duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your [slowed](rules/conditions.md#Slowed) value by 1, it would reduce the first condition from the example to [slowed](rules/conditions.md#Slowed) and reduce the second to [slowed](rules/conditions.md#Slowed), removing it. \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/chapter-1-introduction.md b/content/Mechanics/Rules/core-rulebook/chapter-1-introduction.md deleted file mode 100644 index 4c106528f..000000000 --- a/content/Mechanics/Rules/core-rulebook/chapter-1-introduction.md +++ /dev/null @@ -1,1079 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["chapter-1-introduction"] ---- -# Chapter 1: Introduction -CRB p. 7 - -Pathfinder adventures take place in the Age of Lost Omens, a perilous fantasy world rife with ancient empires; sprawling city-states; and countless tombs, dungeons, and monster lairs packed with plunder. A Pathfinder character's adventures might take them to forsaken underwater ruins, haunted gothic crypts, or magical universities in jungle cities. A world of endless adventure awaits! - -## What Is a Roleplaying Game? -CRB p. 7 - -A roleplaying game is an interactive story where one player, the Game Master (GM), sets the scene and presents challenges, while other players take the roles of player characters (PCs) and attempt to overcome those challenges. Danger comes in the form of monsters, devious traps, and the machinations of adversarial agents, but Pathfinder also provides political schemes, puzzles, interpersonal drama, and much, much more. - -The game is typically played in a group of four to seven players, with one of those players serving as the group's Game Master. The GM prepares, presents, and presides over the game's world and story, posing challenges and playing adversaries, allies, and bystanders alike. As each scene leads into the next, each player contributes to the story, responding to situations according to the personality and abilities of their character. - -Dice rolls, combined with preassigned statistics, add an element of chance and determine whether characters succeed or fail at actions they attempt. - -### The Flow of the Game -CRB p. 7 - -Pathfinder is played in sessions, during which players gather in person or online for a few hours to play the game. A complete Pathfinder story can be as short as a single session, commonly referred to as a "one-shot," or it can stretch on for multiple sessions, forming a campaign that might last for months or even years. If the Game Master enjoys telling the story and the players are entertained, the game can go as long as you like. - -A session can be mostly action, with battles with vile beasts, escapes from fiendish traps, and the completion of heroic quests. Alternatively, it could include negotiating with a baron for rights to a fort, infiltrating an army of lumbering frost giants, or bargaining with an angel for a strand of hair required for an elixir to revive a slain friend. Ultimately it's up to you and your group to determine what kind of game you are playing, from dungeon exploration to a nuanced political drama, or anything in between. - -### The Players -CRB p. 7 - -Everyone involved in a Pathfinder game is a player, including the Game Master, but for the sake of simplicity, "player" usually refers to participants other than the GM. Before the game begins, players invent a history and personality for their characters, using the rules to determine their characters' statistics, abilities, strengths, and weaknesses. - -The GM might limit the options available during character creation, but the limits are discussed ahead of time so everyone can create interesting heroes. In general, the only limits to character concepts are the players' imaginations and the GM's guidelines. - -During the game, players describe the actions their characters take and roll dice, using their characters' abilities. The GM resolves the outcome of these actions. Some players enjoy acting out (or roleplaying) what they do as if they were their characters, while others describe their characters' actions as if narrating a story. Do whatever feels best! - -If this is your first experience with a roleplaying game, it is recommended that you take on the role of a player to familiarize yourself with the rules and the world. - -> [!pf2-sidebar] THE FIRST RULE -> -> The first rule of Pathfinder is it to tell the stories you want to tell, be the character you want to be, and share exciting adventures with friends. If any other rule gets in the way of your fun, as long as your group agrees, you can alter or ignore it to fit your story. The true goal of Pathfinder is for everyone to enjoy themselves. - -> [!pf2-sidebar] DICE -> -> Pathfinder requires a set of polyhedral dice. Each die has a different number of sides—four, six, eight, or more. When these dice are mentioned in the text, they're indicated by a "d" followed by the number of sides on the die. Pathfinder uses 4-sided dice (or d4), 6-sided dice (d6), 8-sided dice (d8), 10-sided dice (d10), 12-sided dice (d12), and 20-sided dice (d20). If you need to roll multiple dice, a number before the "d" tells you how many. For example, "4d6" means you should roll four dice, all 6-sided. If a rule asks for d%, you generate a number from 1 to 100 by rolling two 10-sided dice, treating one as the tens place and the other as the ones place. - -### The Game Master -CRB p. 8 - -While the other players create and control their characters, the Game Master (or GM) is in charge of the story and world. The GM describes all the situations player characters experience in an adventure, considers how the actions of player characters affect the story, and interprets the rules along the way. - -The GM can create a new adventure—crafting a narrative, selecting monsters, and assigning treasure on their own—or they can instead rely on a published adventure, using it as a basis for the session and modifying it as needed to accommodate their individual players and the group's style of play. Some even run games that combine original and published content, mixed together to form a new narrative. - -Being the GM is a challenge, requiring you to adjudicate the rules, narrate the story, and juggle other responsibilities. - -But it can also be very rewarding and worth all the work required to run a good game. If it is your first time running a game, remember that the only thing that matters is that everyone has a good time, and that includes you. Everything else will come naturally with practice and patience. - -### Gaming Is for All -CRB p. 8 - -Whether you are the GM or a player, participating in a tabletop roleplaying game includes a social contract: - -everyone has gathered together to have fun telling a story. - -For many, roleplaying is a way to escape the troubles of everyday life. Be mindful of everyone at the table and what they want out of the game, so that everyone can have fun. - -When a group gathers for the first time, they should talk about what they hope to experience at the table, as well as any topics they want to avoid. Everyone should understand that elements might come up that make some players feel uncomfortable or even unwelcome, and everyone should agree to respect those boundaries during play. That way, everyone can enjoy the game together. - -Pathfinder is a game for everyone, regardless of their age, gender, race or ethnicity, religion, sexual orientation, or any other identities and life experiences. It is the responsibility of all of the players, not just the GM, to make sure the table is fun and welcoming to all. - -### Tools of Play -CRB p. 8 - -In addition to this book, there are a few things you will need to play Pathfinder. These supplies can be found at your local hobby shop or online at **paizo.com (https://paizo.com)**. - -**Character Sheet:** Each player will need a character sheet to create their character and to record what happens to that character during play. You can find a character sheet in the back of this book and online as a free pdf. - -**Dice:** The players and GM will need at least one set of polyhedral dice, although most participants bring their own. Six-sided dice are quite common, but all the dice in the set can be found at hobby game stores or online. See the Dice sidebar on page 7 for more on the different kinds of dice and how they are discussed in the text. - -**Adventure:** Every table needs an adventure to play, whether it's designed by the GM or found in a published resource. You can find a variety of exciting adventures and even entire Adventure Path campaigns at **paizo.com (https://paizo.com)**. - -**Bestiary:** From terrifying dragons to mischievous gremlins, monsters are a common threat that the PCs might face, and each type has its own statistics and _abilities. These can be found in the Pathfinder Bestiary, an_ absolutely invaluable book for GMs. Monster statistics can also be found online for free at **Maps and Miniatures:** The chaos of combat can be difficult to imagine, so many groups use maps to represent the battlefield. These maps are marked with a 1-inch grid, and each square represents 5 feet in the game. Miniatures and illustrated tokens called pawns are used to represent the characters and the adversaries they face. - -**Additional Accessories:** There are a number of additional accessories you can add to your game to enhance the experience, including tools that help you track turns in combat, decks of cards for referencing common rules, digital character-creation tools, and even background music and sound-effect sets. - -## Basics of Play -CRB p. 8 - -Before creating your first character or adventure, you should understand a number of basic concepts used in the game. New concepts are presented in bold to make them easy to find, but this chapter is only an introduction to the basics of play. The complete game rules are defined in later chapters, and the Glossary and Index in the back of this book will help you find specific rules you need. - -### Defining Characters -CRB p. 8 - -In Pathfinder, the players take on the role of **nonplayer characters (NPCs)** and **monsters**. While PCs and NPCs are both important to the story, they serve very different purposes in the game. PCs are the protagonists—the narrative is about them—while NPCs and monsters are allies, contacts, adversaries, and villains. That said, PCs, NPCs, and monsters share several characteristics. - -**Level** is one of the most important statistics of the game, as it conveys the approximate power and capabilities of every individual creature. PCs range in level from 1st, at the start of the character's adventuring career, to 20th, the very height of power. As the characters overcome challenges, defeat foes, and complete adventures, they amasses 1,000 XP, they go up a level, gaining new abilities so they can take on even greater challenges. A 1st-level PC might face off against a giant rat or a group of bandits, but at 20th level, that same character might be able to bring ruin to an entire city with a single spell. - -In addition to level, characters are defined by **scores**, which measure a character's raw potential and are - -> [!pf2-sidebar] THE WORLD AS A PARTICIPANT -> -> Aside from characters and monsters, the world of Pathfinder itself can be a force at the table and in the narrative. While the presence of the larger world can sometimes be an obvious hazard, such as when a powerful storm lashes the countryside, the world can also act in subtle, small ways. -> -> Traps and treasures are just as important in many tales as cunning beasts. To help you understand these game elements, many of them use the same characteristics as characters and monsters. For example, most environmental hazards have a level, which indicates how dangerous they are, and the level of a magic item gives you a sense of its overall power and impact on a story. - -used to calculate most of their other statistics. There are six ability scores in the game. - -**Strength** represents a character's physical might, while **Dexterity** represents agility and the ability to avoid danger. **Constitution** indicates a character's overall health and well-being. **Intelligence** represents raw knowledge and problem-solving ability, while **Wisdom** measures a character's insight and the ability to evaluate a situation. Finally, **Charisma** indicates charm, persuasiveness, and force of personality. Ability scores for ordinary folk range from as low as 3 to as high as 18, with 10 representing average human capabilities. High-level characters can have ability scores that range much higher than 18. - -An ability score that's above the average increases your chance of success at tasks related to the ability score, while those below the average decrease your chance. This adjustment is called an **ability modifier**. - -Your player character is also defined by some key choices you make. The first choice is a PC's **ancestry**, representing the character's parents and heritage, such as human, elf, or goblin. Next up is the PC's **background**, which describes their upbringing, from lowly street urchin to wealthy noble. Finally, and most importantly, a PC's **class** defines the majority of their aptitudes and abilities, like a wizard's command of powerful arcane spells or a druid's power to transform into a fearsome beast! - -In addition to these key choices, player characters also have a number of **feats**—individual abilities selected during character creation and as the character increases in level. Every feat has a type to denote where its explanation can be found (for example, elf feats can be found in the elf ancestry) and its theme (wizard feats, for example, grant abilities that deal with spells). Finally, characters have **skills** that measure their ability to hide, swim, bargain, and perform other common tasks. - -### Creating a Narrative -CRB p. 9 - -Characters and their choices create the story of Pathfinder, but how they interact with each other and the world around them is governed by rules. So, while you might decide that your character undertakes an epic journey to overcome terrifying foes and make the world a safer place, your character's chance of success is determined by their abilities, the choices you make, and the roll of the dice. - -The GM determines the premise and background of most adventures, although character histories and personalities certainly play a part. Once a game session begins, the players take turns describing what their characters attempt to do, while the GM determines the outcome, with the table working together toward a specific goal. The GM also describes the environment, other characters' actions, and events. For example, the GM might announce that the characters' hometown is under attack by marauding trolls. The characters might track the trolls to a nearby swamp—only to discover that the trolls were driven from their swamp by a fearsome dragon! The PCs then have the choice of taking on an entire tribe of trolls, the dragon, or both. Whatever they decide, their success depends on their choices and the die rolls they make during play. - -A single narrative—including the setup, plot, and conclusion—is called an **adventure**. A series of adventures creates an even larger narrative, called a **campaign**. An adventure might take several sessions to complete, whereas a campaign might take months or even years! - -## Playing the Game -CRB p. 10 - -In a Pathfinder game, three modes of play determine the pacing of each scene in the story. Most of your character's time is spent in **exploration**, uncovering mysteries, solving problems, and interacting with other characters. The Age of Lost Omens abounds with danger, however, and characters often find themselves in an **encounter**, fighting savage beasts and terrifying monsters. Finally, time moves quickly when the characters enjoy **downtime**, a respite from the world's troubles and a chance to rest and train for future expeditions. Throughout an adventure, game play moves between these three modes many times, as needed for the story. The more you play the game, the more you'll see that each mode has its own play style, but moving from mode to mode has few hard boundaries. - -During the game, your character will face situations where the outcome is uncertain. A character might need to climb a sheer cliff, track down a wounded chimera, or sneak past a sleeping dragon, all of which are dangerous tasks with a price for failure. In such cases, the acting character (or characters) will be asked to attempt a to determine whether or not they succeed. A check is usually made by rolling a single 20-sided die (a d20) and adding a number based on the relevant ability. In such cases, rolling high is always good. - -Once a check is rolled, the GM compares the result to a target number called the **difficulty class (DC)** to determine the outcome. If the result of the check is equal to or greater than the DC, the check is successful. If it is less, the check is a failure. Beating the DC by 10 or more is referred to as a **critical success**, which usually grants an especially positive outcome. Similarly, failing the check by 10 or more is a **critical failure** (sometimes called a fumble). This sometimes results in additional negative effects. You also often score a critical success by rolling a 20 on the die when attempting a check (before adding anything). Likewise, rolling a 1 on the die when attempting a check often results in a critical failure. Note that not all checks have a special effect on a critical success or critical failure and such results should be treated just like an ordinary success or failure instead. - -For example, in pursuit of the wounded chimera, your character might find the path blocked by a fast-moving river. You decide to swim across, but the GM declares this a dangerous task and asks you to roll an [Athletics](compendium/skills.md#Athletics) skill check (since swimming is covered by the [Athletics](compendium/skills.md#Athletics) skill). On your character sheet, you see that your character has a +8 modifier for such checks. Rolling the d20, you get an 18, for a total of 26. The GM compares this to the DC (which was 16) and finds that you got a critical success (since the result exceeded the DC by 10). Your character swims quickly across the river and continues the pursuit, drenched but unharmed. Had you gotten a result less than 26 but equal to or greater than 16, your character would have made it halfway across the river. Had your result been less than 16, your character might have been swept downriver or, worse, been pulled under the current and begun to drown! - -Checks like this are the heart of the game and are rolled all the time, in every mode of play, to determine the outcome of tasks. While the roll of the die is critical, the statistic you add to the roll (called a **modifier**) often makes the difference between success and failure. Every character is made up of many such statistics governing what the character is good at, each consisting of a relevant ability modifier plus a **proficiency** bonus, and sometimes modified further by other factors, such as bonuses or penalties from gear, spells, feats, magic items, and other special circumstances. - -Proficiency is a simple way of assessing your character's general level of training and aptitude for a given task. It is broken into five different ranks: **untrained**, **trained**, **expert**, **master**, and **legendary**. Each rank grants a different proficiency bonus. If you're untrained at a statistic, your proficiency bonus is +0—you must rely solely on the raw potential of your ability modifier. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). Proficiency ranks are part of almost every statistic in the game. - -### Exploration -CRB p. 10 - -Most of the time, your character will explore the world, interact with characters, travel from place to place, and overcome challenges. This is called exploration. Game play is relatively free-form during exploration, with players responding to the narrative whenever they have an idea of what to do next. Leaving town via horseback, following the trail of a marauding orc tribe, avoiding the tribe's scouts, and convincing a local hunter to help in an upcoming fight are all examples of things that might occur during exploration. - -Throughout this mode of play, the GM asks the players what their characters are doing as they explore. This is important in case a conflict arises. If combat breaks out, the tasks the PCs undertook while exploring might give them an edge or otherwise inform how the combat begins. - -### Encounters -CRB p. 10 - -In the course of your adventures, there will be times when a simple skill check is not enough to resolve a challenge—when fearsome monsters stand in your character's way and the only choice is to do battle. In Pathfinder, this is called an encounter. Encounters usually involve combat, but they can also be used in situations where timing is critical, such as during a chase or when dodging hazards. - -While exploration is handled in a free-form manner, encounters are more structured. The players and GM roll **initiative** to determine who acts in what order. The encounter occurs over a number of **rounds**, each of which is equal to about 6 seconds of time in the world of the game. During a round, each participant takes a **turn**. When it's your turn to act, you can use up to three **actions**. Most simple things, such as drawing a weapon, moving a short distance, opening a door, or swinging a sword, use a single action to perform. There are also **activities** that use more than a single action to perform; these are often special abilities from your character's class and feats. One common activity in the game is casting a spell, which usually uses two actions. - -**Free actions**, such as dropping an object, don't count toward the three actions you can take on your turn. Finally, each character can use up to one **reaction** during a round. - -This special type of action can be used even when it's not your turn, but only in response to certain events, and only if you have an ability that allows it. Rogues, for example, can select a feat that lets them use their reaction to dodge an incoming attack. - -Attacking another creature is one of the most common actions in combat, and is done by using the **Strike** action. - -This requires an attack roll—a kind of check made against the **Armor Class (AC)** of the creature you're attacking. - -[Strikes](rules/actions/strike.md) can be made using weapons, spells, or even parts of a creature's body, like a fist, claw, or tail. You add a modifier to this roll based on your proficiency rank with the type of attack you're using, your ability scores, and any other bonuses or penalties based on the situation. - -The target's AC is calculated using their proficiency rank in the armor they're wearing and their Dexterity modifier. - -An attack deals damage if it hits, and rolling a critical success results in the attack dealing double damage! - -You can use more than one Strike action on your turn, but each additional attack after the first becomes less accurate. This is reflected by a that starts at –5 on the second attack, but increases to –10 on the third. There are many ways to reduce this penalty, and it resets at the end of your turn. - -If your character finds themself the target of a magical _lightning bolt or the freezing breath of a fearsome white_ dragon, you will be called on to attempt a **saving throw**, representing your character's ability to avoid danger or otherwise withstand an assault to their mind or body. A saving throw is a check attempted against the DC of the spell or special ability targeting your character. There are three types of saving throws, and a character's proficiency in each says a great deal about what they can endure. A **Fortitude** saving throw is used when your character's health or vitality is under attack, such as from poison or disease. - -A **Reflex** saving throw is called for when your character must dodge away from danger, usually something that _affects a large area, such as the scorching blast of a fireball_ spell. Finally, a **Will** saving throw is often your defense against spells and effects that target your character's mind, _such as a charm or confusion spell. For all saving throws,_ a success lessens the harmful effect, and scoring a critical success usually means your character escapes unscathed. - -Attacks, spells, hazards, and special abilities frequently either deal **damage** to a character or impose one or more **conditions**—and sometimes both. Damage is subtracted and when a creature is reduced to 0 HP, it falls unconscious and may die! A combat encounter typically lasts until one side has been defeated, and while this can mean retreat or surrender, it most often happens because one side is dead or dying. Conditions can hinder a creature for a time, limiting the actions they can use and applying penalties to future checks. Some conditions are even permanent, requiring a character to seek out powerful magic to undo their effects. - -### Downtime -CRB p. 12 - -Characters don't spend every waking moment adventuring. Instead, they recover from wounds, plan future conquests, or pursue a trade. In Pathfinder, this is called downtime, and it allows time to pass quickly while characters work toward long-term tasks or objectives. - -Most characters can practice a trade in downtime, earning a few coins, but those with the right skills can instead spend time crafting, creating new gear or even magic items. Characters can also use downtime to retrain, replacing one character choice with another to reflect their evolving priorities. They might also research a problem, learn new spells, or even run a business or kingdom! - -### Key Terms -CRB p. 12 - -There are a number of important terms that you'll need to know as you create your first character or adventure. - -Some of the most important terms mentioned on previous pages are also included here for reference. - -#### Ability Score -CRB p. 12 - -Each creature has six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores represent a creature's raw potential and basic attributes. The higher the score, the greater the creature's potential in that ability. Ability scores are described in full later in this chapter. - -#### Alignment -CRB p. 12 - -Alignment represents a creature's fundamental moral and ethical attitude. - -#### Ancestry -CRB p. 12 - -An ancestry is the broad family of people that a character belongs to. Ancestry determines a character's starting Hit Points, languages, senses, and Speed, and it grants access to ancestry feats. Ancestries can be found in Chapter 2. - -#### Armor Class (AC) -CRB p. 12 - -All creatures in the game have an Armor Class. This score represents how hard it is to hit and damage a creature. It serves as the Difficulty Class for hitting a creature with an attack. - -#### Attack -CRB p. 12 - -When a creature tries to harm another creature, it makes a Strike or uses some other attack action. Most attacks are [Strikes](rules/actions/strike.md) made with a weapon, but a character might Strike with their fist, grapple or shove with their hands, or attack with a spell. - -#### Background -CRB p. 12 - -A background represents what a character experienced before they took up the life of an adventurer. Each background grants a feat and training in one or more skills. You can read more about backgrounds in Chapter 2. - -#### Bonuses and Penalties -CRB p. 12 - -Bonuses and penalties apply to checks and certain statistics. There are several types of bonuses and penalties. - -If you have more than one bonus of the same type, you use only the highest bonus. Likewise, you use only the worst penalty of each type. - -#### Class -CRB p. 12 - -A class represents the adventuring profession chosen by a character. A character's class determines most of their proficiencies, grants the character Hit Points each time they gain a new level, and gives access to a set of class feats. Classes appear in Chapter 3. - -#### Condition -CRB p. 12 - -An ongoing effect that changes how a character can act, or that alters some of their statistics, is called a condition. The rules for the basic conditions used in the game can be found in the Conditions Appendix at the back of this book. - -#### Currency -CRB p. 12 - -The most common currencies in the game are gold pieces (gp) and silver pieces (sp). One gp is worth 10 sp. In addition, 1 sp is worth 10 copper pieces (cp), and 10 gp are worth 1 platinum piece (pp). Characters begin play with 15 gp (or 150 sp) to spend on equipment. - -#### Feat -CRB p. 12 - -A feat is an ability you can select for your character due to their ancestry, background, class, general training, or skill training. Some feats grant the ability to use special actions. - -#### Game Master (GM) -CRB p. 12 - -The Game Master is the player who adjudicates the rules and narrates the various elements of the Pathfinder story and world that the other players explore. - -#### Golarion -CRB p. 12 - -Pathfinder is set on the planet Golarion during the Age of Lost Omens. It is an ancient world with a rich diversity of people and cultures, exciting locations to explore, and deadly villains. More information on the Age of Lost Omens, the world of Golarion, and its deities can be found in Chapter 8. - -#### Hit Points (HP) -CRB p. 12 - -Hit Points represent the amount of punishment a creature can take before it falls unconscious and begins dying. - -Damage decreases Hit Points on a 1-to-1 basis, while healing restores Hit Points at the same rate. - -#### Initiative -CRB p. 13 - -At the start of an encounter, all creatures involved roll for initiative to determine the order in which they act. The higher the result of its roll, the earlier a creature gets to act. - -Initiative and combat are described in Chapter 9. - -#### Level -CRB p. 13 - -A level is a number that measures something's overall power. Player characters have a level, ranging from 1st to 20th, representing their level of experience. Monsters, NPCs, hazards, diseases, and poisons have levels ranging from –1 to 30 that measure the danger they pose. An item's level, usually within the range of 0 to 20 but sometimes higher, indicates its power and suitability as treasure. - -Spells have levels ranging from 1st to 10th, which measure their power; characters and monsters can usually cast only a certain number of spells of any given level. - -#### Nonplayer Character (NPC) -CRB p. 13 - -A nonplayer character, controlled by the GM, interacts with players and helps advance the story. - -#### Perception -CRB p. 13 - -Perception measures your character's ability to notice hidden objects or unusual situations, and it usually determines how quickly the character springs into action in combat. It is described in full in Chapter 9. - -#### Player Character (PC) -CRB p. 13 - -This is a character created and controlled by a player. - -#### Proficiency -CRB p. 13 - -Proficiency is a system that measures a character's aptitude at a specific task or quality, and it has five ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus that's added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If you're untrained, your proficiency bonus is +0. If you're trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively. - -#### Rarity -CRB p. 13 - -Some elements of the game have a rarity to denote how often they're encountered in the game world. Rarity primarily applies to equipment and magic items, but spells, feats, and other rules elements also have a rarity. - -If no rarity appears in the traits of an item, spell, or other game element, it is of common rarity. Uncommon items are available only to those who have special training, grew up in a certain culture, or come from a particular part of the world. Rare items are almost impossible to find and are usually given out only by the GM, while unique ones are literally one-of-a-kind in the game. The GM might alter the way rarity works or change the rarity of individual items to suit the story they want to tell. - -#### Roleplaying -CRB p. 13 - -Describing a character's actions, often while acting from the perspective of the character, is called roleplaying. When a player speaks or describes action from the perspective of a character, they are "in character." - -#### Round -CRB p. 13 - -A round is a period of time during an encounter in which all participants get a chance to act. A round represents approximately 6 seconds in game time. - -#### Saving Throw (Save) -CRB p. 13 - -When a creature is subject to a dangerous effect that must be avoided, it attempts a saving throw to mitigate the effect. - -You attempt a saving throw automatically—you don't have to use an action or a reaction. Unlike for most checks, the character who isn't acting rolls the d20 for a saving throw, and the creature who is acting provides the DC. - -There are three types of saving throws: Fortitude (to resist diseases, poisons, and physical effects), Reflex (to evade effects a character could quickly dodge), and Will (to resist effects that target the mind and personality). - -#### Skill -CRB p. 13 - -A skill represents a creature's ability to perform certain tasks that require instruction or practice. Skills are fully described in Chapter 4. Each skill includes ways anyone can use that skill even if untrained, as well as uses that require a character to be trained in the skill. - -#### Speed -CRB p. 13 - -Speed is the distance a character can move using a single action, measured in feet. - -#### Spell -CRB p. 13 - -Spells are magical effects created by performing mystical incantations and gestures known only to those with special training or inborn abilities. Casting a spell is an activity that usually uses two actions. Each spell specifies what it targets, the actions needed to cast it, its effects, and how it can be resisted. If a class grants spells, the basics of that ability are provided in the class description in Chapter 3, while the spells themselves are detailed in Chapter 7. - -#### Trait -CRB p. 13 - -A trait is a keyword that conveys additional information about a rules element, such as a school of magic or rarity. - -Often, a trait indicates how other rules interact with an ability, creature, item, or another rules element that has that trait. All the traits used in this book appear on the traits page. - -#### Turn -CRB p. 13 - -During the course of a round, each creature takes a single turn according to initiative. A creature can typically use up to three actions during its turn. - -## Example of Play -CRB p. 14 - -The following example is presented to give you a better idea of how the game of Pathfinder is played. In this adventure, Erik is the GM. Lyz is playing Valeros, a daring human fighter, James is playing Merisiel, a deadly elven rogue, and Judy is taking on the role of Kyra, a fiery human cleric of Sarenrae. The group has just defeated a horde of undead and is making its way into an ancient mausoleum. - -**Erik:** The entrance to the crypt stands before you, a set of crumbling stairs leading down into darkness. A terrible smell issues forth from the doorway—the stench of old, rotted flesh. - -**Lyz:** I'm not afraid of a foul stink! I draw my sword and ready my shield. - -**Judy:** The light of Sarenrae will guide us. I cast my _light spell on my religious symbol._ - -**Erik:** All right, a glowing radiance spills forth, illuminating the stairs. They appear to go down only about 10 feet before opening up into a chamber. Puddles of stagnant water fill the cracks between uneven stone tiles. - -**James:** I should go first to make sure it's safe. I'm going to draw my rapier and carefully go down the stairs, looking for traps as I go. - -**Erik:** Sure, but looking for traps is a secret check, so I'll roll for you. What's your Perception modifier? - -**James:** I have a +5. - -_Erik rolls a d20 behind his GM screen, [hidden](rules/conditions.md#Hidden) from the players' view, and gets a 17 on the die for a total of 22, more than enough to find the trip wire on the third step._ - -**Erik:** Your caution pays off! You spot a thin wire located at ankle height just above the third stair. - -**James:** I point it out to the others and head down. - -**Lyz:** I follow right behind Merisiel, avoiding the wire but otherwise keeping an eye out for danger. - -**Judy:** Me too. - -**Erik:** Okay! You make it down the stairs to find yourselves in a crypt. Ancient wood coffins are arranged around the room, covered in cobwebs and dust. Directly ahead, on a raised dais, is a stone casket adorned with wicked-looking symbols. You can tell that it was once wrapped in iron chains, but now twisted links are scattered around the room, along with chunks of what must have been the casket's lid. From the damage, it looks like it was shattered from within! - -**Judy:** Sarenrae protect us. I draw my blade and advance—I want a better look at those symbols. - -**Lyz:** I'll keep pace with her. I don't like the look of this. - -**James:** I think I'll stay back here and hide behind one of the coffins. - -**Erik:** Merisiel takes cover while the two of you advance. As you draw near, the stench of rot grows stronger until it's almost overpowering. - -Suddenly you see the source of the horrid odor. - -Rising up out of the casket is a nightmarish dead thing. It might have once been a human, but it's hard to tell from its withered body. Its flesh is the color of a new bruise, pulled so tight across its bones that it has split in places. - -It's hairless, with pointed ears, but worst of all, its mouth is lined with tiny, sharp teeth and its tongue is entirely too long. - -**Lyz:** So, not a friend? - -**Erik:** Most certainly not. It looks poised to leap at you and attack. Roll for initiative! Valeros and Kyra need to roll Perception, while Merisiel should roll [Stealth](compendium/skills.md#Stealth). - -_Everyone rolls for their initiative. Lyz rolls a 2 for Valeros, getting a total of 8. Judy rolls better for Kyra, getting a total of 14. James uses [Stealth](compendium/skills.md#Stealth) for Initiative, because Merisiel was hiding at the start of the fight, and rolls a 17 for a total of 25! Erik rolls for the undead creature, getting a 12. Erik records all these totals, putting the characters in order from highest to lowest._ - -**Erik:** Looks like Merisiel gets to act first. Whatever that thing is, you're pretty sure it doesn't know you are there. - -**James:** Awesome! For my first action, I want to draw a dagger. For my second, I want to move closer. - -**Erik:** You can get to within 15 feet of it with one Stride action. - -**James:** Perfect. For my final action, I'm going to throw my dagger at it! - -_James rolls a 13 and adds 8, due to Merisiel's skill at thrown daggers, for a total of 21, but the range means he takes a –2 penalty for a result of 19. Erik consults his notes to learn that the monster has an AC of 18._ - -**Erik:** That's a hit! Go ahead and roll damage. - -**James:** Okay, and I get to add extra damage due to sneak attack. - -_Rogues have the ability to deal extra damage to foes that haven't acted yet in an encounter. This extra damage also applies to attacks against enemies that are distracted. James rolls 1d4 for the dagger and 1d6 for the sneak attack, and he adds 4 for Merisiel's Dexterity, getting a total of 9._ - -**Erik:** It hisses as the blade sinks into its shoulder. That looks like it hurt, but the undead thing doesn't appear to be slowing down. James, that was all three of your actions. Next up is Kyra! - -**Judy:** I think this is undead. What do I know about it? - -**Erik:** You use an action to recall your training about the living dead. Give me a [Religion](compendium/skills.md#Religion) skill check. - -_Judy rolls a 16, adding Kyra's +8 with [Religion](compendium/skills.md#Religion) to get a total of 24._ - -**Erik:** At first, you thought this thing might be a ghoul, which is a type of undead that feasts on the flesh of the dead, but the terrible smell reveals the truth. This thing is a ghast, a more powerful type of ghoul. You are pretty sure that its stench can make you sick and that its claws can paralyze you with a touch. - -**Judy:** This is bad. I am going to spend my last two _actions to cast bless. It gives anyone next to me_ a +1 bonus to attack rolls. - -_Casting this spell is an activity that requires two actions to complete, and it has two components. The complex gestures needed to invoke the spell are the somatic component, and Kyra's prayers to her deity are the verbal component._ - -**Erik:** Okay! The ghast leaps from the casket straight toward Merisiel. The stench of its rotting body is absolutely horrific up close. Attempt a Fortitude save! - -_James rolls an 8, for a total of 14._ - -**Erik:** Not quite enough—you gain the [sickened](rules/conditions.md#Sickened) condition, which is going to give you a –1 penalty to most of your d20 rolls. Next, it lunges at you, trying to bite you! - -**James:** Oh no! I use my reaction to nimbly dodge out of the way. - -_Erik rolls an attack roll for the ghast, getting an 9 on the die. Looking at the monster's statistics, he adds 11 for a total of 20. Merisiel's AC is normally 19, but the Nimble Dodge feat lets her use her reaction to increase her AC by 2 against a single attack. In this case, it turns the ghast's attack into a miss._ - -**Erik:** Does a 20 hit you? - -**James:** Nope, just missed! - -**Erik:** You twist away from the ghast as its tongue leaves a slimy film on your armor. With its final action, the undead menace lashes out at you with its claw. - -_Erik rolls a second attack with the ghast, this time with its claw. Normally this attack would take a –5 multiple attack penalty, but since the claw has the [agile](rules/traits/agile.md "Agile Weapon Trait") trait, the penalty is only –4. He rolls a 19 on the die, adds 11 for the ghoul's attack modifier and subtracts 4, for a total of 26._ - -**Erik:** You may have dodged the ghast's bite, but the thing's bony claw rakes across your face! - -_Erik knows this is a hit and rolls the ghast's claw damage,_ **Erik:** Take 8 points of damage, and I need you to attempt a Fortitude saving throw as a numbing sensation spreads from the wound. - -_James rolls a Fortitude saving throw. He gets a 4 on the die, and after adding his bonus and the penalty from the sickened condition, it comes out to only a 9._ - -**James:** This isn't my day. I don't suppose a 9 is good enough? - -**Erik:** I am afraid not. You are [paralyzed](rules/conditions.md#Paralyzed)! - -_Erik notes that Merisiel is [paralyzed](rules/conditions.md#Paralyzed), making her unable to act, but she will get a new saving throw at the end of each of her turns to shake off the effect._ - -**Erik:** A dry, creaking laugh escapes the ghast's curled lips, but that's the end of its turn. Valeros, you are the last one to act this round. - -**Lyz:** About time, too! I raise my shield and use my final two actions to make a Sudden Charge! - -_Sudden Charge is a fighter feat that lets Valeros move up to twice his Speed and attack at the end of his movement, all for only two actions._ - -**Erik:** As you draw near, the smell is horrific. Attempt a Fortitude save. - -_After rolling, Lyz gets a 19 on the Fortitude save._ - -**Erik:** You fight off the nausea from this thing's stench. Make your attack roll. - -_Lyz rolls the die and it comes up a 20._ - -**Lyz:** I got a 20! That must be a critical success! - -**Erik:** Your blade hits the vile creature right in the neck, dealing double damage! - -_Lyz rolls a 5 on her d8, then adds 4 because of Valeros's Strength modifier. Because it is a critical success, she then doubles the total._ - -**Lyz:** A mighty 18 damage! That surely had to kill it! - -**Erik:** I'm afraid not. Black ichor runs from the deep wound on its neck, but it only turns to look at you. You can see burning hatred in its eyes! - -**Lyz:** Uh-oh. - -_That is the end of the first round of combat. The second round begins immediately after this, using the same initiative order as before. The fight is far from over..._ - -## Using This Book -CRB p. 16 - -While this chapter is here to teach you the basics of Pathfinder, the rest of this rulebook serves as a reference manual during play, and it is organized to make finding the rule you need as easy as possible. Rules are grouped together in chapters, with the early chapters focusing on character creation. The last two chapters contain rules for GMs, with advice on how to run a game of Pathfinder and a rich array of treasure. The following is a summary of what you can expect to find in each chapter. - -### 1 -CRB p. 16 - -This introduction is designed to help you understand the basics of Pathfinder. This chapter also includes the rules for building and leveling up a character. The chapter ends with an example of building a 1st-level character. - -### 2 -CRB p. 16 - -The rules for the most common ancestries in the Age of Lost Omens are in this chapter, including their ancestry feat options. Backgrounds are at the end of this chapter, along with a section about languages, as these are most often influenced by your choice of ancestry. - -### 3 -CRB p. 16 - -This chapter contains the rules for all 12 classes. Each class entry includes guidelines on playing the class, rules for building and advancing a character of that class, sample builds, and all of the class feats available to members of that class. This chapter also includes rules for animal companions and familiars, which can be acquired by members of several different classes. At the end of this chapter are the rules for archetypes—special options available to characters as they increase in level. - -These rules allow a character to dabble in the abilities of another class or concept. - -### 4 -CRB p. 16 - -The rules for using skills are presented in this chapter, and they detail what a character can do with a given skill, based on that character's proficiency rank. - -Ancestry, background, and class can define some of a character's skill proficiencies, and each character can also select a few additional skills to reflect their personality and training. - -### 5 -CRB p. 16 - -As a character advances in level, they gain additional feats to represent their growing abilities. General feats and skill feats (which are a subset of general feats) are presented in this chapter. - -### 6 -CRB p. 16 - -Armor, weapons, and other gear can all be found in this chapter, along with the price for services, cost of living, and animals (such as horses, dogs, and pack animals). - -### 7 -CRB p. 16 - -This chapter starts with rules for casting spells, determining their effects, and getting rid of foes' spells (called counteracting). After that, the spell lists for each spellcasting tradition are included, making it easy to quickly find spells by their level. Next are rules for every spell, presented in alphabetical order. Following the spell descriptions are all of the focus spells—special spells granted by specific class abilities and feats. While most spells appear on multiple spell lists, focus spells are granted only to members of a specific class and are grouped together by class for ease of reference. Finally, at the end of the chapter are rules for rituals, complicated and risky spells that any character can cast. - -### 8 -CRB p. 16 - -The setting of Golarion is described in this chapter, including a brief overview of the world and its people, followed by a timeline of events. Most importantly, characters who venerate a deity should look to this chapter to find the rules associated with their faith. - -### 9 -CRB p. 16 - -This important chapter contains the universal rules needed to play Pathfinder, including rules for the various modes of play, the basic actions that every character can perform, the rules for combat, and the rules for death and dying. Every player should be familiar with this chapter, especially the GM. - -### 10 -CRB p. 16 - -Packed full of guidelines and advice, this chapter helps Game Masters tell an interesting and compelling story. - -It also includes advice on creating a fun and encouraging game space and guides for empowering players to create characters they want to play. This chapter also includes rules that are particularly important for the GM to know, such as rules dealing with traps, environmental dangers, and afflictions (such as curses, diseases, and poisons), as well as guidance on setting DCs and handing out rewards to player characters. - -### 11 -CRB p. 16 - -The treasures characters find during their adventures take many forms, from gold and gemstones to powerful magical weapons. This chapter details guidelines for distributing treasure to characters, as well as descriptions of hundreds of magic items. This chapter also contains the rules for alchemical items. - -### Appendices -CRB p. 16 - -The back of this book has an appendix with the rules for all of the conditions that you will find in the game. - -This section also includes a blank character sheet, and an index with a comprehensive glossary of common terms and traits that you'll encounter in the game. - -## Format of Rules Elements -CRB p. 17 - -Throughout this rulebook, you will see formatting standards that might look a bit unusual at first. Specifically, the game's rules are set apart in this text using specialized capitalization and italicization. These standards are in place to make this book rules elements easier to recognize. - -The names of specific statistics, skills, feats, actions, and some other mechanical elements in Pathfinder are capitalized. This way, when you see the statement "a Strike targets Armor Class," you know that both Strike and Armor Class are referring to rules. - -If a word or a phrase is italicized, it is describing a spell or a magic item. This way, _when you see the statement "the door is sealed by lock," you know that in this case the word denotes the lock spell, rather than a physical item._ - -Pathfinder also uses many terms that are typically expressed as abbreviations, like AC for Armor Class, DC for Difficulty Class, and HP for Hit Points. If you're ever confused about a game term or an abbreviation, you can always turn to the Glossary and Index, beginning on page 628, and look it up. - -### Understanding Actions -CRB p. 17 - -Characters and their adversaries affect the world of Pathfinder by using actions and producing effects. This is especially the case during encounters, when every action counts. When you use an action, you generate an effect. This effect might be automatic, but sometimes actions necessitate that you roll a die, and the effect is based on what you rolled. - -Throughout this book, you will see special icons to denote actions. - -#### Single Actions -CRB p. 17 - -Single actions use this symbol: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"). They're the simplest, most common type of action. You can use three single actions on your turn in an encounter, in any order you see fit. - -#### Reactions -CRB p. 17 - -Reactions use this symbol: [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"). These actions can be used even when it's not your turn. You get only one reaction per encounter round, and you can use it only when its specific trigger is fulfilled. Often, the trigger is another creature's action. - -#### Free Actions -CRB p. 17 - -Free actions use this symbol: [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"). Free actions don't require you to spend any of your three single actions or your reaction. A free action might have a trigger like a reaction does. If so, you can use it just like a reaction—even if it's not your turn. However, you can use only one free action per trigger, so if you have multiple free actions with the same trigger, you have to decide which to use. If a free action doesn't have a trigger, you use it like a single action, just without spending any of your actions for the turn. - -#### Activities -CRB p. 17 - -Activities are special tasks that you complete by spending one or more of your actions together. Usually, an activity uses two or more actions and lets you do more than a single action would allow. You have to spend all the actions an activity requires for its effects to happen. Spellcasting is one of the most common activities, as most spells take more than a single action to cast. - -Activities that use two actions use this symbol: [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"). Activities that use three actions use this symbol: [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"). A few special activities, such as spells you can cast in an instant, can be performed by spending a free action or a reaction. - -All tasks that take longer than a turn are activities. If an activity is meant to be done during exploration, it has the [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") trait. An activity that takes a day or more of commitment and that can be done only during downtime has the [downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") trait. - -### Reading Rules -CRB p. 18 - -This book contains hundreds of rules elements that give characters new and interesting ways to respond to situations in the game. All characters can use the basic actions found in Chapter 9, but an individual character often has special rules that allow them to do things most other characters can't. Most of these options are feats, which are gained by making certain choices at character creation or when a character advances in level. - -Regardless of the game mechanic they convey, rules elements are always presented in the form of a stat block, a summary of the rules necessary to bring the monster, character, item, or other rules element to life during play. - -Where appropriate, stat blocks are introduced with an explanation of their format. For example, the Ancestry section of Chapter 2 contains rules for each of the game's six core ancestries, and an explanation of these rules appears at the beginning of that chapter. - -The general format for stat blocks is shown below. Entries are omitted from a stat block when they don't apply, so not all rule elements have all of the entries given below. Actions, reactions, and free actions each have the corresponding icon next to their name to indicate their type. An activity that can be completed in a single turn has a symbol indicating how many actions are needed to complete it; activities that take longer to perform omit these icons. If a character must attain a certain level before accessing an ability, that level is indicated to the right of the stat block's name. Rules also often have traits associated with them (traits appear in the Glossary and Index). - -Spells, alchemical items, and magic items use a similar format, but their stat blocks contain a number of unique elements (see Chapter 7 for more on reading spells, and Chapter 11 for more on alchemical and magic items). - -## Character Creation -CRB p. 19 - -Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game. - -This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer. - -Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank. - -All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you. - -If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters. - -### The Six Ability Scores -CRB p. 19 - -One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation. - -Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality. - -Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success. - -#### Strength -CRB p. 19 - -Strength measures your character's physical power. - -Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry. - -#### Dexterity -CRB p. 19 - -Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws. - -#### Constitution -CRB p. 19 - -Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat. - -Your Constitution modifier is added to your Hit Points and Fortitude saving throws. - -#### Intelligence -CRB p. 19 - -Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages. - -#### Wisdom -CRB p. 19 - -Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws. - -#### Charisma -CRB p. 19 - -Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others. - -### Ability Score Overview -CRB p. 20 - -Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions. - -**Ancestry:** Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24). - -**Background:** Your character's background provides two ability boosts. - -**Class:** Your character's class provides an ability boost to the ability score most important to your class, called your key ability score. - -**Determine Scores:** After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores. - -#### Ability Boosts -CRB p. 20 - -An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18. - -When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a "free" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom. - -#### Ability Flaws -CRB p. 20 - -Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2. - -> [!pf2-brown] ALTERNATIVE METHOD: ROLLING ABILITY SCORES -> -> The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume. -> -> If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process. -> -> ### STEP 1: ROLL AND ASSIGN SCORES -> CRB p. 20 -> -> Roll four 6-sided dice (4d6) and discard the lowest die result. -> -> Add the three remaining results together and record the sum. -> -> (For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores. -> -> ### STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS -> CRB p. 20 -> -> Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost). -> -> These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase. -> -> ### STEP 3: RECORD SCORES AND MODIFIERS -> CRB p. 20 -> -> Record the final scores and assign the ability modifiers according to [Table 1–1](rules/tables/ability-modifiers.md). When your character receives additional ability boosts at higher levels, you assign them as any character would. - -### Ability Modifiers -CRB p. 20 - -Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in [Table 1–1: Ability Modifiers](rules/tables/ability-modifiers.md) to determine its ability modifier. - -![Ability Modifiers](rules/tables/ability-modifiers.md) - -### Create a Concept -CRB p. 21 - -What sort of hero do you want to play? The answer to this question might be as simple as "a brave warrior," or as complicated as "the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun." Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures. - -There are many ways to approach your character concept. - -Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character. - -#### Ancestry, Background, Class, or Details -CRB p. 21 - -If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60. - -Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people? - -For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about. - -You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit. - -#### Faith -CRB p. 21 - -Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents. - -> [!pf2-brown] ANCESTRIES AND CLASSES -> -> Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way! -> -> When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have. -> -> You can find more about ability boosts and ability flaws in Ability Scores on page 20. -> -> The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class. -> -> Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64. - -#### Your Allies -CRB p. 21 - -You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing. - -However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions. - -> [!pf2-tip] CHARACTER SHEET -> -> Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page. - -### Start Building Ability Scores -CRB p. 21 - -At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process. - -Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information. - -### Select an Ancestry -CRB p. 21 - -Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points. - -Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities. - -You'll make four decisions when you select your character's ancestry: - -- Pick the ancestry itself. -- Assign any free ability boosts and decide if you are taking any voluntary flaws. -- Select a heritage from those available within that ancestry, further defining the traits your character was born with. -- Choose an ancestry feat, representing an ability your hero learned at an early age. - -> [!pf2-tip] CHARACTER SHEET -> -> Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as [darkvision](rules/abilities/darkvision.md) in the Senses - -### Pick a Background -CRB p. 21 - -Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat. - -> [!pf2-tip] CHARACTER SHEET -> -> Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the "T" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background. - -### Choose a Class -CRB p. 21 - -At this point, you need to decide your character's class. - -A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class. - -You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character. - -> [!pf2-tip] CHARACTER SHEET -> -> Write your character's class in the space at the top of the first page of your character sheet, then write "1" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7. - -### Determine Ability Scores -CRB p. 26 - -> [!pf2-sidebar] OPTIONAL: VOLUNTARY FLAWS -> -> Sometimes, it's fun to play a character with a major flaw regardless of your ancestry. You can elect to take additional ability flaws when applying the ability boosts and ability flaws from your ancestry. This is purely for roleplaying a highly flawed character, and you should consult with the rest of your group if you plan to do this! You can't apply more than one flaw to any single ability score. - -Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things: - -- First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class). -- Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2. -- Finally, record your starting ability scores and ability modifiers, as determined using [Table 1–1: Ability Modifiers](rules/tables/ability-modifiers.md). - -Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18. - -> [!pf2-tip] CHARACTER SHEET -> -> Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name. - -### Record Class Details -CRB p. 26 - -Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features. - -> [!pf2-sidebar] SPELLS AND SPELLCASTING -> -> Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells. -> -> If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7. - -- To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class. -- The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in. -- See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells. - -> [!pf2-tip] CHARACTER SHEET -> -> Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked "T," "E," "M," and "L") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark "T" if your character is trained, or "E" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the "T" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9. - -### Buy Equipment -CRB p. 27 - -At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6. - -> [!pf2-tip] CHARACTER SHEET -> -> Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee [Strikes](rules/actions/strike.md) and Ranged [Strikes](rules/actions/strike.md) sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee [Strikes](rules/actions/strike.md) and ranged [Strikes](rules/actions/strike.md) with the weapons in Step 9 and for AC when wearing that armor in Step 10. - -### Calculate Modifiers -CRB p. 27 - -With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0. - -#### Perception -CRB p. 27 - -Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448. - -#### Saving Throws -CRB p. 27 - -For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw. - -#### Melee Strikes and Ranged Strikes -CRB p. 27 - -Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee [Strikes](rules/actions/strike.md) and Dexterity for ranged [Strikes](rules/actions/strike.md)). - -You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals. - -Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information. - -#### Skills -CRB p. 28 - -In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0. - -> [!pf2-tip] CHARACTER SHEET -> -> For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space. -> -> Record the proficiency bonuses, ability modifiers, and total modifiers for your melee [Strikes](rules/actions/strike.md) and ranged [Strikes](rules/actions/strike.md) in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left. -> -> If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers. - -### Finishing Details -CRB p. 28 - -Now add the following details to your character sheet in the appropriate spaces. - -#### Alignment -CRB p. 28 - -Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character. - -Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment. - -If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440). - -##### Good and Evil -CRB p. 29 - -Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis. - -##### Law and Chaos -CRB p. 29 - -Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility. - -Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly. - -Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty. - -Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis. - -##### Changing Alignment -CRB p. 29 - -Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class). - -#### Deity -CRB p. 29 - -Write down the deity your character worships, if any. - -Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities. - -#### Age -CRB p. 29 - -Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults. - -#### Gender and Pronouns -CRB p. 29 - -Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet. - -#### Class DC -CRB p. 29 - -A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score. - -#### Hero Points -CRB p. 29 - -Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points. - -#### Armor Class (AC) -CRB p. 29 - -Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties. - -#### Bulk -CRB p. 29 - -Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment. - -## Sample Character -CRB p. 30 - -This step-by-step example illustrates the process of creating a Pathfinder character. - -### Steps 1 and 2 -CRB p. 30 - -Adam is making his first Pathfinder character. After talking about it with the rest of the group, he's decided to make a dwarven druid. After jotting down a few ideas, he begins by writing down a 10 for each ability score. - -### Step 3 -CRB p. 30 - -Adam looks up the dwarf entry in Chapter 2. He records the ability boosts to his Constitution and Wisdom scores (bringing both up to 12). He also applies the ability flaw to his Charisma, dropping it to 8. For his free ability boost, he chooses Dexterity to boost his defenses, raising it to 12 as well. He also records the 10 Hit Points the ancestry gives him. Next, he returns to his character sheet to record the size, Speed, language, and [darkvision](rules/abilities/darkvision.md) ability he gets from being a dwarf. Finally, he decides on a heritage, writing "rock dwarf" next to dwarf, and he picks an ancestry feat, deciding on Rock Runner, to show his character's strong connection to stone. - -### Step 4 -CRB p. 30 - -Looking through the backgrounds, Adam likes the idea of a solitary dwarven druid, and the nomad background makes for a good choice. For the first ability boost granted by the background, Adam chooses Wisdom, and for the free ability boost, he choses Constitution, taking both up to 14. On the second page, he writes "Assurance ([Survival](compendium/skills.md#Survival))" in the Skill Feats area, on the Background line. - -Finally, returning to the first page, he writes "cave" next to the first Lore skill entry and checks the box under the "T" for that skill and [Survival](compendium/skills.md#Survival). - -### Step 5 -CRB p. 30 - -Adam writes "druid" on the class line of his character sheet and fills in the number 1 in the level box. The druid class grants an ability boost to its key ability score, which is Wisdom, so Adam's character has his Wisdom raised to 16. - -### Step 6 -CRB p. 30 - -Adam applies four more ability boosts to his ability scores to determine his starting scores. After giving it some thought, he applies them to Wisdom (raising it to 18), since that's the most important ability score for his class, and to Strength, Dexterity, and Constitution (raising them to 12, 14, and 16, respectively) to make him better in combat. He then looks at [Table 1–1](rules/tables/ability-modifiers.md) to determine the ability modifiers for each score and writes all of his ability scores and modifiers down on his character sheet. - -### Step 7 -CRB p. 30 - -As Adam applies his class, he has a number of things to figure out. First, he starts by recording all of his initial proficiencies, marking the appropriate boxes in the Armor Class, Saving Throws, Weapon Proficiencies, Spell Attack Roll, and Spell DCs areas of his sheet. Turning to skills, he marks [Nature](compendium/skills.md#Nature) as trained and notes that once he picks his druid order, he'll become trained in another skill determined by that order. He then gets to choose three more skills (if he had a higher Intelligence, he would have gotten more). He decides on [Athletics](compendium/skills.md#Athletics), [Diplomacy](compendium/skills.md#Diplomacy), and [Medicine](compendium/skills.md#Medicine), marking all of them as trained. Next, he adds the 8 Hit Points from the druid class and his Constitution modifier of +3 to the 10 Hit Points from his dwarf ancestry for an impressive 21 total Hit Points. - -Moving on to class features, Adam marks down wild empathy in the class feats and abilities area, as well as the [Shield Block](compendium/feats/shield-block.md) feat in the bonus feats area. He makes note of the anathema for being a druid and records Druidic in his language section. Next, he looks through the druid orders and decides upon the wild order, which gives him his final _trained skill ([Intimidation](compendium/skills.md#Intimidation)), the ability to cast wild morph,_ as well as the Wild Shape feat, which lets him cast a spell to turn into an animal. He writes these spells in the focus spell area of his character sheet and also notes that he has 1 Focus Point to use to cast these spells. - -Finally, a druid can cast a limited number of primal spells. Although he can change them every morning, Adam is curious, and he turns to Chapter 7: Spells to decide what spells he might cast. He jots down five cantrips and two 1st-level spells and marks them as prepared. - -### Step 8 -CRB p. 30 - -Next up, Adam turns to Chapter 6: Equipment. He's trained in medium armor, but since wearing metal armor is anathema to druids, he chooses hide armor. For weapons, he decides on a spear, but he buys two just in case he wants to throw the first one. He writes all of these on the front of his character sheet. Adam lists the spear under both melee [Strikes](rules/actions/strike.md) and ranged [Strikes](rules/actions/strike.md), and he also writes the claws he _gains from wild morph under his melee [Strikes](rules/actions/strike.md), because_ he's sure that he'll be casting that spell a lot. He records the rest of his gear in the Inventory section on the second page, along with coin left over after buying his starting gear. - -### Step 9 -CRB p. 30 - -Adam records all of the ability modifiers for Perception, saving throws, [Strikes](rules/actions/strike.md), and skills. He then puts a "+3" in the box marked Prof to indicate his proficiency bonus for each statistic he's trained in (1 for his level, plus 2 for being trained) and "+5" in any that he is an expert. Then, he adds up his modifiers for each statistic. - -### Step 10 -CRB p. 30 - -Finally, Adam fills out the final details of his character, noting his neutral alignment and calculating his AC and Bulk limits. Last but not least, he fills in some last-minute information about his character and decides on a name. - -Gar the dwarf druid is ready for his first adventure! - -## Leveling Up -CRB p. 31 - -The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards. - -Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again! - -Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level. - -Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up. - -For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter. - -You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219). - -Your character's class entry also explains how to apply any ability boosts and skill increases your character gains. - -If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast. - -Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language. - -Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well. - -You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level. - -### Leveling-Up Checklist -CRB p. 31 - -Every time you gain a level, make sure you do each of the following: - -- Increase your level by 1 and subtract 1,000 XP from your XP total. -- Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3. -- Add class features from your class advancement table, including ability boosts and skill increases. -- Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5. -- Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells. -- Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities. -- Adjust bonuses from feats and other abilities that are based on your level. \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/chapter-10-game-mastering.md b/content/Mechanics/Rules/core-rulebook/chapter-10-game-mastering.md deleted file mode 100644 index 212a76f34..000000000 --- a/content/Mechanics/Rules/core-rulebook/chapter-10-game-mastering.md +++ /dev/null @@ -1,1780 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["chapter-10-game-mastering"] ---- -# Chapter 10: Game Mastering -CRB p. 483 - -When you take on the role of Game Master, you'll have the rewarding job of crafting fun experiences for a group of your friends. Your responsibilities include... - -- Telling the story of the group's adventures in a compelling and consistent way. -- Fleshing out the world in which the game takes place, emphasizing the fantastical while grounding it enough in the real world to feel believable. -- Entertaining the players and yourself with novel concepts, and rewarding creative ideas with interesting outcomes. -- Preparing for game sessions by building or studying adventures and creating characters and plots. -- Improvising the reactions of nonplayer characters and other forces in the world as the players do unexpected things. -- Making rules decisions to ensure fairness and keep the game moving forward. - -This chapter provides the tools you need to shoulder those responsibilities. The following sections break down the various components of a campaign, discuss the different modes of play and how to set DCs for the tasks the PCs attempt, provide different ways of rewarding player characters, and describe aspects of the environment that might affect an adventuring party. - -## Planning a Campaign -CRB p. 483 - -A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters. - -A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours. - -A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it. - -> [!pf2-brown] COLLABORATION DURING PLAY -> -> As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games! -> -> How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play. -> -> You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved. -> -> As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected. - -### Campaign Length -CRB p. 483 - -The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game. - -A single session, or a "one-shot," is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting. - -If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals. - -You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509). - -It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic. - -It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities. - -#### Expected Duration -CRB p. 483 - -Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing. - -You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, "I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments. - -### Themes -CRB p. 484 - -The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use. - -A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters. - -Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression. - -Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting. - -### A Welcoming Environment -CRB p. 485 - -The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another. - -Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate. - -If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward. - -Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe. - -> [!pf2-brown] TOOLS FOR RESPONSIBLE PLAY -> -> Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos. -> -> Lines and Veils The terms "line" and "veil" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as "We're drawing a line at torture." The group agrees not to cross a line and omits that content from the game. -> -> A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, "We'll draw a veil across the scene as those characters head into the bedroom." You might come up with some lines and veils in advance, but then find more as play continues. -> -> The X-Card Draw an "X" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as "How far back should I rewind this?" Some groups instead make an X with their hands, say "Let's X that out," or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised. -> -> You can find more details at **tinyurl.com/x-card-rpg (https://tinyurl.com/x-card-rpg)**. - -#### Objectionable Content -CRB p. 486 - -Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked. - -It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror? - -After you figure out the limits on objectionable content, you have four important tasks: - -- Clearly convey these limits to the other players. -- Ensure you and the players abide by the boundaries. -- Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on. -- Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content. - -#### The Pathfinder Baseline -CRB p. 486 - -You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players. - -- Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided. -- Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens "off-screen." Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers). -- Avoid excessively gross or scatological descriptions. - -The following acts should never be performed by player characters: - -- Torture -- Rape, nonconsensual sexual contact, or sexual threats -- Harm to children, including sexual abuse -- Owning slaves or profiting from the slave trade -- Reprehensible uses of mind-control magic - -Villains might engage in such acts, but they won't happen "on-screen" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely. - -#### Social Splash Damage -CRB p. 486 - -As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time. - -### Character Creation -CRB p. 486 - -At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the Pathfinder Core Rulebook. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with. - -## Preparing an Adventure -CRB p. 486 - -An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story. - -You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions. - -### Published Adventures -CRB p. 486 - -Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose. - -Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players. - -> [!pf2-brown] Characters With Disabilities -> -> A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities. -> -> ### Blindness or Impaired Vision -> CRB p. 487 -> -> A blind character can't detect anything using vision, critically fails [Perception](compendium/skills.md#Perception) checks requiring sight, is immune to [visual](rules/traits/visual.md "Visual Effect Trait") effects, and can't be [blinded](rules/conditions.md#Blinded) or [dazzled](rules/conditions.md#Dazzled). You might give this character the [Blind-Fight](compendium/feats/blind-fight-fighter.md) feat for free. -> -> A character with impaired vision might take a –2 to –4 penalty to vision-based [Perception](compendium/skills.md#Perception) checks. [Spectacles](compendium/equipment/items/basic-corrective-lenses-lotgb.md) or other corrective devices might reduce or remove this. -> -> ### Deafness or Being Hard of Hearing -> CRB p. 487 -> -> A deaf character can't detect anything using hearing, critically fails [Perception](compendium/skills.md#Perception) checks that require hearing, and is immune to [auditory](rules/traits/auditory.md "Auditory Effect Trait") effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action is lost. It's best to give them the [Sign Language](compendium/feats/sign-language.md) feat for free, and you might give them [Read Lips](compendium/feats/read-lips.md) as well. You might give one or more other characters in the group [Sign Language](compendium/feats/sign-language.md) for free as well. -> -> A hard-of-hearing character might take a –2 to –4 penalty to [Perception](compendium/skills.md#Perception) checks that are hearing-based. Corrective devices for hearing are less common than spectacles are in a typical Pathfinder world. -> -> ### Missing Limb -> CRB p. 487 -> -> Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example. -> -> A character with a missing hand or arm might need to spend 2 actions to [Interact](rules/actions/interact.md) with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a prosthetic hand or arm to compensate. -> -> Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a wheelchair, a dependable mount, or levitation or flight magic. -> -> ### Mental Illness and Chronic Illness -> CRB p. 487 -> -> Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players. - -### Creating Adventures -CRB p. 487 - -Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures. - -Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting. - -#### Locations -CRB p. 487 - -Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity. - -Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real. - -Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards. - -These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520. - -#### Encounters -CRB p. 487 - -A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below. - -Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional. - -#### Treasure -CRB p. 487 - -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. - -> [!pf2-brown] USING RARITY AND ACCESS -> -> The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as detect evil. -> -> At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward. -> -> Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them. -> -> ### Rewards -> CRB p. 488 -> -> You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities. -> -> Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices. -> -> ### Different Locations -> CRB p. 488 -> -> The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group. - -### Building Encounters -CRB p. 488 - -The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design. - -To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below. - -**Trivial-threat** encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat. - -**Low-threat** encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened. - -**Moderate-threat** encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting. - -**Severe-threat** encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open. - -**Extreme-threat** encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork. - -#### XP Budget -CRB p. 488 - -Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below. - -#### Choosing Creatures -CRB p. 488 - -In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see [Table 10–2: Creature XP and Role](rules/tables/creature-xp-and-role.md)). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly. - -Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a "party level –3" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508. - -#### Different Party Sizes -CRB p. 488 - -For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in [Table 10–1: Encounter Budget](rules/tables/encounter-budget.md). If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters. - -It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters. - -![Encounter Budget](rules/tables/encounter-budget.md) - -![Creature XP and Role](rules/tables/creature-xp-and-role.md) - -## Running a Game Session -CRB p. 489 - -A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next. - -### Planning a Session -CRB p. 489 - -One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page. - -Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed). - -### Starting a Session -CRB p. 490 - -Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs. - -- Recap what happened during the previous sessions. -- Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session. -- Remind players that they each have 1 Hero Point at the start of the session (1). -- Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session. -- Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react. - -### Running a Session -CRB p. 490 - -During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group. - -You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all. - -You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check. - -#### The Spotlight -CRB p. 490 - -As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, "What's your character doing at this point?" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting. - -#### Distractions and Interrupting -CRB p. 490 - -Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential. - -A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking. - -Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are "offstage." If a player's character isn't in a scene, that might be a good time for the player to use a mobile device. - -> [!pf2-brown] OFF-SESSION GAMING -> -> Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions. -> -> You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session. -> -> Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost. - -### Adjudicating the Rules -CRB p. 491 - -As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!) - -To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference. - -- If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round. -- If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move). -- When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws). -- If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty. -- If you're not sure how difficult a significant challenge should be, use the DC for the party's level. -- If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure). -- If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to [Recall Knowledge](rules/actions/recall-knowledge.md), use an appropriate [Lore](compendium/skills.md#Lore) skill (usually at an untrained proficiency rank). -- Use the characters' daily preparations as the time to reset anything that lasts roughly a day. -- When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described 1). -- When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely. - -### Special Circumstances -CRB p. 492 - -The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible. - -You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more. - -> [!pf2-brown] SHARING RESPONSIBILITY -> -> Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game. -> -> It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable. - -### Incorporating Additional Options -CRB p. 492 - -You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play. - -> [!pf2-brown] PAIZO'S PUBLISHED ADVENTURES -> -> You can purchase the following types of adventures at **paizo.com (https://paizo.com)**, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at **paizo.com (https://paizo.com)**. -> -> ### Pathfinder Adventure Paths -> CRB p. 492 -> -> Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world. -> -> Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond. -> -> ### Pathfinder Adventures -> CRB p. 492 -> -> Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes. -> -> ### Pathfinder Society Scenarios -> CRB p. 492 -> -> Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign. - -## Pathfinder Society -CRB p. 492 - -Organized play campaigns allow you to play in and run games all over the world with persistent characters. If you want to play Pathfinder this way, you can do so through the Pathfinder Society Roleplaying Guild! Once you go online to **PathfinderSociety.club (https://paizo.com/pathfinderSociety)** to make an account, you can organize games yourself with your friends or join an existing event. - -Pathfinder Society primarily uses 4- to 5-hour adventures called scenarios. At the start of a session when you're running a scenario, you'll collect your players' information. - -At the end of the adventure, you'll record the rewards their characters earn for completing the scenario, all of which are detailed in the adventure. Once you report the session's results online, the rewards become a persistent part of these characters, even if they play in other games with other groups. These scenarios include important choices, and you can report what your group chose—decisions that will guide the future of the campaign! - -## Running Modes of Play -CRB p. 493 - -Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode. - -Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring. - -When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals. - -### Encounters -CRB p. 493 - -Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488. - -**Stakes:** Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that. - -**Time Scale:** Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point. - -**Actions and Reactions:** In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur. - -Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical. - -#### Choosing Adversaries' Actions -CRB p. 493 - -Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics. - -Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do. - -When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance. - -Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them. - -Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter. - -#### Bypassed Encounters -CRB p. 493 - -What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure. - -In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter. - -If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial. - -You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place. - -> [!pf2-brown] PLAYING WITHOUT A GRID -> -> The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the "theater of the mind," you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like "Can I see the ogre from where I'm standing?" or "Can I get to the ogre with one Stride?" It's often best to have a player tell you what they want to do, such as "I want to cross the beam to get to the ogre and attack it." Then, you tell the player how that breaks down into actions, like "You'll need to spend one action and succeed at an [Acrobatics](compendium/skills.md#Acrobatics) check, then Stride to get close enough, then you'll have one action left for a Strike." -> -> When preparing encounters, avoid using lots of difficult terrain, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count. - -#### Ending Encounters -CRB p. 494 - -A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order. - -The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival. - -You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, "Is everyone okay if we call the fight?" to make sure your players are on board. - -One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation. - -These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions. - -##### Fleeing Enemies -CRB p. 494 - -Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now. - -If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee. - -#### Social Encounters -CRB p. 494 - -Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved. - -Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized. - -Using the structure of an encounter is [helpful](rules/conditions.md#Helpful) because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end. - -You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include: - -- Proving someone's innocence in front of a judge. -- Convincing a neighboring monarch to help defend against an invasion. -- Besting a rival bard in a battle of wits. -- Exposing a villain's deception before a noble court. - -##### Initiative and Actions -CRB p. 494 - -Initiative in a social encounter typically has characters rolling [Society](compendium/skills.md#Society) or a Charisma-based skill, such as [Diplomacy](compendium/skills.md#Diplomacy) or [Deception](compendium/skills.md#Deception). As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction. - -Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs. - -##### Measuring Success and Progress -CRB p. 495 - -You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them. - -The attitude conditions—[hostile](rules/conditions.md#Hostile), [unfriendly](rules/conditions.md#Unfriendly), [indifferent](rules/conditions.md#Indifferent), friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds. - -Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame. - -##### Consequences -CRB p. 495 - -When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance. - -The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story. - -### Exploration -CRB p. 496 - -Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens. - -Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important. - -As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures. - -**Stakes:** Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction. - -**Time Scale:** When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments. - -**Actions and Reactions:** Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode. - -#### Exploration Activities -CRB p. 496 - -In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list. - -The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9. - -##### Detect Magic -CRB p. 496 - -This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with [detect magic](compendium/spells/detect-magic.md), nor can illusions of equal or higher level than the spell. - -When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap. - -##### Follow the Expert -CRB p. 496 - -A skilled character can help out less skilled allies who choose to [Follow the Expert](rules/actions/follow-the-expert.md). This is a good way to help a character with a low [Stealth](compendium/skills.md#Stealth) modifier sneak around, get a character with poor [Athletics](compendium/skills.md#Athletics) up a steep cliff, and so on. Usually, a character who is Following the Expert can't perform other exploration activities or follow more than one person at a time. - -##### Investigate -CRB p. 496 - -As with Searching or Detecting Magic, the initial result of Investigating is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with Abyssal writing, but they would need to stop to read the text or determine that it's written in blood. - -##### Search -CRB p. 496 - -With a successful Perception check while [Searching](rules/actions/search.md), a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a [Searching](rules/actions/search.md) character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door. - -If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), [Searching](rules/actions/search.md) would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search. - -You roll a secret Perception check for a [Searching](rules/actions/search.md) character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously. - -> [!pf2-brown] EXPLORATION ACTIVITIES -> -> The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills. -> -> - [Avoid Notice](rules/actions/avoid-notice.md) -> - [Defend](rules/actions/defend.md) -> - [Detect Magic](rules/actions/detect-magic.md) -> - [Follow the Expert](rules/actions/follow-the-expert.md) -> - [Hustle](rules/actions/hustle.md) -> - [Investigate](rules/actions/investigate.md) -> - [Repeat a Spell](rules/actions/repeat-a-spell.md) -> - [Scout](rules/actions/scout.md) -> - [Search](rules/actions/search.md) -> -> ### Improvising New Activities -> CRB p. 498 -> -> If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration. -> -> You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration. - -#### Setting a Party Order -CRB p. 497 - -In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation. - -When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe. - -#### Adverse Terrain and Weather -CRB p. 497 - -Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512. - -difficult terrain such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on [Table 9–2: Travel Speed](rules/tables/travel-speed.md), typically cutting it in half if almost all of the land is difficult terrain or to one-third for greater difficult terrain. - -Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage. - -Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512. - -#### Hazards -CRB p. 498 - -Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps). - -#### Rolling Initiative -CRB p. 498 - -Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example: - -- A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative. -- Amiri and a kobold champion agree to have a [friendly](rules/conditions.md#Friendly) wrestling match. They square off on a patch of dirt, and you call for initiative using [Athletics](compendium/skills.md#Athletics). -- Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative. -- Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll. - -##### Initiative after Reactions -CRB p. 498 - -In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls. - -##### Choosing the Type of Roll -CRB p. 498 - -When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is [Perception](compendium/skills.md#Perception); this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are [Stealth](compendium/skills.md#Stealth) (for sneaking up, like the dragon in the last example) and [Deception](compendium/skills.md#Deception) (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), [Performance](compendium/skills.md#Performance), or [Society](compendium/skills.md#Society). - -If you're unsure what roll to call for, use [Perception](compendium/skills.md#Perception). If a different type of roll could make sense for a character, you should usually offer the choice of that roll or [Perception](compendium/skills.md#Perception) and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than [Perception](compendium/skills.md#Perception), such as when the character is sneaking up on enemies and should definitely use [Stealth](compendium/skills.md#Stealth). - -You can allow a player to make a case that they should use a different skill than [Perception](compendium/skills.md#Perception), but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, "I'm going to dangle down off the chandelier to get the drop on them," you could let them use [Acrobatics](compendium/skills.md#Acrobatics) for their initiative roll. If they just said, "Hey, I want to attack these guys. Can I use [Acrobatics](compendium/skills.md#Acrobatics)?" without having established a reason beforehand, you probably shouldn't allow it. - -##### Character Placement -CRB p. 498 - -When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using [Stealth](compendium/skills.md#Stealth) to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you. - -> [!pf2-brown] MONITORING SPELL DURATIONS -> -> Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds. -> -> If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters. -> -> There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter. -> -> ### Multiple Encounters -> CRB p. 499 -> -> A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out. -> -> Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters. -> -> ### Before a Fight -> CRB p. 499 -> -> Casting advantageous spells before a fight (sometimes called "pre-buffing") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative. -> -> Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations. - -#### Resting -CRB p. 499 - -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](rules/conditions.md#Fatigued) condition. -- The character reduces the severity of the [doomed](rules/conditions.md#Doomed) and [drained](rules/conditions.md#Drained) conditions by 1. -- Most spellcasters need to rest before they regain their spells for the day. - -A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep. - -Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it. - -If a character goes more than 16 hours without going to sleep, they become fatigued. - -Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules. - -##### Resting -CRB p. 499 - -Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3: - -Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length. - -If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a [Stealth](compendium/skills.md#Stealth) check against the Perception DCs of all characters to see if anyone noticed its approach. - -![Watches and Rest](rules/tables/watches-and-rest.md) - -#### Daily Preperations -CRB p. 500 - -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). - -#### Starvation and Thirst -CRB p. 500 - -Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger. - -### Downtime -CRB p. 500 - -In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring. - -Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so. - -This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details. - -- [Craft](rules/actions/craft.md) ([Crafting](compendium/skills.md#Crafting)) -- [Earn Income](rules/actions/earn-income.md) ([Crafting](compendium/skills.md#Crafting), [Lore](compendium/skills.md#Lore), [Performance](compendium/skills.md#Performance)) -- [Treat Disease](rules/actions/treat-disease.md) ([Medicine](compendium/skills.md#Medicine)) -- [Create Forgery](rules/actions/create-forgery.md) ([Society](compendium/skills.md#Society)) -- [Subsist](rules/actions/subsist.md) ([Society](compendium/skills.md#Society), [Survival](compendium/skills.md#Survival)) - -**Stakes:** None to low. Downtime is the counterpart to adventuring and covers low-risk activities. - -**Time Scale:** Downtime can last days, weeks, months, or years in the game world in a few minutes of real time. - -**Actions and Reactions:** If you need to use actions and reactions, switch to exploration or encounter mode. - -A creature that can't act is unable to perform most downtime activities, but it can take long-term rest. - -#### Playing out a Downtime Day -CRB p. 500 - -At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out. - -Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise. - -##### Cooperation -CRB p. 500 - -Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds. - -##### Checks -CRB p. 500 - -Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance [Assurance](compendium/feats/assurance.md) could apply. - -#### Longer Periods of Downtime -CRB p. 501 - -Running downtime during a long time off—like several weeks, months, or even years—can be more challenging. - -However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living. - -##### Events -CRB p. 501 - -After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development. - -Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using [Crafting](compendium/skills.md#Crafting) might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response. - -PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a [Crafting](compendium/skills.md#Crafting) check, and the second an [Arcana](compendium/skills.md#Arcana) or Library Lore check. - -##### Average Progress -CRB p. 501 - -For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll. - -The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks. - -#### Cost of Living -CRB p. 502 - -For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on [Table 6–16: Cost of Living](rules/tables/cost-of-living.md) on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities. - -A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity. - -#### Buying and Selling -CRB p. 502 - -After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand. - -This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities. - -As always, you have final say over what sort of shops and items are available. - -An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally. - -#### Long-Term Rest -CRB p. 502 - -Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed. - -If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest. - -#### Retraining -CRB p. 502 - -The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances. - -Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session. - -##### Time -CRB p. 502 - -Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature. - -A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining. - -##### Instruction and Cost -CRB p. 502 - -The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills. - -Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return. - -##### Disallowed Options -CRB p. 502 - -While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost. - -## Difficulty Classes -CRB p. 503 - -### Simple DCs -CRB p. 503 - -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](rules/actions/recall-knowledge.md), 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. - -![Simple DCs](rules/tables/simple-dcs.md) - -### Level-Based DCs -CRB p. 503 - -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](rules/actions/recall-knowledge.md) 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. - -![DCs by Level](rules/tables/dcs-by-level.md) - -### Adjusting Difficulty -CRB p. 503 - -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. - -![DC Adjustments](rules/tables/dc-adjustments.md) - -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](compendium/skills.md#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](compendium/skills.md#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 -CRB p. 504 - -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 -CRB p. 504 - -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](compendium/skills.md#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](compendium/skills.md#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 -CRB p. 504 - -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 -CRB p. 504 - -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 -CRB p. 504 - -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](compendium/skills.md#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 -CRB p. 505 - -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 -CRB p. 505 - -The DC to [Identify Magic](rules/actions/identify-magic.md) or [Learn a Spell](rules/actions/learn-a-spell.md) 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 -CRB p. 505 - -On most topics, you can use simple DCs for checks to [Recall Knowledge](rules/actions/recall-knowledge.md). For a check about a specific creature, trap, or other subject with a level, use a level-based DCs (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC. - -##### Alternative Skills -CRB p. 505 - -As noted in the action's description, a character might attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) using a different skill than the ones listed as the default options. If the skill is highly applicable, like using [Medicine](compendium/skills.md#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 -CRB p. 505 - -Sometimes a character might want to follow up on a check to [Recall Knowledge](rules/actions/recall-knowledge.md), rolling another check to discover more information. After a success, further uses of [Recall Knowledge](rules/actions/recall-knowledge.md) 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 -CRB p. 505 - -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](compendium/skills.md#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). - -![Creature Identification Skills](rules/tables/creature-identification-skills.md) - -> [!pf2-brown] DETERMINING THE SCOPE OF LORE -> -> [Lore](compendium/skills.md#Lore) skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which [Lore](compendium/skills.md#Lore) subcategories are acceptable for characters to select. A [Lore](compendium/skills.md#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](compendium/skills.md#Lore) subcategory doesn't cover all religions—that's covered by the [Religion](compendium/skills.md#Religion) skill—but a character could have a [Lore](compendium/skills.md#Lore) subcategory that covers a single deity. One [Lore](compendium/skills.md#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](compendium/skills.md#Lore). A single [Lore](compendium/skills.md#Lore) subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane. - -#### Sense Direction -CRB p. 506 - -Pick the most appropriate simple DC when someone uses [Survival](compendium/skills.md#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 -CRB p. 506 - -When a character uses [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#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](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Performance](compendium/skills.md#Performance), making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do. - -#### Subsist -CRB p. 506 - -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 -CRB p. 506 - -Often when a PC uses [Survival](compendium/skills.md#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](compendium/skills.md#Survival) DC as the DC to Track. - -#### Train an Animal -CRB p. 506 - -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. - -## Rewards -CRB p. 507 - -### Hero Points -CRB p. 507 - -Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death. - -In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character. - -Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point. - -The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment. - -### Experience Points -CRB p. 507 - -As characters adventure, they earn Experience Points (XP). - -These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign. - -Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509. - -#### XP Awards -CRB p. 507 - -Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon. - -Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too. - -##### Adversaries and Hazards -CRB p. 507 - -Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details). - -Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure. - -##### Accomplishments -CRB p. 507 - -Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to [Table 10–8: XP Awards](rules/tables/xp-awards.md) to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved. - -As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any. - -![XP Awards](rules/tables/xp-awards.md) - -#### Party Size -CRB p. 508 - -The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast. - -#### Group Parity and Party Level -CRB p. 508 - -It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players. - -If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party. - -Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions. - -### Treasure -CRB p. 508 - -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 -CRB p. 508 - -[Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md) 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. - -##### Currency -CRB p. 509 - -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. - -> [!pf2-brown] ADVANCEMENT SPEEDS -> -> By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement. -> -> Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won. -> -> You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower. -> -> | Advancement Speed | XP to Level Up | -> |-------------------|----------------| -> | Fast | 800 XP | -> | Standad | 1,000 XP | -> | Slow | 1,200 XP | -> -> ### Story-Based Leveling -> CRB p. 509 -> -> If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up. -> -> Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal. - -##### Other Types of Treasure -CRB p. 509 - -Not all treasure has to be items or currency. Crafters can use the [Crafting](compendium/skills.md#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 -CRB p. 509 - -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. - -![Party Treasure by Level](rules/tables/party-treasure-by-level.md) - -##### Different Item Levels -CRB p. 510 - -The levels listed for items on [Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md) 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](compendium/equipment/items/runestone.md) with a [fortification](compendium/equipment/items/fortification.md) 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](compendium/equipment/items/shadow.md) rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right. - -However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all! - -If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly. - -##### Different Party Sizes -CRB p. 510 - -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. - -> [!pf2-brown] 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 -> CRB p. 510 -> -> 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. - -#### Treasure for New Characters -CRB p. 510 - -When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to [Table 10–10: Character Wealth](rules/tables/character-wealth.md) on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well. - -These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures. - -##### Item Selection -CRB p. 511 - -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. - -![Character Wealth](rules/tables/character-wealth.md) - -#### Buying and Selling Items -CRB p. 511 - -Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271). - -## Environment -CRB p. 512 - -Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even difficult terrain). - -Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature. - -![Enviromental Features](rules/tables/enviromental-features.md) - -### Environmental Damage -CRB p. 512 - -Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers. - -Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be. - -![Enviromental Damage](rules/tables/enviromental-damage.md) - -### Aquatic -CRB p. 512 - -Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a [water breathing](compendium/spells/water-breathing.md) spell) and must usually [Swim](rules/actions/swim.md) to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for greater difficult terrain. - -Characters in aquatic environments make frequent use of the aquatic combat and drowning and suffocation rules. - -#### Currents and Flowing Water -CRB p. 512 - -Ocean currents, flowing rivers, and similar moving water are difficult terrain or greater difficult terrain (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn. - -#### Visibility -CRB p. 512 - -It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less. - -### Arctic -CRB p. 512 - -The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods. - -#### Ice -CRB p. 512 - -Icy ground is both uneven ground and difficult terrain, as characters slip and slide due to poor traction. - -#### Snow -CRB p. 512 - -Depending on the depth of snow and its composition, most snowy ground is either difficult terrain or greater difficult terrain. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground. - -### Desert -CRB p. 512 - -Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms. - -#### Rubble -CRB p. 513 - -Rocky deserts are strewn with rubble, which is difficult terrain. Rubble dense enough to be walked over rather than navigated through is uneven ground. - -#### Sand -CRB p. 513 - -Packed sand doesn't usually significantly impede a character's movement, but loose sand is either difficult terrain (if it's shallow) or uneven ground (if it's deep). - -The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind. - -### Forest -CRB p. 513 - -These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires. - -#### Canopies -CRB p. 513 - -Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa. - -#### Trees -CRB p. 513 - -While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically. - -#### Undergrowth -CRB p. 513 - -Light undergrowth is difficult terrain that allows a character to Take Cover. Heavy undergrowth is greater difficult terrain that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground. - -### Mountain -CRB p. 513 - -Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches. - -#### Chasms -CRB p. 513 - -Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across. - -#### Cliffs -CRB p. 513 - -Cliffs and rock walls require creatures to [Climb](rules/actions/climb.md) to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage. - -#### Rubble -CRB p. 513 - -Mountains often have extremely rocky areas or shifting, gravelly scree that makes for difficult terrain. Especially deep or pervasive rubble is uneven ground. - -#### Slopes -CRB p. 514 - -Slopes vary from the gentle rises of normal terrain to difficult terrain and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes. - -#### Undergrowth -CRB p. 514 - -Light undergrowth is common in mountains. It is difficult terrain and allows a character to Take Cover. - -### Plains -CRB p. 514 - -The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires. - -#### Hedges -CRB p. 514 - -Hedges are planted rows of bushes, shrubs, and trees. - -Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces greater difficult terrain; it's sometimes faster to Climb over. - -#### Undergrowth -CRB p. 514 - -Light undergrowth is difficult terrain that allows a character to Take Cover. Heavy undergrowth is greater difficult terrain that provides cover automatically. - -Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth. - -### Swamp -CRB p. 514 - -Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors. - -Swamps often contain quicksand hazards (page 526). - -Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood. - -#### Bogs -CRB p. 514 - -Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools. - -Shallow bogs are difficult terrain for a Medium creature, and deep bogs are greater difficult terrain. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain. - -#### Undergrowth -CRB p. 514 - -Light undergrowth is difficult terrain that allows a character to Take Cover, while heavy undergrowth is greater difficult terrain that provides cover automatically. - -Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground. - -> [!pf2-brown] TERRAIN RULES -> -> Environments make frequent use of the rules for difficult terrain, greater difficult terrain, and hazardous terrain, so those rules are summarized here. -> -> **Difficult terrain** is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of 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. Creatures can't normally Step into difficult terrain. -> -> Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of difficult terrain. Certain other abilities let creatures ignore difficult terrain while traveling on foot; such an ability also allows a creature to move through greater difficult terrain using the movement cost for difficult terrain, but unless the ability specifies otherwise, these abilities don't let creatures ignore greater difficult terrain. -> -> **Hazardous terrain** damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain. - -### Urban -CRB p. 514 - -Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods. - -#### Crowds -CRB p. 514 - -Crowded thoroughfares and similar areas are difficult terrain, or greater difficult terrain if an area is truly packed with people. You might allow a character to get a crowd to part using [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#Performance). - -A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd. - -#### Doors -CRB p. 515 - -Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to [Pick the Lock](rules/actions/pick-a-lock.md) or Force them Open. - -#### Floors -CRB p. 515 - -Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground. - -#### Gates -CRB p. 515 - -Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes. - -#### Guards -CRB p. 515 - -Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number. - -#### Portcullises -CRB p. 515 - -A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523). - -> [!pf2-brown] DOORS, GATES, AND WALLS -> -> Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls. -> -> ### Climbing -> CRB p. 515 -> -> The table below gives the typical DC for [Athletics](compendium/skills.md#Athletics) checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment. -> -> ### Demolishing -> CRB p. 515 -> -> A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272. -> -> Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime. -> -> | 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) | -> -> ### Forcing Open -> CRB p. 515 -> -> Structures that can be opened—such as doors, gates, and windows—can be Forced Open using [Athletics](compendium/skills.md#Athletics). This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the [Thievery](compendium/skills.md#Thievery) DC of its lock but adjusts it to be very hard (increasing the DC by 5). -> -> If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher. - -#### Rooftops -CRB p. 515 - -Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface. - -Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between. - -A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up. - -#### Sewers -CRB p. 515 - -Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open. - -##### Sewer Gas -CRB p. 516 - -Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area. - -### Stairs -CRB p. 516 - -Stairs are difficult terrain for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are greater difficult terrain both up and down, or might require Climbing every step. - -### Streets -CRB p. 516 - -Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be difficult terrain or uneven ground. - -Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic. - -### Walls -CRB p. 516 - -Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515. - -### Underground -CRB p. 516 - -Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs. - -The most common disasters underground are collapses. - -#### Floors -CRB p. 516 - -Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in difficult terrain, uneven ground, and inclines. - -#### Ledges -CRB p. 516 - -Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using [Acrobatics](compendium/skills.md#Acrobatics) to Balance. - -#### Rubble -CRB p. 516 - -Caverns can be covered in rubble, which is difficult terrain. Deep or pervasive rubble is also uneven ground. - -#### Stalagmites and Stalactites -CRB p. 516 - -Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are greater difficult terrain, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang. - -#### Walls -CRB p. 517 - -Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb. - -> [!pf2-brown] DUNGEONS -> -> Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets. - -### Climate -CRB p. 517 - -Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity. - -#### Fog -CRB p. 517 - -Fog imposes a circumstance penalty to visual [Perception](compendium/skills.md#Perception) checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze. - -#### Precipitation -CRB p. 517 - -Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility. - -##### Visibility -CRB p. 517 - -Most forms of precipitation impose circumstance penalties on visual [Perception](compendium/skills.md#Perception) checks. Hail often is sparser but loud, instead penalizing auditory [Perception](compendium/skills.md#Perception) checks. - -Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away. - -##### Fatigue -CRB p. 517 - -Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below). - -##### Thunderstorms -CRB p. 517 - -High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm. - -#### Temperature -CRB p. 517 - -Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable. - -Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518. - -Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold. - -![Temperature Effects](rules/tables/temperature-effects.md) - -#### Wind -CRB p. 517 - -Wind imposes a circumstance penalty on auditory [Perception](compendium/skills.md#Perception) checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well. - -##### Moving in Wind -CRB p. 517 - -Wind is difficult or greater difficult terrain when Flying. - -Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round. - -Even on the ground, particularly strong winds might require a creature to succeed at an [Athletics](compendium/skills.md#Athletics) check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty. - -### Natural Disasters -CRB p. 518 - -Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury. - -The damage in the following sections uses the categories in Table 10–11: Environmental Damage. - -#### Avalanches -CRB p. 518 - -Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them. - -An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried. - -##### Burial -CRB p. 518 - -Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself. - -Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful [Athletics](compendium/skills.md#Athletics) check (or every 2 minutes on a critical success). - -Using shovels or other proper tools halves the time. - -#### Blizzards -CRB p. 518 - -Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters. - -#### Collapses -CRB p. 518 - -Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses. - -#### Earthquakes -CRB p. 518 - -Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors. - -##### Fissures -CRB p. 518 - -Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure. - -##### Soil Liquefaction -CRB p. 518 - -Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the [earthquake](compendium/spells/earthquake.md) spell for more specific rules, though that spell represents only one particular kind of localized quake. - -##### Tremors -CRB p. 518 - -Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake. - -#### Floods -CRB p. 518 - -Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478. - -![Temperature Effects](rules/tables/temperature-effects.md) - -#### Sandstorms -CRB p. 519 - -Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both. - -#### Tornadoes -CRB p. 519 - -In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling). - -Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster. - -#### Tsunamis -CRB p. 519 - -Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction. - -#### Volcanic Eruptions -CRB p. 519 - -Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents. - -##### Ash -CRB p. 519 - -Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478). - -Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, difficult terrain, or greater difficult terrain, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters. - -##### Lava Bombs -CRB p. 519 - -Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage. - -##### Lava Flows -CRB p. 519 - -Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round. - -##### Pyroclastic Flows -CRB p. 519 - -Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage. - -##### Vents -CRB p. 519 - -Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage. - -#### Wildfires -CRB p. 519 - -Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke. - -##### Flames -CRB p. 519 - -Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate [persistent fire damage](rules/conditions.md#Persistent%20Damage). The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire. - -##### Heat -CRB p. 519 - -Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire. - -##### Smoke -CRB p. 519 - -Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual [Perception](compendium/skills.md#Perception) checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478). - -## Hazards -CRB p. 520 - -### Detecting a Hazard -CRB p. 520 - -Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so. - -During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's [Stealth](compendium/skills.md#Stealth) DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the [Seek](rules/actions/seek.md) action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice. - -Magical hazards that don't have a minimum proficiency rank can be found using [detect magic](compendium/spells/detect-magic.md), but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence. - -Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using [Identify Magic](rules/actions/identify-magic.md) or [Recall Knowledge](rules/actions/recall-knowledge.md). Magical hazards with a minimum proficiency rank cannot be found with [detect magic](compendium/spells/detect-magic.md) at all. - -### Triggering a Hazard -CRB p. 520 - -If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action. - -#### Reaction or Free Action -CRB p. 520 - -Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round. - -#### Routine -CRB p. 520 - -A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its [Stealth](compendium/skills.md#Stealth) modifier. - -After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard. - -> [!pf2-brown] MONSTERS AND HAZARDS -> -> The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information. -> -> For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has [Thievery](compendium/skills.md#Thievery) listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive. - -#### Resetting a Hazard -CRB p. 520 - -Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again. - -### Disabling a Hazard -CRB p. 521 - -The most versatile method for deactivating traps is the Disable a Device action of the [Thievery](compendium/skills.md#Thievery) skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with [Nature](compendium/skills.md#Nature) or [Survival](compendium/skills.md#Survival), and haunts can often be overcome with [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion). The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill. - -A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset. - -For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it. - -A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard. - -Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component. - -#### Damaging a Hazard -CRB p. 521 - -Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.) - -Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses. - -##### Attacking a Hazard -CRB p. 521 - -If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks. - -##### Repairing a Hazard -CRB p. 521 - -You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage. - -#### Counteracting a Magical Hazard -CRB p. 521 - -Some magical hazards can be counteracted using [dispel magic](compendium/spells/dispel-magic.md) and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard. - -### Hazard Experience -CRB p. 521 - -Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP. - -![Hazard XP](rules/tables/hazard-xp.md) - -### Hazard Format -CRB p. 522 - -Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block. - -```ad-pf2-note -title: Hazard Name *Hazard [Level]* -traits - -This entry lists the [Stealth](compendium/skills.md#Stealth) modifier for a complex hazard's initiative or the [Stealth](compendium/skills.md#Stealth) DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If [detect magic](compendium/spells/detect-magic.md) can be used to detect the hazard, this information is located here as well. - -This explains what the hazard looks like and might include special rules. - -The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses. - -the hazard's AC - -the hazard's saves. Usually only haunts are subject to Will saves. - -the hazard's Hardness - -the hazard's Hit Points, with its Broken Threshold in parentheses - -the hazard's immunities - -the hazard's weaknesses, if any - -the hazard's resistances, if any - -[R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") or [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") This is the reaction or free action the hazard uses - -The trigger that sets off the hazard appears here - -For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a - -This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word "Routine" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry. - -Any action the hazard can use appears here. Typically, this is a melee or ranged attack. - -If the hazard can be reset, that information is here. -``` - -#### Level -CRB p. 522 - -The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level. - -#### Traits -CRB p. 522 - -The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait. - -#### Stealth or Stealth DC -CRB p. 522 - -Complex hazards list their [Stealth](compendium/skills.md#Stealth) modifier, which they use for initiative, instead of their [Stealth](compendium/skills.md#Stealth) DC. If you need the DC, it's equal to this modifier + 10. - -### Hazards -CRB p. 526 - -> [!pf2-note] -> To view all Hazards, please view the Hazards page. - -> [!pf2-brown] UPGRADED SUMMONING RUNES -> -> You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level. -> -> Use [Table 10–5: DCs by Level](rules/tables/dcs-by-level.md) to determine the [Thievery](compendium/skills.md#Thievery) DC and spell DC, using the trap's level and applying a [hard adjustment](rules/tables/dc-adjustments.md) (+2). The [Stealth](compendium/skills.md#Stealth) modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in [Perception](compendium/skills.md#Perception) to find, and they might require a higher proficiency rank in [Thievery](compendium/skills.md#Thievery) to disable. \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/chapter-11-crafting-treasure.md b/content/Mechanics/Rules/core-rulebook/chapter-11-crafting-treasure.md deleted file mode 100644 index c5b086f54..000000000 --- a/content/Mechanics/Rules/core-rulebook/chapter-11-crafting-treasure.md +++ /dev/null @@ -1,888 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["chapter-11-crafting-treasure"] ---- -# Chapter 11: Crafting & Treasure -CRB p. 531 - -Treasure comes in all sorts of forms, from humble copper coins to incredibly powerful and valuable magic items. - -The GM controls the flow of items in the game as the PCs win them through adventures, find them for purchase, or acquire the formulas to make the items themselves. - -Items can support characters by granting bonuses to their statistics, allowing them to cast more spells, and creating all sorts of effects that can't be achieved in any other way. - -Magic items come in many varieties, from enchanted swords that can harm even incorporeal undead to containers that can store a king's ransom within a tiny space; many are permanent items that can be used repeatedly. Alchemical items, by contrast, are not intrinsically magical and are often consumed when used. Both have a variety of uses, from curing the sick to lighting foes on fire. Some treasures are neither magical nor alchemical, but are instead crafted from precious materials or using specialized expertise. - -This chapter provides rules for using different kinds of items encountered in the game. Rules for distributing treasure and creating treasure hoards can be found on page 508 of Chapter 10: Game Mastering. - -- **Using Items**, beginning below, describes how to activate items and explains the statistics for items. -- **Table 11–1: Treasure by Level**, lists the options for treasures, arranged by level, category, and Price. -- The catalog of items, which begins on page 543, presents descriptions and rules for all sorts of different treasures that can appear in the game, sorted by category (page 533 has a list of key categories and subcategories). This also includes a section on precious materials found in the game world, which can give items unusual properties. - -## Using Items -CRB p. 531 - -This section presents the rules for how characters use alchemical items, magic items, and other special items during play. - -The myriad types of items give their powerful boons in different ways. Some function automatically, while others need to be activated. While you need only swing a greataxe to scorch foes, you need to invest a [diadem of intellect](compendium/equipment/items/diadem-of-intellect.md) for it to work, imbibe an [elixir of life](compendium/equipment/items/elixir-of-life.md) to heal yourself, activate [slippers of spider climbing](compendium/equipment/items/slippers-of-spider-climbing.md) to walk up a wall, activate your [mail of luck](compendium/equipment/items/mail-of-luck.md) to protect yourself, and [Cast a Spell](rules/actions/cast-a-spell.md) using a magical scroll. - -## Constant Abilities -CRB p. 531 - -Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an [everburning torch](compendium/equipment/items/everburning-torch.md) always sheds light, and a [flaming](compendium/equipment/items/flaming.md) weapon deals fire damage every time it deals damage. - -## Investing Magic Items -CRB p. 531 - -Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the invested trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they're invested. If you don't have an item invested, these abilities don't work. If an invested item can be activated, you must have invested the item to activate it. - -You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear. - -You can still gain the mundane benefits of an item if you don't invest it. A suit of _+1 resilient armor_ still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and [winged boots](compendium/equipment/items/winged-boots.md) still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested. - -![Invest an Item](rules/actions/invest-an-item.md) - -## Activating Items -CRB p. 532 - -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](rules/actions/activate-an-item.md) 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. - -![Activate an Item](rules/actions/activate-an-item.md) - -> [!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 -CRB p. 533 - -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 -CRB p. 533 - -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 -CRB p. 533 - -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 -CRB p. 533 - -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 -CRB p. 533 - -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 -CRB p. 533 - -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. - -> [!pf2-brown] ITEM CATEGORIES -> -> Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category. -> -> - **Alchemical Items** are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools. -> - **Ammunition**, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition. -> - **Apex Items** are a subcategory of worn items of a high level that increase an ability score. -> - **Armor** includes the rules for basic magical armor as well as special suits of armor. -> - **Companion Items** are a category of worn items meant for animal companions and mounts. -> - **Consumables** are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately. -> - **Held Items** include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons. -> - **Materials** can be used to make items with unique properties and other advantages. -> - **Oils** are consumables applied to the surface of an object or person. -> - **Potions** are consumable magical liquids you drink to activate. -> - **Runes** modify armor and weapons when etched onto them. This section includes fundamental runes for weapons (weapon potency and striking) and armor (armor potency and resilient). -> - **Scrolls** are consumables that allow spellcasters to cast more spells. -> - **Shields** include more durable shields and ones with special magical powers. -> - **Snares** are single-use traps typically made by rangers. -> - **Staves** provide flexible spellcasting options. -> - **Structures** include buildings, tents, and other larger items. -> - **Talismans** are consumables that are affixed to items and then activated for a one-time combat or physical benefit. -> - **Wands** hold a spell of the crafter's choice, and can be used to repeatedly cast that spell. -> - **Weapons** include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons. -> - **Worn Items** consist of a vast collection of clothing and other items you wear on your body. - -### Sustaining Activations -CRB p. 533 - -Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration. - -![Sustain an Activation](rules/actions/sustain-an-activation.md) - -### Dismissing Activations -CRB p. 534 - -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. - -![Dismiss](rules/actions/dismiss.md) - -## Reading Items -CRB p. 534 - -Hundreds of items lie ahead. Each item is presented in a stat block, much like spells or feats. The example below shows the structure of an item stat block and gives a brief description of each entry. Entries appear only when applicable, so not all items will have every entry described here. Detailed rules governing aspects of the stat block specific to items appear after the stat block. - -> [!pf2-brown] ITEM RARITY -> -> Like many other aspects of the rules, items have rarities. -> -> Player characters might find uncommon magic items for sale, but only infrequently and often by private sellers or in clandestine markets. Their formulas are often guarded and not readily available. Unless the GM decides otherwise, a character cannot purchase rare items, and their formulas are lost to time. -> -> Rarities for uncommon and rare treasures are indicated by the first trait in the stat block. Unique items are indicated in the same way, though there are none in this book. - -```ad-pf2-note -title: Item Name *Item [Level]* -traits - -This entry lists the item's Price. An item that has multiple types includes Price for each type in its entry. - -Magic ammunition lists the types of ammunition available for that kind of item. - -This entry describes whether the item is held, worn, or affixed to or etched onto another item - -The item's Bulk is listed here (the rules for Bulk appear on page 271). Runes don't have a Bulk entry. - -The number of actions needed to Activate the Item appear here, followed by the components in parentheses. You can find activation rules on page 532. This entry appears here for consumables and lower in the stat block for permanent items that can be activated. This section might also have Frequency, Trigger, or Requirements entries as necessary. - -This entry appears if the item's effect is delayed, which most often occurs with alchemical poisons. The onset is the amount of time that elapses between when a character Activates an Item and any effect occurs. - -The section after the line describes the item and its constant abilities. If the item can be activated and doesn't have an Activate entry above, that entry appears here in a paragraph beginning with "Activate." - -If multiple types of the item exist, entries here indicate the name of each type, its level, its Price, and any other relevant details or alterations from the above description. - -An item that has special requirements to be Crafted details those requirements here. -``` - -### Level -CRB p. 534 - -An item's level indicates what level of adventurer the item is best suited for. There's no limit to the items a character can use, though. A 3rd-level character who finds an item of 4th level or higher while adventuring can use it normally. Likewise, they can purchase the item if they can find it for sale and can afford it. - -When making items, a character's level must be equal to or higher than the item's level in order to Craft it. In addition to anything listed in the Craft Requirements entry in the item's stat block, the crafter must have the appropriate skill proficiencies and feats, as well as the item's formula; see the Craft activity on page 244 for more information about these requirements. - -#### Multiple Types -CRB p. 534 - -If multiple types of an item exist, the title line gives the minimum level followed by a plus symbol ("+"). The description includes information on the base version of the item, and the Type entries at the bottom of the stat block lists the specifics for each version, including the level, Price, and any modified or added abilities of the different types. - -For some items, the types listed are upgrades to the base item. For other items, such as aeon stones and wondrous figurines, each type is distinct from the others. - -### Price -CRB p. 535 - -If an item is available for purchase, a character can typically buy it for the listed Price, and the character uses this Price when they use the Craft activity to make the item. If a character wants to sell an item, they can sell it for half its Price (or full Price, if the item was made on commission), assuming they're able to find a buyer. The GM determines whether a buyer is available. - -### Usage -CRB p. 535 - -An item's stat block includes a Usage entry that indicates whether a character must be holding or wearing the item in order to use it, or whether she instead must have it etched or affixed onto another item. - -#### Held or Worn -CRB p. 535 - -If a character must wield the item to use it, this entry in the item's stat block lists the word "held" along with the number of hands the character must use when wielding the item, such as "held in 1 hand." The rules for carrying and using items are provided on page 271. - -An item that needs to be worn to function lists "worn" as its usage. This is followed by another word if the character is limited to only one of that type of item. For instance, a character can wear any number of rings, so the entry for a ring would list only "worn." However, if the Usage entry were "worn cloak," then a character couldn't wear another cloak on top of that one. It's assumed that items are meant to be worn by humanoids; any item that can or must be worn by a different type of creature either states this in its description or has the companion trait. Most magic items a character must wear have the invested trait, as described on page 531. - -#### Affixed or Etched -CRB p. 535 - -Some items enhance other items. Talismans function only if affixed to other items. They have a Usage entry indicating the type or types of items to which a character can attach them, such as "affixed to armor." Rules for affixing a talisman are on page 565. - -Runes must be etched onto permanent items, such as armor, weapons, or [runestones](compendium/equipment/items/runestone.md) (found on page 571) to grant their benefit. Adding or transferring a rune takes downtime to accomplish. The Usage entry indicates the type or types of items a rune can be etched into, such as "etched onto a weapon." More information about etching runes is on page 580. - -> [!pf2-brown] NOTABLE ITEM TRAITS -> -> The following traits apply to items. Some specific categories of item have special traits—such as elixir or scroll—described in their sections. -> -> **[Alchemical](rules/traits/alchemical.md "Alchemical Item Trait"):** Alchemical items are powered by the reactions of alchemical reagents. Alchemical items aren't magical, and they don't radiate a magical aura. Characters can Craft these items only if they have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat (page 258). -> -> **[Consumable](rules/traits/consumable.md "Consumable Item Trait"):** An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation, though, part of it might be recoverable for other purposes. -> -> For instance, while a potion is consumable, the vial it comes in is not destroyed when you drink it. Consumable items include alchemical items (page 543) as well as ammunition oils, potions, scrolls, snares, talismans, and other magical consumables (which begin on page 559). -> -> When a character creates consumable items, she can make them in batches of four, as described in Consumables and Ammunition (page 245). -> -> **[Focused](rules/traits/focused.md "Focused Item Trait"):** An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items, no matter how many focused items you have. -> -> **[Invested](rules/traits/invested.md "Invested Item Trait"):** 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, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off a character's head). -> -> **Magical:** Items with this trait are imbued with magical energies. Each one radiates a magic aura infused with its dominant school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation; these are described on pages 297 –298). -> -> A character can craft these items only if she has the Magical [Crafting](compendium/skills.md#Crafting) feat (page 263). -> -> Some items are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicates that the item is magical. - -### Craft Requirements -CRB p. 535 - -An item might require the crafter to provide specific raw materials, supply spells, have a certain alignment, or meet other special requirements to Craft it. These appear in the Craft Requirements entry of the stat block. Every item also has default requirements, as listed in the Craft activity on page 244. In addition, creating alchemical items requires the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat (page 258), creating magic items requires the Magical [Crafting](compendium/skills.md#Crafting) feat (page 263), and crafting snares requires the Snare [Crafting](compendium/skills.md#Crafting) feat (page 266). Finally, crafting higher-level items requires greater proficiency in [Crafting](compendium/skills.md#Crafting). Unless stated otherwise, creating items of 9th level and higher requires you to have the master proficiency rank in [Crafting](compendium/skills.md#Crafting), and items of 16th level and higher require legendary [Crafting](compendium/skills.md#Crafting). - -The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn't upgrade a clear spindle aeon stone into an orange prism aeon stone. The cost for this upgrade is the full difference in Price between the items, and the [Crafting](compendium/skills.md#Crafting) check uses a DC for the item's new level. - -## Alchemical Items -CRB p. 543 - -Alchemical items are not magical. They instead use the properties of volatile chemicals, exotic minerals, potent plants, and other substances, collectively referred to as alchemical reagents. As such, alchemical items don't radiate magical auras, and they can't be dismissed or affected by [dispel magic](compendium/spells/dispel-magic.md). Their effects last for a set amount of time or until they are countered in some way, typically physically. - -Sometimes the reactions of alchemical reagents create effects that seem magical, and at other times they straddle the line between purely reactive and the inexplicable. - -Alchemists can infuse reagents with some of their own essence, allowing them to efficiently create short-lived alchemical items at no monetary cost. Even in these cases, alchemical items don't radiate magic auras, instead using the alchemist's infused essence as one additional catalyst for the item's alchemical effects. - -Rules for creating alchemical items are found in the Craft activity on page 244, and you must have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat to use [Crafting](compendium/skills.md#Crafting) to create alchemical items. Critically failing a [Crafting](compendium/skills.md#Crafting) check to make alchemical items often causes a dangerous effect, such as an explosion for a bomb or accidental exposure for a poison, in addition to losing some of the materials. - -Some alchemical items have additional requirements beyond those stated in the Craft activity; these items list their requirements in a Craft Requirements entry. - -All alchemical items have the alchemical trait. Most also have the consumable trait, which means that the item is used up once activated. The bomb, elixir, and poison traits indicate special categories of alchemical items, each of which is described on the following pages. Alchemical items without any of these traits are called alchemical tools, and are described further on page 554. - -This section contains the following subcategories. - -Special rules appear at the start of the relevant section. - -- **Alchemical bombs** appear on page 544. -- **Alchemical elixirs** are listed on page 546. -- **Alchemical poisons** begin on page 550. -- **Alchemical tools** can be found on page 554. - -### Alchemical Bombs -CRB p. 543 - -An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects. Bombs have the bomb trait. - -Bombs are martial thrown weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, [Strikes](rules/actions/strike.md) to throw alchemical bombs gain the manipulate trait. The bomb is activated when thrown as a Strike—you don't have to activate it separately. - -#### Splash Trait -CRB p. 543 - -Most bombs also have the splash trait. When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed [splash](rules/traits/splash.md "Splash Weapon Trait") damage. On a critical failure, the bomb misses entirely, dealing no damage. Add [splash](rules/traits/splash.md "Splash Weapon Trait") damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply [splash](rules/traits/splash.md "Splash Weapon Trait") damage on a critical hit. - -For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 [persistent acid damage](rules/conditions.md#Persistent%20Damage), and 1 acid [splash](rules/traits/splash.md "Splash Weapon Trait") damage. All other creatures within 5 feet of it take 1 acid [splash](rules/traits/splash.md "Splash Weapon Trait") damage. On a critical hit, the target takes 2 acid damage and 2d6 [persistent acid damage](rules/conditions.md#Persistent%20Damage), but the [splash](rules/traits/splash.md "Splash Weapon Trait") damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 [splash](rules/traits/splash.md "Splash Weapon Trait") damage. If you critically fail, no one takes any damage. - -### Alchemical Elixirs -CRB p. 546 - -Elixirs are alchemical liquids that are used by drinking them. They have the elixir trait. These potent concoctions grant the drinker some alchemical benefits. While all elixirs follow the same general rules, mutagens (described below) have additional rules that apply to their use. - -#### Activating Elixirs -CRB p. 546 - -You usually Interact to activate an elixir as you drink it or feed it to another creature. You can feed an elixir only to a creature within reach that is either willing or unable to prevent you from doing so. You usually need only one hand to consume an elixir or feed it to another creature. - -#### Mutagens -CRB p. 546 - -These elixirs, indicated by the mutagen trait, temporarily transmogrify the subject's body and alter its mind. Typically, only alchemists have the expertise to craft mutagens, and some say they are the only ones reckless enough to use them. - -A mutagen always conveys one or more beneficial effects (listed in the Benefit entry) and one or more detrimental effects (shown in the Drawback entry). Mutagens are polymorph effects (page 301), and a subsequent polymorph effect attempts to counteract an existing effect; the counteract check for a mutagen uses the item's level and a modifier equal to that level's DC – 10, as found on [Table 10–5: DCs by Level](rules/tables/dcs-by-level.md). - -### Alchemical Poisons -CRB p. 550 - -Alchemical poisons are potent toxins distilled or extracted from natural sources and made either stronger or easier to administer. Each poison's stat block includes the Price and features for a single dose. Poison doses are typically kept in a vial or some other type of safe and secure container. - -Applying alchemical poisons uses Interact actions. A poison typically requires one hand to pour into food or scatter in the air. Applying a poison to a weapon or another item requires two hands, with one hand holding the weapon or item. The Usage entry for a poison indicates the number of hands needed for a typical means of application, but the GM might determine that using poisons in other ways functions differently. - -The full rules for how poisons and other afflictions work begin on page 457. A creature attempts the listed saving throw as soon as it's exposed to the poison; on a failed save, the creature advances to stage 1 of the poison after any listed onset time elapses. - -Some poisons have the virulent trait. This means the poison is harder to remove once it has taken effect; see Virulent Afflictions on page 458. - -#### Method of Exposure -CRB p. 550 - -Each alchemical poison has one of the following traits, which define how a creature can be exposed to that poison. - -**Contact:** A contact poison is activated by applying it to an item or directly onto a living creature's skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute. - -**Ingested:** An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creature's mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day. - -**Inhaled:** 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. - -**Injury:** An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected. - -### Alchemical Tools -CRB p. 554 - -Alchemical tools are consumable items you don't drink. - -## Armor -CRB p. 555 - -Suits of armor can be crafted from precious materials or infused with magic to grant them abilities exceeding those of typical armor. Many suits of magic armor are created by etching runes onto them, as described on page 580. - -The magic armor stat block lists the Price and attributes of the most common armors you can make with fundamental runes. Other special suits of armor might be made of precious materials, and some are specially crafted items all on their own. - -### Precious Material Armor -CRB p. 555 - -Suits of armor made of precious materials are more expensive and sometimes grant special effects. - -You can make leather armor out of dragonhide, wooden armor out of darkwood, and metal armor out of any precious materials except for darkwood. Because armor's Bulk is reduced when the armor is worn, use its carried Bulk when determining its material Price. (Materials are on page 577.) - -### Basic Magic Armor -CRB p. 556 - -The most common special armors are suits of armor with some combination of armor potency and resilient runes. - -The following stat block provides a quick reference for these types of armor. - -### Specific Magic Armor -CRB p. 557 - -These suits of armor have abilities far different from what can be gained by etching runes. A specific magic armor lists its fundamental runes, which you can upgrade, add, or transfer as normal. You can't etch or transfer any property runes onto a specific armor that it doesn't already have or remove its property runes. - -## Consumables -CRB p. 559 - -This section includes magic items with the consumable trait. An item with this trait can be used only once. Unless stated otherwise, it is destroyed after activation. When a character creates consumable items, they can make them in batches of four, as described in the Craft activity. - -Consumables includes the following subcategories, with any special rules appearing at the start of the section. - -- **Ammunition** begins on this page. -- **Oils** appear on page 561. -- **Potions** are described on page 562. -- **Scrolls** are listed on page 564. -- **Talismans** begin on page 565. -- **Other Consumables** begins on page 570. - -### Ammunition -CRB p. 559 - -These magic items are ammunition for ranged weapons. - -Each item's stat block includes an Ammunition entry that lists which type of ammunition it can be Crafted as, or "any" if it's not limited to any particular type. All stat blocks for ammunition omit the Usage and Bulk entries; use the standard rules in Chapter 6: Equipment for the type of ammunition to determine reloading times and Bulk. - -When using magic ammunition, use your ranged weapon's fundamental runes to determine the attack modifier and damage dice. Don't add the effects of your weapon's property runes unless the ammunition states otherwise—the ammunition creates its own effects. Magic ammunition deals damage on a hit normally in addition to any listed effects unless its description states otherwise. - -Regardless of whether an attack with magic ammunition hits or misses, launching the ammunition consumes its magic. Magic ammunition is made of normal materials, not precious materials, unless stated otherwise. - -#### Activated Ammunition -CRB p. 559 - -If magic ammunition doesn't have an Activate entry, it's activated automatically when it's launched. Types of magic ammunition that have an Activate entry must be activated with additional actions before being used. Once you activate the ammunition, you must shoot it before the end of your turn. Otherwise, it deactivates (but it isn't consumed) and you must activate it again before you can use it. If you shoot the ammunition without activating it first, it functions as non-magical ammunition and is still consumed. - -The action required to activate the ammunition doesn't alter how many actions it takes to reload. For example, you could activate a [beacon shot](compendium/equipment/items/beacon-shot.md) arrow by touching it with 1 action, then draw and shoot the arrow as part of a [Strike](rules/actions/strike.md) as normal. For a [beacon shot](compendium/equipment/items/beacon-shot.md) bolt, you could activate it, load it into a crossbow, then shoot it, or load it into the crossbow, then activate it, and then shoot it. - -### Oils -CRB p. 561 - -Oils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process. They have the oil trait. Applying an oil usually takes two hands: one to hold the jar containing the oil, and another to extract the oil and apply it. You can only apply an oil to an item or creature within your reach. Because the process is so thorough, it is usually impossible to apply an oil to an unwilling target or an item in the possession of an unwilling target unless that target is paralyzed, petrified, or unconscious. - -### Potions -CRB p. 562 - -A potion is a magical liquid activated when you drink it, which uses it up. Potions have the potion trait. You can activate a potion with an Interact action as you drink it or feed it to another creature. You can feed a potion only to a creature that is within reach and willing or otherwise so helpless that it can't resist. You usually need only one hand to consume a potion or feed it to another creature. - -### Scrolls -CRB p. 564 - -A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of [magic missile](compendium/spells/magic-missile.md) (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level. - -If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single [Recall Knowledge](rules/actions/recall-knowledge.md) action and automatically succeed at identifying the scroll's spell. If it's not, you must use [Identify Magic](rules/actions/identify-magic.md) to learn what spell the scroll holds. - -#### Casting a Spell from a Scroll -CRB p. 564 - -[Casting a Spell](rules/actions/cast-a-spell.md) from a scroll requires holding the scroll in one hand and activating it with a [Cast a Spell](rules/actions/cast-a-spell.md) activity using the normal number of actions for that spell. - -To [Cast a Spell](rules/actions/cast-a-spell.md) from a scroll, the spell must appear on your spell list. Because you're the one [Casting the Spell](rules/actions/cast-a-spell.md), use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal). - -Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when [Casting a Spell](rules/actions/cast-a-spell.md) from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to [Cast the Spell](rules/actions/cast-a-spell.md) from a scroll. - -#### Scroll Statistics -CRB p. 564 - -All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated. - -#### Varying Statistics -CRB p. 565 - -Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to [Cast the Spell](rules/actions/cast-a-spell.md) are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity. - -The traits for a scroll vary based on the spell it contains. - -A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. - -![Scroll Statistics](rules/tables/scroll-statistics.md) - -#### Crafting a Scroll -CRB p. 565 - -The process to [Craft](rules/actions/craft.md) a scroll is much like that to [Craft](rules/actions/craft.md) any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either [Cast that Spell](rules/actions/cast-a-spell.md) during the crafting process, or someone else must do so in your presence. [Casting that Spell](rules/actions/cast-a-spell.md) doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot. - -You can't [Craft](rules/actions/craft.md) a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to Craft scrolls. - -Like other consumables, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted. - -#### Sample Scrolls -CRB p. 565 - -A wide variety of spells can appear on scrolls. The following specific scrolls are just examples. - -```ad-embed-item -title: Scroll of Illusory Disguise -collapse: closed -# Scroll of Illusory Disguise *Item 1* -[consumable](rules/traits/consumable.md "Consumable Item Trait") [illusion](rules/traits/illusion.md "Illusion School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scroll](rules/traits/scroll.md "Scroll Item Trait") - -- **Price** 3 gp -- **Craft Requirements** Supply one casting of illusory disguise. -- **Bulk** L; **Usage** held in 1 hand -- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) - -This scroll can cast [illusory disguise](compendium/spells/illusory-disguise.md) as a 1st-level spell. - - ---- -*Source: Core Rulebook p. 565* -``` - -```ad-embed-item -title: Scroll of Glitterdust -collapse: closed -# Scroll of Glitterdust *Item 3* -[consumable](rules/traits/consumable.md "Consumable Item Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [magical](rules/traits/magical.md "Magical Item Trait") [scroll](rules/traits/scroll.md "Scroll Item Trait") - -- **Price** 12 gp -- **Craft Requirements** Supply one casting of glitterdust. -- **Bulk** L; **Usage** held in 1 hand -- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) - -This scroll can be used to cast [glitterdust](compendium/spells/glitterdust.md) as a 2nd-level spell. - - ---- -*Source: Core Rulebook p. 565* -``` - -### Talismans -CRB p. 565 - -An item with the talisman trait is a magical charm, gem, stone, or other small object affixed to armor, a shield, or a weapon (called the affixed item). Each talisman holds a sliver of combat knowledge or magical energy that can be unleashed for a momentary boost of power or enhanced ability. Many talismans can be activated as a free action when you use a particular action or activity. A talisman is a consumable item and has the talisman trait. - -You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently, usually crumbling into a fine dust. - -#### Affixing a Talisman -CRB p. 565 - -Each talisman's stat block indicates the type of item it can be affixed to. Affixing or removing requires using the [Affixing the Talisman](rules/actions/affix-a-talisman.md) activity. A single talisman can be affixed to only one item at a time, and an item can have only one talisman affixed to it at a time without suppressing them all. - -![Affix a Talisman](rules/actions/affix-a-talisman.md) - -#### Talismans -CRB p. 565 - -These are but a few of the talismans available. - -### Other Consumables -CRB p. 570 - -Though many consumables are grouped into specific categories, such as potions and talismans, some consumables don't fit into those categories. - -## Held Items -CRB p. 572 - -These items need to be held to use them. Weapons, wands, and staves follow special rules and have their own sections. - -## Materials -CRB p. 577 - -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](compendium/skills.md#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 -CRB p. 577 - -Table 11–4 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](rules/tables/material-hardness-hit-points-and-broken-threshold.md) - -### Precious Materials -CRB p. 577 - -Materials with the precious 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 -CRB p. 578 - -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. - -## Runes -CRB p. 580 - -Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items. - -Runes must be physically engraved on items through a special process to convey their effects. They take two forms: - -fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a weapon potency rune adds a bonus to a weapon's attack rolls, and the striking rune adds extra weapon damage dice. An armor potency rune increases the armor's item bonus to AC, and the resilient rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks. - -The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the +1 weapon potency rune were upgraded to a +2 weapon potency rune. Since the striking and resilient runes are fundamental runes, they don't count against this limit. - -An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a longsword or chain mail. - -Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a mace (a 4th-level item) with a [disrupting](compendium/equipment/items/disrupting.md) rune (a 5th-level rune) would be a 5th-level item. - -Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories. - -### Investiture -CRB p. 580 - -If a suit of armor has any runes, it has the [invested](rules/traits/invested.md "Invested Item Trait") trait, requiring you to invest it to get its magical benefits. - -### Rune Formulas -CRB p. 580 - -The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an item formula. - -### The Etching Process -CRB p. 580 - -Etching a rune on an item follows the same process as using the [Craft](rules/actions/craft.md) activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune, including being able to craft magic items. The rune has no effect until you complete the [Craft](rules/actions/craft.md) activity. You can etch only one rune at a time. - -#### Transferring Runes -CRB p. 580 - -You can transfer runes between one item and another, including a [runestone](compendium/equipment/items/runestone.md). This also uses the [Craft](rules/actions/craft.md) activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property). - -If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your [Crafting](rules/actions/craft.md) check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them. - -The DC of the [Crafting](compendium/skills.md#Crafting) check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a [runestone](compendium/equipment/items/runestone.md), which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft. - -### Fundamental Runes -CRB p. 580 - -Four fundamental runes produce the most essential magic of protection and destruction: armor potency and resilient runes for armor, and weapon potency and striking runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556). - -An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its striking or resilient rune when you can afford to. - -![Fundamental Runes](rules/tables/fundamental-runes.md) - -> [!pf2-brown] SPECIFIC ARMOR AND WEAPONS -> -> Unlike armor and weapons enhanced with runes, specific armor and weapons (such as [ghoul hide](compendium/equipment/items/ghoul-hide.md) or a [holy avenger](compendium/equipment/items/holy-avenger.md)) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes. - -> [!pf2-brown] RUNE TRANSFER EXAMPLES -> -> You could transfer a [flaming](compendium/equipment/items/flaming.md) rune from a greatsword to a longsword, resulting in a longsword and a greatsword. You could swap the weapon potency runes from a longsword and a greatsword, resulting in a longsword and a greatsword. However, you couldn't swap a +1 weapon potency rune from one weapon with a [flaming](compendium/equipment/items/flaming.md) property rune from another weapon, as the two runes don't have the same form. -> -> When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items. -> -> For example, a +2 weapon can hold two property runes. If you transferred a [flaming](compendium/equipment/items/flaming.md) rune from a rapier to a warhammer, you would decide whether you wanted to end up with a rapier and a warhammer or a rapier and a warhammer. - -> [!pf2-brown] UPGRADING ARMOR AND WEAPON RUNES -> -> You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon. -> -> ![Armor Upgrade Prices](rules/tables/armor-upgrade-prices.md) -> -> ![Weapon Upgrade Price](rules/tables/weapon-upgrade-price.md) -> - -### Property Runes -CRB p. 582 - -Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune. - -Rune abilities that must be activated follow the rules for activating magic items on page 532. - -## Shields -CRB p. 586 - -All magic shields are specific items with a wide variety of protective effects, as described in their entries. Unlike magic armor, magic shields can't be etched with runes. - -### Precious Material Shields -CRB p. 586 - -Shields made of precious materials are more expensive and have different durabilities. You can make bucklers and most shields out of any of these precious materials, but only darkwood can be used to make tower shields. - -### Specific Shields -CRB p. 587 - -These shields have unique abilities that differentiate them from their typical counterparts. - -## Snares -CRB p. 589 - -Snares are small annoyances and simple traps you can create using the [Crafting](compendium/skills.md#Crafting) skill if you have the Snare [Crafting](compendium/skills.md#Crafting) feat (page 266). Creating a snare requires a snare kit (page 291) and an amount of raw materials worth the amount listed in the snare's Price entry. Unlike other items, found snares cannot be collected or sold in their complete form. Snares have the snare trait. - -### Crafting Snares -CRB p. 589 - -A snare is built within a single 5-foot square. Once constructed, it can't be moved without destroying (and often triggering) the snare. - -You must have the Snare [Crafting](compendium/skills.md#Crafting) feat to create snares. You can spend 1 minute to Craft a snare at its listed Price. If you want to Craft a snare at a discount, you must spend downtime as described in the Craft activity. Some snares have additional requirements beyond those stated in the Craft activity; these snares list their requirements in a Craft Requirements entry. - -### Detecting Snares -CRB p. 589 - -Creatures can detect snares as they would any trap or hazard (as described on page 520), using the creator's [Crafting](compendium/skills.md#Crafting) DC as the snare's [Stealth](compendium/skills.md#Stealth) DC. As you become better at creating snares, your snares become harder to detect by those with lesser ability. If you are an expert in [Crafting](compendium/skills.md#Crafting), only a creature that is trained in Perception can find your snares; if you are a master in [Crafting](compendium/skills.md#Crafting), only a creature that is an expert in Perception can find your snares; and if you are legendary in [Crafting](compendium/skills.md#Crafting), only a creature that is a master in Perception can find your snares. - -If your proficiency rank is expert or better in [Crafting](compendium/skills.md#Crafting), only creatures actively searching can find your snares. - -### Triggering Snares -CRB p. 589 - -Unless stated otherwise in a snare's description, when a Small or larger creature enters a snare's square, the snare's effect occurs and then the snare is destroyed. - -### Disabling Snares -CRB p. 589 - -Once a creature discovers a snare, it can disable it much like it can other physical traps, using the Disable a Device action of the [Thievery](compendium/skills.md#Thievery) skill and using the [Crafting](compendium/skills.md#Crafting) DC of the snare's creator as the DC. As you become better at creating snares, your snares become harder to disable by those with lesser ability. If you are an expert in [Crafting](compendium/skills.md#Crafting), only a creature that is trained in [Thievery](compendium/skills.md#Thievery) can disable them; if you are a master in [Crafting](compendium/skills.md#Crafting), only a creature that is an expert in [Thievery](compendium/skills.md#Thievery) can disable them; and if you are legendary in [Crafting](compendium/skills.md#Crafting), only a creature that is a master in [Thievery](compendium/skills.md#Thievery) can disable them. - -You can automatically disarm a snare that you personally Crafted without triggering it by spending an Interact action while adjacent to the snare. - -## Staves -CRB p. 592 - -A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait. - -### Casting Spells from a Staff -CRB p. 592 - -A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can [Cast a Spell](rules/actions/cast-a-spell.md) from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. [Casting a Spell](rules/actions/cast-a-spell.md) from a staff requires holding the staff (typically in one hand) and [Activating](rules/actions/activate-an-item.md) the staff by [Casting the Spell](rules/actions/cast-a-spell.md), which takes the spell's normal number of actions. - -Use your spell attack roll and spell DC when [Casting a Spell](rules/actions/cast-a-spell.md) from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it. - -Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below). - -#### Casting Cantrips from a Staff -CRB p. 592 - -If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast. - -### Preparing a Staff -CRB p. 592 - -During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list. - -#### Prepared Spellcasters -CRB p. 592 - -A prepared spellcaster—such as a cleric, druid, or wizard—can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell. - -#### Spontaneous Spellcasters -CRB p. 592 - -A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster - -### Attacking with a Staff -CRB p. 592 - -Staves are also [staff](compendium/equipment/items/staff.md) weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities. - -## Structures -CRB p. 596 - -These items create structures of significant size, typically by growing from their more manageable, normal forms. - -All these items have the structure trait, described in the sidebar below. - -> [!pf2-brown] THE STRUCTURE TRAIT -> -> An item with the structure trait creates a magical building or other structure when activated. The item must be activated on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can't be created on water or other nonsolid surfaces. If activated on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure's foundation (if any) reaches the solid ground. If an item with this trait is activated on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, the structure begins to sink or collapse. -> -> The structure doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when the item is activated ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the activation ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure. - -## Wands -CRB p. 597 - -Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands. - -If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single [Recall Knowledge](rules/actions/recall-knowledge.md) action and automatically succeed. - -If it's not, you must [Identify Magic](rules/actions/identify-magic.md). - -### Casting Spells from a Wand -CRB p. 597 - -A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a [Cast a Spell](rules/actions/cast-a-spell.md) activity using the normal number of actions for the spell. - -To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition. - -A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand. - -#### Overcharging a Wand -CRB p. 597 - -After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. [Cast the Spell](rules/actions/cast-a-spell.md) again, then roll a DC 10 flat check. On a success, the wand is broken. - -On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast. - -### Wand Statistics -CRB p. 597 - -A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell. - -#### Varying Statistics -CRB p. 597 - -Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577). - -> [!pf2-brown] EXAMPLE WAND -> -> This example magic wand (generic) has the [heal](compendium/spells/heal.md) spell. -> -> ````ad-embed-item -> title: Wand of Heal -> collapse: closed -> # Wand of Heal *Item 3+* -> [magical](rules/traits/magical.md "Magical Item Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [positive](rules/traits/positive.md "Positive Energy & Element Trait") [wand](rules/traits/wand.md "Wand Item Trait") -> -> - **Craft Requirements** Supply a listed-level casting of heal. -> - **Bulk** L; **Usage** held in 1 hand -> -> The golden end caps on this white wooden wand are adorned with ruby cabochons. -> -> ```ad-embed-ability -> title: **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) -> -> - **Frequency**: once per day, plus overcharge -> -> **Effect** You cast a [heal](compendium/spells/heal.md) spell at the indicated level. -> ``` -> -> --- -> -> ### Variants -> -> #### *Item 3* -> -> - **Price**: 60 gp -> -> #### *Item 5* -> -> - **Price**: 160 gp -> -> #### *Item 7* -> -> - **Price**: 360 gp -> -> #### *Item 9* -> -> - **Price**: 700 gp -> -> #### *Item 11* -> -> - **Price**: 1500 gp -> -> #### *Item 13* -> -> - **Price**: 3000 gp -> -> #### *Item 15* -> -> - **Price**: 6500 gp -> -> #### *Item 17* -> -> - **Price**: 15000 gp -> -> #### *Item 19* -> -> - **Price**: 40000 gp -> -> --- -> *Source: Core Rulebook p. 597* -> ```` - -### Crafting a Wand -CRB p. 597 - -For the most part, the process to [Craft](rules/actions/craft.md) a wand is like that to [Craft](rules/actions/craft.md) any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell. - -The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example. - -### Magic Wand -CRB p. 597 - -The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the [magical](rules/traits/magical.md "Magical Item Trait") and [wand](rules/traits/wand.md "Wand Item Trait") traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply "wand of," followed by the spell's name. You only need to learn one 1st-level formula to [Craft](rules/actions/craft.md) a _magic wand_. - -### Specialty Wands -CRB p. 598 - -Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold. - -## Weapons -CRB p. 599 - -Weapons can be crafted from precious materials or infused with magic to grant them powerful and unusual abilities. - -### Precious Material Weapons -CRB p. 599 - -Weapons made of precious materials are more expensive and sometimes have special effects. You can make metal weapons out of any of these materials except darkwood, and wooden weapons out of darkwood. To determine the Price of 10 pieces of ammunition, use the base Price for a single weapon, without adding any extra for Bulk. - -### Basic Magic Weapon -CRB p. 599 - -Many magic weapons are created by etching runes onto them, as described on page 580. The magic weapon stat block covers the Prices and attributes of the most common weapons you can make with only fundamental runes. - -### Specific Magic Weapons -CRB p. 600 - -These weapons have abilities far different from what can be gained by simply etching runes. A specific magic weapon lists its fundamental runes, which you can upgrade, add, or transfer as normal. You can't etch or transfer any property runes onto a specific weapon that it doesn't already have, and you can't remove its property runes. - -## Worn Items -CRB p. 603 - -This section includes magic items you wear. Most have the invested trait, which means you can wear no more than 10 (page 531). Worn items include the following subcategories, with special rules appearing at the start of the section. - -- **Apex Items** on this page. -- **Companion Items** on page 604. -- **Other Worn Items** on page 604. - -### Apex Items -CRB p. 603 - -When you Invest an Item that has the apex trait, it improves one of your ability scores, either increasing it by 2 or to a total of 18, whichever grants the higher score. This gives you all the benefits of the new ability score until the investiture runs out: increasing Intelligence lets you become trained in an additional skill and learn a new language, increasing Constitution gives you more Hit Points, and so on. - -An apex item grants this benefit only the first time it's invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don't gain the ability score increase, though you do gain any other effects of Investing the Item. - -### Companion Items -CRB p. 604 - -You might want to acquire items that benefit an animal or beast that assists you. These items have the companion trait, meaning they function only for animal companions, familiars, and similar creatures. Normally these are the only items a companion can use. Other items can qualify, at the GM's discretion, but an animal can never Activate an Item. - -#### Investing Companion Items -CRB p. 604 - -Any worn companion item needs to be invested. However, your companion needs to invest it rather than you doing so. This requires you to use the Invest an Item activity alongside your companion. A companion has an investiture limit of two items (instead of the 10-item limit a player character has). - -### Other Worn Items -CRB p. 604 - -These are a wide variety of items you wear. Armor appears in its own section on page 555, and apex items that can increase ability scores are on page 603. \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/chapter-2-ancestries-backgrounds.md b/content/Mechanics/Rules/core-rulebook/chapter-2-ancestries-backgrounds.md deleted file mode 100644 index 786667214..000000000 --- a/content/Mechanics/Rules/core-rulebook/chapter-2-ancestries-backgrounds.md +++ /dev/null @@ -1,166 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["chapter-2-ancestries-backgrounds"] ---- -# Chapter 2: Ancestries & Backgrounds -CRB p. 32 - -A character has one ancestry and one background, both of which you select during character creation. You'll also select a number of languages for your character. Once chosen, your ancestry and background can't be changed. - -This chapter is divided into three parts: - -- **Ancestries** express the culture your character hails from. Within many ancestries are heritages—subgroups that each have their own characteristics. An ancestry provides ability boosts (and perhaps ability flaws), Hit Points, ancestry feats, and sometimes additional abilities. -- **Backgrounds**, starting on page 60, describe training or environments your character experienced before becoming an adventurer. Your character's background provides ability boosts, skill training, and a skill feat. -- **Languages**, starting on page 65, let your character communicate with the wonderful and weird people and creatures of the world. - -## Ancestry Entries -CRB p. 32 - -Each entry includes details about the ancestry and presents the rules elements described below (all of these but heritages and ancestry feats are listed in a sidebar). - -### Hit Points -CRB p. 32 - -This tells you how many Hit Points your character gains from their ancestry at 1st level. You'll add the Hit Points from your character's class (including their Constitution modifier) to this number. For more on calculating Hit Points, see Step 7: Record Class Details, on page 25. - -### Size -CRB p. 32 - -This tells you the physical size of members of the ancestry. - -Medium corresponds roughly to the height and weight range of a human adult, and Small is roughly half that. - -### Speed -CRB p. 32 - -This entry lists how far a member of the ancestry can move each time they spend an action (such as Stride) to do so. - -### Ability Boosts -CRB p. 32 - -This lists the ability scores you apply ability boosts to when creating a character of this ancestry. Most ancestries provide ability boosts to two specified ability scores, plus a free ability boost that you can apply to any other score of your choice. For more about ability boosts, see page 20. - -### Ability Flaw -CRB p. 32 - -This lists the ability score to which you apply an ability flaw when creating a character of this ancestry. Most ancestries, with the exception of humans, include an ability flaw. For more about applying ability flaws, see page 20. - -### Languages -CRB p. 32 - -This tells you the languages that members of the ancestry speak at 1st level. If your Intelligence modifier is +1 or higher, you can select more languages from a list given here. More about languages can be found on page 65. - -### Traits -CRB p. 32 - -These descriptors have no mechanical benefit, but they're important for determining how certain spells, effects, and other aspects of the game interact with your character. - -### Special Abilities -CRB p. 32 - -Any other entries in the sidebar represent abilities, senses, and other qualities all members of the ancestry manifest. - -These are omitted for ancestries with no special rules. - -### Heritages -CRB p. 32 - -You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can't change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. - -### Ancestry Feats -CRB p. 32 - -This section presents ancestry feats, which allow you to customize your character. You gain your first ancestry feat at 1st level, and you gain another at 5th level, 9th level, 13th level, and 17th level, as indicated in the class advancement table in the descriptions of each class. - -Ancestry feats are organized by level. As a starting character, you can choose from only 1st-level ancestry feats, but later choices can be made from any feat of your level or lower. These feats also sometimes list prerequisites—requirements that your character must fulfill to select that feat. - -## Dwarf -CRB p. 34 - -If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom—or at least dogged conviction—you should play a dwarf. - -For the full entry on dwarves, click here. - -## Elf -CRB p. 38 - -If you want a character who is magical, mystical, and mysterious, you should play an elf. - -For the full entry on elves, click here. - -## Gnome -CRB p. 42 - -If you want a character with boundless enthusiasm and an alien, fey outlook on morality and life, you should play a gnome. - -For the full entry on gnomes, click here. - -## Goblin -CRB p. 46 - -If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin. - -For the full entry on goblins, click here. - -## Halfling -CRB p. 50 - -If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling. - -For the full entry on halflings, click here. - -## Human -CRB p. 54 - -If you want a character who can be just about anything, you should play a human. - -For the full entry on humans, click here. - -## Backgrounds -CRB p. 60 - -At 1st level when you create your character, you gain a background of your choice. This decision is permanent; you can't change it at later levels. Each background listed here grants two ability boosts, a skill feat, and the trained proficiency rank in two skills, one of which is a Lore skill. - -If you gain the trained proficiency rank in a skill from your background and would then gain the trained proficiency rank in the same skill from your class at 1st level, you instead become trained in another skill of your choice. - -Lore skills represent deep knowledge of a specific subject and are described on page 247. If a Lore skill involves a choice (for instance, a choice of terrain), explain your preference to the GM, who has final say on whether it's acceptable or not. If you'd like some suggestions, the Common Lore Subcategories sidebar on page 248 lists a number of Lore skills that are suitable for most campaigns. - -Skill feats expand the functions of your skills and appear here. - -## Languages -CRB p. 65 - -Your ancestry entry states which languages you know at 1st level. Typically, this means you can both speak and read these languages. Having a positive Intelligence modifier grants a number of additional languages equal to your Intelligence modifier. You can choose these languages from the list presented in your character's ancestry entry and from those available from your region or ethnicity. - -Ask your GM if there's a language you want to select that isn't on these lists. If your Intelligence changes later on, you adjust your number of languages accordingly. - -The languages presented here are grouped according to how common they are throughout the Inner Sea region. - -Languages that are common are regularly encountered in most places, even among those who aren't native speakers. - -Languages that are uncommon (see [Table 2–2](rules/tables/uncommon-languages.md) and Regional Languages) are most frequently spoken by native speakers, but they are also spoken by certain scholars and others interested in the associated cultures. - -Druidic is a secret language, and is available only to characters who are druids. In fact, druids are prohibited from teaching the language to non-druids (described further in Anathema on page 130). - -It is possible for your character to learn languages later in their adventuring career. Selecting the Multilingual feat, for example, grants a character two new languages chosen from those listed in [Table 2–1: Common Languages](rules/tables/common-languages.md) and [Table 2–2: Uncommon Languages](rules/tables/uncommon-languages.md). Other abilities and effects might grant access to common or uncommon languages, as detailed in their descriptions. - -![Common Languages](rules/tables/common-languages.md) - -![Uncommon Languages](rules/tables/uncommon-languages.md) - -![Secret Language](rules/tables/secret-language.md) - -### Regional Languages -CRB p. 65 - -Regional languages depend on the game world you're playing in. Chapter 8: The Age of Lost Omens lists the regional languages of the Pathfinder world and where they're spoken (page 432). These languages are uncommon. - -Most characters learn the Common language. This is the most widely used language in the region where the campaign takes place. In the Inner Sea region of Golarion, the Common tongue is Taldane, for example. Characters with Common might face a language barrier if they travel somewhere with a different Common language. - -### Sign Language and Reading Lips -CRB p. 65 - -The language entry for most characters lists languages they use to communicate in spoken words. However, you might know the signed version of a language or know how to read lips. You can learn these by taking the Sign Language and Read Lips skill feats. If you are creating a character who is deaf, hard of hearing, or unable to speak, discuss with your GM whether it makes sense for your character to know sign languages or lip reading. If so, your GM might allow you to select one of these feats for free (even if you don't meet the prerequisites) to represent your character concept. \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/chapter-3-classes.md b/content/Mechanics/Rules/core-rulebook/chapter-3-classes.md deleted file mode 100644 index 7f95c60b4..000000000 --- a/content/Mechanics/Rules/core-rulebook/chapter-3-classes.md +++ /dev/null @@ -1,335 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["chapter-3-classes"] ---- -# Chapter 3: Classes -CRB p. 67 - -The rules within each class allow you to bring a wealth of character concepts to life. Perhaps you want to create a brilliant but scatterbrained alchemist who can rattle off complex formulas for alchemical items but has trouble remembering his best friend's birthday. Or perhaps you want your character to be a muscle-bound swordswoman who becomes as immovable as a mountain when she hoists a shield. Maybe they'll be a hot-tempered sorcerer whose gesticulating fingers pulse with light from an angelic ancestor. The choices you make for your character within their class—such as a cleric's choice of deity, a fighter's choice of weapon, or a sorcerer's bloodline—bring these visions to life within the context of the rules and the world. - -The entries on the pages that follow describe the 12 core classes in Pathfinder. Each entry contains the information you need to play a character of that class, as well as to advance them from their humble beginnings at 1st level to the dizzying heights of power at 20th level. In addition to the class entries, you might need to reference the following sections, which detail additional character options and how to advance your character in level. - -- **Leveling Up** on page 31 tells you how to make your character stronger when you get enough Experience Points to reach a new level. -- **Animal Companions and Familiars** on page 214 provides rules to create an animal companion or a familiar to share your adventures with. You must have a class feature or feat that grants you a companion or familiar to use these rules. -- **Archetypes** on page 219 gives you thematic options that allow you to further customize your character's abilities. Though these rules are not recommended for beginners, the archetypes in this book allow you to gain abilities from other classes starting at 2nd level. - -## Reading Class Entries -CRB p. 67 - -Every class entry includes information about typical members of the class, plus suggestions for roleplaying characters of that class and playing these characters in the game's various modes. Each class provides your character with an ability boost to a key ability score; a number of Hit Points they receive at each level; proficiency ranks for various abilities, equipment, and skills; special abilities from their class features; and more. Your character's class entry also provides the information needed when they gain levels, so it will be a vital reference throughout the course of your campaign. - -### Playing the Class -CRB p. 67 - -The first section of each class describes the interests and tendencies typical of that class, as well as information on how others view them. This can help inspire you as you determine your character's actions and define their personality, but you aren't obligated to play your character as this section describes. - -### Key Ability -CRB p. 67 - -This is the ability score that a member of your class cares about the most. Many of your most useful and powerful abilities are tied to this ability in some way. - -For instance, this is the ability score you'll use to determine the Difficulty Class (DC) associated with your character's class features and feats. This is called your class DC. If your character is a member of a spellcasting class, this key ability is used to calculate spell DCs and similar values. - -Most classes are associated with one key ability score, but some allow you to choose from two options. For instance, if you're a fighter, you can choose either Strength or Dexterity as your key ability. A fighter who chooses Strength will excel in hand-to-hand combat, while those who choose Dexterity prefer ranged or [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapons. - -Additionally, when you choose your character's class, they gain an ability boost to their key ability score, increasing that ability score by 2. For more about ability boosts, see page 20. - -### Hit Points -CRB p. 67 - -This section tells you how many Hit Points your character gains from their class at each level. To determine your character's starting Hit Points, add together the Hit Points they got when you chose their ancestry and the amount listed in this entry, which equals your Constitution modifier plus a fixed number. - -Classes that intend for characters to rush into battle with weapons bared gain a higher number of Hit Points each level, while those for characters who cast spells or engage in trickery gain fewer. - -Each time your character gains a level, they increase their maximum Hit Points by the amount listed in this entry. - -For more about calculating your character's Constitution modifier and determining their Hit Points, see page 26. - -### Initial Proficiencies -CRB p. 68 - -When you choose your character's class, they gain a set of initial proficiencies. Proficiencies measure your character's ability to perform tasks, use abilities, and succeed at checks. - -Proficiency ranks range from trained to legendary. For instance, a character who is trained with a longbow can use it effectively, while a person who is legendary with the weapon might be able to split an arrow from 100 paces away! - -Each class entry specifies your character's initial proficiency rank in Perception, saving throws, attacks, defenses, and either spells or class DC. You gain the trained proficiency rank in at least one skill that is important to your class, and you can choose other skills to gain trained proficiency in—the exact number depends on your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in. - -A proficiency rank can unlock various feats and class features, and it also helps determine the modifier for any check you roll or DC you calculate related to that statistic. - -If your character is trained in Perception, a saving throw, or another statistic, they gain a proficiency bonus equal to their level + 2, while if they have expert proficiency, they gain a proficiency bonus equal to their level + 4. For more about proficiency ranks, see page 13. - -Spellcasting classes grant a proficiency rank for spell attacks and DCs, which are further detailed in each class's entry. - -If something isn't listed in your character's class entry, their proficiency rank in that statistic is untrained unless they gain training from another source. If your character is untrained in something, you add a proficiency bonus of +0 when attempting a check or calculating a DC related to that statistic. - -### Advancement Table -CRB p. 68 - -This table summarizes the feats, skill increases, ability boosts, and other benefits your character gains as they advance in level. The first column of the class table indicates a level, and the second column lists each feature your character receives when they reach that level. The 1st-level entry includes a reminder to select your ancestry and background. - -### Class Features -CRB p. 68 - -This section presents all the abilities the class grants your character. An ability gained at a higher level lists the required level next to the ability's name. All classes include the class features detailed below, and each class also gets special class features specific to it. Many class features require you to choose between options. Unless the specific ability states otherwise, such decisions can't be changed without retraining (as explained on page 481). - -#### Class Feats -CRB p. 68 - -This section specifies the levels at which your character gains class feats—special feats that only members of that class can access. Class feats are granted beginning at 1st or 2nd level, depending on the class. Specific class feats are detailed at the end of each class entry. - -#### Skill Feats -CRB p. 68 - -This section specifies the levels at which your character gains feats with the skill trait, called skill feats. Skill feats can be found in Chapter 5: Feats, beginning on page 254. At 2nd level and every 2 levels thereafter, most classes gain a skill feat, though rogues gain them earlier and more often. Your character must be trained in the corresponding skill to take a skill feat. - -#### General Feats -CRB p. 68 - -This section specifies the levels at which your character gains general feats. Most classes grant a general feat at 3rd level and every 4 levels thereafter. At each of these levels, you can select any general feat (including skill feats) as long as your character qualifies for it. More information can be found in Chapter 5: Feats (page 254). - -#### Skill Increases -CRB p. 68 - -This section specifies the levels at which your character can increase their proficiency rank in a skill. At 3rd level and every 2 levels thereafter, most classes grant a skill increase, though rogues gain them earlier and more often. - -Your character can use a skill increase to either become trained in one skill in which they're untrained or become an expert in one skill in which they're already trained. - -If your character is at least 7th level, they can use a skill increase to become a master of a skill in which they're already an expert. If they're at least 15th level, they can use an increase to become legendary in a skill of which they're already a master. - -#### Ability Boosts -CRB p. 68 - -At 5th level and every 5 levels thereafter, your character boosts four different ability scores. Your character can use these ability boosts to increase their ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18. - -For more about ability boosts and applying them during character creation, see page 20. - -#### Ancestry Feats -CRB p. 68 - -This section serves as a reminder of the ancestry feats your character gains at 5th, 9th, 13th, and 17th levels. - -Ancestry feats are detailed in each ancestry entry in Chapter 2, which begins on page 32. - -- The alchemist uses their skill at crafting to create alchemical items—such as bombs, elixirs, and poisons—that they use to defeat foes and aid allies. Smart and resourceful, an alchemist often has just the right tool for the job and esoteric knowledge to help their friends get out of a jam. -- The barbarian is a fearsome embodiment of rage, focusing the deadly power of their anger against anyone who stands in their way. A barbarian is quick to enter battle and, once their fury has been unleashed, is immensely strong, often unpredictable, and nearly unstoppable. -- An artist and a scholar, the bard uses performance and esoteric learning to bolster their companions and foil their enemies. Sometimes sneaky and quite often charming, the bard adventures with pizzazz and talent backed up by an impressive repertoire of occult magic. -- A defender of good who straps on armor and wields a righteous weapon, the champion protects the innocent and vanquishes evil. Steadfast in their beliefs, and devoted to both a deity and an aspect of good, they follow a strict code as they fight to make the world a better place. -- The cleric is dedicated to the worship of a single deity and draws divine magic from this devotion. Clerics can be vastly different depending on who they worship, and whether they're cloistered clerics who pursue one of their deity's domains or war priests who serve as the sword arm of their god. -- The druid walks the wild, primordial places of the world without fear, harnessing the primal magic of nature and controlling it with calm purpose. A devotee of the wilderness, the druid finds nourishment in its power, allies among its creatures, and strength in its fury. -- With calculated daring and fearless determination, the fighter tracks down and confronts their enemies while defending allies from harm. A master of the battlefield, the fighter is quick to exploit opportunities and strike any who stumble within reach of their sword or bow. -- The monk seeks perfection in all things, and that includes transforming their body into the perfect weapon. They can be walking with calm purpose and contemplating the subtleties of existence in one minute and then transform into a blur of deadly blows in the next. -- Resourceful and cunning, the ranger is a hunter, tracker, and warrior who preserves the natural world and protects civilization from its ravages. Whether they use a bow, crossbow, a pair of weapons, or snares, the ranger is a fearsome enemy and great ally in the wild. -- Cunning and quick, the rogue brings skill and expertise few of their comrades can match. In battle, they excel at sneak attacks and ambushes. Their racket gives them the tools they need to get the job done, and their wide array of skill choices lets them specialize as they see fit. -- The intense magic the sorcerer commands comes from neither study nor worship—it comes from their blood. Their magical abilities depend on whether they have the blood of dragons, angels, fey, aberrant creatures, or some other being flowing through their veins and powering their spells. -- The wizard is the arcane master of spellcasting, plucking incredible power from reality through complicated spell formulas. They stride with confidence, without a need for armor or weapons, enacting their will upon the world and bringing woe upon their enemies. - -## Animal Companions and Familiars -CRB p. 214 - -### Animal Companions -CRB p. 214 - -An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the [animal](rules/traits/animal.md "Animal Creature Type Trait") and [minion](rules/traits/minion.md "Minion Creature Trait") traits, and it gains 2 actions during your turn if you use the [Command an Animal](rules/actions/command-an-animal.md) action to command it; this is in place of the usual effects of [Command an Animal](rules/actions/command-an-animal.md). If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time. - -#### Riding Animal Companions -CRB p. 214 - -You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions. - -#### Young Animal Companions -CRB p. 214 - -The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2). - -#### Proficiencies -CRB p. 214 - -Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, [Acrobatics](compendium/skills.md#Acrobatics), and [Athletics](compendium/skills.md#Athletics). Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it. - -#### Ability Modifiers -CRB p. 214 - -An animal companion begins with base ability modifiers of **Str** +2, **Dex** +2, **Con** +1, **Int**–4, **Wis** +1, **Cha** +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below. - -#### Hit Points -CRB p. 214 - -Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have. - -#### Mature Animal Companions -CRB p. 214 - -To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in [Intimidation](compendium/skills.md#Intimidation), [Stealth](compendium/skills.md#Stealth), and [Survival](compendium/skills.md#Survival) to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size. - -#### Nimble Animal Companions -CRB p. 214 - -To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in [Acrobatics](compendium/skills.md#Acrobatics) to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances. - -#### Savage Animal Companions -CRB p. 214 - -To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in [Athletics](compendium/skills.md#Athletics) to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances. - -#### Companion Types -CRB p. 214 - -The species of animal you choose is called your companion's type. Each companion type has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion. - -The Support Benefit entry indicates a special benefit you gain by [Commanding the Animal](rules/actions/command-an-animal.md) to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion. - -#### Specialized Animal Companions -CRB p. 217 - -Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master. - -Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6. - -Each specialization grants additional benefits. Most animal companions can have only one specialization. - -##### Ambusher -CRB p. 217 - -In your companion's natural environment, it can use a [Sneak](rules/actions/sneak.md) action even if it's currently observed. Its proficiency rank in [Stealth](compendium/skills.md#Stealth) increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert. - -##### Bully -CRB p. 217 - -Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for [Athletics](compendium/skills.md#Athletics) and [Intimidation](compendium/skills.md#Intimidation) increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3. - -##### Daredevil -CRB p. 217 - -Your companion joins the fray with graceful leaps and dives. - -It gains the deny advantage|barbarian||3 ability, so it isn't [flat-footed](rules/conditions.md#Flat-footed) to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert. - -##### Racer -CRB p. 217 - -Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1. - -##### Tracker -CRB p. 217 - -Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in [Survival](compendium/skills.md#Survival) increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1. - -##### Wrecker -CRB p. 217 - -Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its [Athletics](compendium/skills.md#Athletics) proficiency increases to master, and its Strength modifier increases by 1. - -### Familiars -CRB p. 217 - -Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit. - -Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. - -You can have only one familiar at a time. - -#### Modifiers and AC -CRB p. 217 - -Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, [Acrobatics](compendium/skills.md#Acrobatics), and [Stealth](compendium/skills.md#Stealth) modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses. - -#### Hit Points -CRB p. 217 - -Your familiar has 5 Hit Points for each of your levels. - -#### Size -CRB p. 218 - -Your familiar is Tiny. - -#### Senses -CRB p. 218 - -Your familiar has [low-light vision](rules/abilities/low-light-vision.md) and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability. - -#### Movement -CRB p. 218 - -Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar). - -It can gain other movement types from familiar abilities. - -#### Familiar and Master Abilities -CRB p. 218 - -Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities. - -##### Familiar Abilities -CRB p. 218 - -- It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed). -- It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes. -- It gains a climb Speed of 25 feet. -- Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage. -- It gains [darkvision](rules/abilities/darkvision.md). -- Increase one of the familiar's Speeds from 25 feet to 40 feet. -- It gains a fly Speed of 25 feet. -- It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level. -- It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this. -- It can use up to two of its limbs as if they were hands to use manipulate actions. -- It gains [scent](rules/abilities/scent.md) (imprecise, 30 feet). -- It understands and speaks a language you know. - -##### Master Abilities -CRB p. 218 - -- You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this. -- Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability. -- Once per day, your familiar can use 2 actions with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this. -- If your familiar would be reduced to 0 HP by damage, as a reaction with the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"), you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar. -- You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability. -- If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect. - -## Archetypes -CRB p. 219 - -Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats. - -Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat). - -Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype. - -Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way. - -Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes. - -### Multiclass Archetypes -CRB p. 219 - -Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat). - -### Class Archetypes -CRB p. 219 - -Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. - -In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype. - -### Spellcasting Archetypes -CRB p. 219 - -Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes. - -A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can. - -Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting. - -All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire. - -**Basic Spellcasting Feat:** Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the "basic spellcasting benefits." - -**Expert Spellcasting Feat:** Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the "expert spellcasting benefits." - -**Master Spellcasting Feat:** Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the "master spellcasting benefits." - -> [!pf2-note] -> To view all Archetypes, please view the Archetypes page. \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/chapter-4-skills.md b/content/Mechanics/Rules/core-rulebook/chapter-4-skills.md deleted file mode 100644 index 189a552d2..000000000 --- a/content/Mechanics/Rules/core-rulebook/chapter-4-skills.md +++ /dev/null @@ -1,865 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["chapter-4-skills"] ---- -# Chapter 4: Skills -CRB p. 233 - -A character's acumen in skills can come from all sorts of training, from practicing acrobatic tricks to studying academic topics to rehearsing a performing art. When you create your character and as they advance in level, you have flexibility as to which skills they become better at and when. Some classes depend heavily on certain skills—such as the alchemist's reliance on [Crafting](compendium/skills.md#Crafting)—but for most classes, you can choose whichever skills make the most sense for your character's theme and backstory at 1st level, then use their adventure and downtime experiences to inform how their skills should improve as your character levels up. - -A character gains training in certain skills at 1st level: typically two skills from their background, a small number of predetermined skills from their class, and several skills of your choice granted by your class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills' actions. Sometimes you might gain training in a specific skill from multiple sources, such as if your background granted training in [Crafting](compendium/skills.md#Crafting) and you took the alchemist class, which also grants training in [Crafting](compendium/skills.md#Crafting). Each time after the first that you would gain the trained proficiency rank in a given skill, you instead allocate the trained proficiency to any other skill of your choice—though if the skill is a [Lore](compendium/skills.md#Lore) skill, the new skill must also be a [Lore](compendium/skills.md#Lore) skill. - -> [!pf2-sidebar] Improving Skills -> -> As your character advances in level, there are two main ways their skills improve: skill increases and skill feats. Your class lists the levels at which you gain each of these improvements. -> -> ### Skill Increases -> CRB p. 233 -> -> Skill increases improve your proficiency in skills of your choice. You can use these increases to become trained in new skills or increase your proficiency rank in skills you're trained in (from trained to expert at any level, expert to master at 7th level or higher, and master to legendary at 15th level or higher). Unlike when you first become trained at a skill, if two different abilities would make you an expert, master, or legendary in a skill, you don't get to choose a second skill to become expert in—the redundant benefit simply has no effect. -> -> ### Skill Feats -> CRB p. 233 -> -> Skill feats are a type of general feat that often grant you a new way to use a skill or make you better at using a skill in a particular way. Skill feats always have the skill trait. These feats appear in Chapter 5. - -## Key Ability -CRB p. 233 - -Each skill is tied to a key ability. You add your modifier for this ability to checks and DCs when using that skill. For example, skulking about the shadows of a city at night with [Stealth](compendium/skills.md#Stealth) uses your Dexterity modifier, navigating the myriad personalities and power plays of court politics with Society uses your Intelligence modifier, and so on. The key ability for each skill is listed on [Table 4–1: Skills, Key Abilities, and Actions](rules/tables/skills-key-abilities-and-actions.md) and also appears in parentheses following the skill's name in the descriptions on the following pages. If the GM deems it appropriate for a certain situation, however, they might have you use a different ability modifier for a skill check or when determining your skill DC. - -## Skill Actions -CRB p. 233 - -The actions you can perform with a given skill are sorted into those you can use untrained and those that require you to be trained in the skill, as shown on [Table 4–1: Skills, Key Abilities, and Actions](rules/tables/skills-key-abilities-and-actions.md). The untrained and trained actions of each skill appear in separate sections within the skill's description. - -Anyone can use a skill's untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a barbarian untrained in [Arcana](compendium/skills.md#Arcana) could identify a construct with a lucky roll using [Arcana](compendium/skills.md#Arcana) to [Recall Knowledge](rules/actions/recall-knowledge.md), the GM might decide that Recalling Knowledge to determine the spells used to create such a construct is beyond the scope of the barbarian's anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank. - -## Skill Checks and Skill DCs -CRB p. 234 - -When you're actively using a skill, often by performing one of its actions, you might attempt a skill check: rolling a d20 and adding your skill modifier. To determine this modifier, add your ability modifier for the skill's key ability, your proficiency bonus for the skill, and any other bonuses and penalties. - -> [!pf2-inset] -> -> Skill modifier = modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties - -When writing down the modifier on your character sheet, you should write down only the numbers that always apply—typically just your ability modifier and proficiency bonus at 1st level. At higher levels, you may wear or use items to improve your skills with item bonuses pretty much all the time; you should write those down, too. - -The GM sets the DC of a skill check, using the guidelines in Chapter 10: Game Mastering. The most important DCs to remember are the five simple skill DCs below. - -| Task Difficulty | Simple DC | -|-----------------|-----------| -| Untrained | 10 | -| Trained | 15 | -| Expert | 20 | -| Master | 30 | -| Legendary | 40 | - -When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifier. A skill DC works like any other DC to determine the effect of an opposing creature's skill action. - -See page 444 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties. - -### Armor and Skills -CRB p. 234 - -Some armor imposes a penalty on specific skill checks and DCs. If a creature is wearing armor that imparts a skill penalty, that penalty is applied to the creature's Strengthand Dexterity-based skill checks and skill DCs, unless the action has the attack trait. Check penalties from armor are detailed on page 274 in Chapter 6: Equipment. - -### Secret Checks -CRB p. 234 - -Sometimes you won't know whether you succeed at a skill check. If an action has the secret trait, the GM rolls the check for you and informs you of the effect without revealing the result of the roll or the degree of success. The GM rolls secret checks when your knowledge about the outcome is imperfect, like when you're searching for a hidden creature or object, attempting to deceive someone, translating a tricky bit of ancient text, or remembering some piece of lore. - -This way, you as the player don't know things that your character wouldn't. This rule is the default for actions with the secret trait, but the GM can choose not to use secret checks if they would rather some or all rolls be public. - -### Exploration and Downtime Activities -CRB p. 234 - -Some skill activities have the exploration or downtime trait. Exploration activities usually take a minute or more, while downtime activities may take a day or more. They usually can't be used during an encounter, though the GM might bend this restriction. If you're not sure whether you have the time to use one of these activities, ask your GM. - -## General Skill Actions -CRB p. 234 - -General skill actions are skill actions that can be used with multiple different skills. When you use a general skill action, you might use your modifier from any skill that lists it as one of the skill's actions, depending on the situation. - -| General Skill Action | Proficiency | Page | -|----------------------|-------------|------| -| [Decipher Writing](rules/actions/decipher-writing.md) | Trained | 234 | -| [Earn Income](rules/actions/earn-income.md) | Trained | 236 | -| [Identify Magic](rules/actions/identify-magic.md) | Trained | 238 | -| [Learn a Spell](rules/actions/learn-a-spell.md) | Trained | 238 | -| [Recall Knowledge](rules/actions/recall-knowledge.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | Untrained | 238 | -| [Subsist](rules/actions/subsist.md) | Untrained | 240 | - -### Decipher Writing (Trained) -CRB p. 234 - -When you encounter particularly archaic or esoteric texts, the GM might require you to Decipher the Writing before you can understand it. You must be trained in the relevant skill to Decipher Writing. [Arcana](compendium/skills.md#Arcana) is typically used for writing about magic or science, [Occultism](compendium/skills.md#Occultism) for esoteric texts about mysteries and philosophy, [Religion](compendium/skills.md#Religion) for scripture, and Society for coded messages or archaic documents. - -![Decipher Writing](rules/actions/decipher-writing.md) - -> [!pf2-example] Sample Decipher Tasks -> -> **Trained** entry-level philosophy treatise -> -> **Expert** complex code, such as a cipher -> -> **Master** spymaster's code or advanced research notes -> -> **Legendary** esoteric planar text written in metaphor by an ancient celestial - -![Skills, Key Abilities, and Actions](rules/tables/skills-key-abilities-and-actions.md) - -### Earn Income (Trained) -CRB p. 236 - -You can use a skill—typically [Crafting](compendium/skills.md#Crafting), Lore, or [Performance](compendium/skills.md#Performance)—to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find. Because this process requires a significant amount of time and involves tracking things outside the progress of adventures, it won't come up in every campaign. - -> [!pf2-brown] Extra Preperation -> -> When Earning Income, you might be able to spend days of downtime to prepare for your task, which adjusts the DC of the skill check. This might involve rehearsing a play, studying a topic, and so on. The GM determines how long preparation takes and how much the DC changes. This is most useful when you're trying a task that's higher level than you; otherwise such tasks have an increased DC! -> -> ### Ending or Interrupting Tasks -> CRB p. 236 -> -> When a task you're doing is complete, or if you stop in the middle of one, you normally have to find a new task if you want to keep Earning Income. For instance, if you quit your job working at the docks, you'll need to find another place of employment instead of picking up where you left off. This usually takes 1 day or more of downtime looking for leads on new jobs. -> -> However, you might pause a task due to an adventure or event that wouldn't prevent you from returning to the old job later. The GM might decide that you can pick up where you left off, assuming the task hasn't been completed by others in your absence. Whether you roll a new skill check when you resume is also up to the GM. Generally speaking, if you had a good initial roll and want to keep it, you can, but if you had a bad initial roll, you can't try for a better one by pausing to do something else. If your statistics changed during the break—usually because you leveled up while adventuring—you can attempt a new check. - -In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using [Religion](compendium/skills.md#Religion) in a monastery to study old texts—but giving sermons at a church would still fall under [Performance](compendium/skills.md#Performance) instead of [Religion](compendium/skills.md#Religion). You also might be able to use physical skills to make money, such as using [Acrobatics](compendium/skills.md#Acrobatics) to perform feats in a circus or [Thievery](compendium/skills.md#Thievery) to pick pockets. If you're using a skill other than [Crafting](compendium/skills.md#Crafting), Lore, or [Performance](compendium/skills.md#Performance), the DC tends to be significantly higher. - -![Earn Income](rules/actions/earn-income.md) - -> [!pf2-example] 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 - -![Income Earned](rules/tables/income-earned.md) - -#### Crafting Goods for the Market (Crafting) -CRB p. 237 - -Using [Crafting](compendium/skills.md#Crafting), you can work at producing common items for the market. It's usually easy to find work making basic items whose level is 1 or 2 below your settlement's level (see Earn Income on page 504). Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don't occur as often and might have special requirements—or serious consequences if you disappoint a prominent client. - -#### Practicing a Trade (Lore) -CRB p. 237 - -You apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there's high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you're attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant's scale to buy and sell valuables in a market. - -> [!pf2-brown] Income Examples -> -> The following examples show the kinds of tasks your character might take on to Earn Income during low-level and high-level play. -> -> ### Harsk Makes Tea -> CRB p. 237 -> -> Harsk is a 3rd-level ranger and an expert at harvesting and brewing tea. He has a Tea Lore modifier of +7. He has 30 days of downtime at his disposal and decides to work at a prestigious local tea house. The GM decides this is a 5th-level task if Harsk wants to assist the tea master, or a 2nd-level task if he wants to serve tea. -> -> Harsk chooses the tougher task, and the GM secretly sets the DC at 20. -> -> Harsk rolls a 4 on his Tea Lore check for a result of 11. -> -> Poor Harsk has failed! He earns only 2 sp for his efforts and continues working for 3 more days, for a total of 8 sp. -> -> At that point, the GM offers Harsk a choice: either he can finish out the week with the tea master and look for a new job, or he can lower his ambitions and serve in the tea house. Harsk, now more aware of his own capabilities, accepts the less prestigious job for now. -> -> He moves to his new job and attempts a new Tea Lore check against DC 16. Rolling a 19, he gets a result of 26—a critical success! He earns 5 sp per day (like a success at a 3rd-level task). The GM rules that demand will be high enough that Harsk can work there for the remainder of his downtime if he so chooses, a total of 26 days. Harsk accepts and earns a total of 138 sp (13 gp, 8 sp) that month. -> -> ### Lem Performs -> CRB p. 237 -> -> Lem is a 16th-level bard and legendary with his flute. He has a [Performance](compendium/skills.md#Performance) modifier of +31 with his enchanted flute. With 30 days of downtime ahead of him, Lem wonders if he can find something that might excite him more than performing in front of a bunch of stuffy nobles. -> -> He finds a momentous offer indeed—a performance in a celestial realm, and Lem's patron goddess Shelyn might even be in attendance! This is a 20th-level task, and the GM secretly sets the DC at 40. -> -> Lem rolls an 11 on his [Performance](compendium/skills.md#Performance) check for a result of 42. Success! The engagement lasts for a week, and at the end, the grateful celestials present Lem with a beautiful living diamond rose in constant bloom worth 1,400 gold pieces (200 gp per day for 7 days). -> -> With 23 days of downtime left, Lem accepts a 14thlevel task performing at a prestigious bardic college for members of a royal court. The GM secretly sets the DC at 32, and Lem critically succeeds, earning 28 gp per day for a total of 644 gp. Between the two performances, Lem has earned just over 2,000 gold pieces during his downtime—though he's not sure he'll ever sell that rose. - -#### Staging a Performance (Performance) -CRB p. 238 - -You perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level. Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit. - -### Identify Magic (Trained) -CRB p. 238 - -Using the skill related to the appropriate tradition, as explained in Magical Traditions and Skills on page 238, you can attempt to identify a magical item, location, or ongoing effect. In many cases, you can use a skill to attempt to Identify Magic of a tradition other than your own at a higher DC. The GM determines whether you can do this and what the DC is. - -![Identify Magic](rules/actions/identify-magic.md) - -> [!pf2-example] 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. -> -> Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills. - -| Magical Tradition | Correspoding Skill | -|-------------------|--------------------| -| Arcane | [Arcana](compendium/skills.md#Arcana) | -| Divine | [Religion](compendium/skills.md#Religion) | -| Occult | [Occultism](compendium/skills.md#Occultism) | -| Primal | [Nature](compendium/skills.md#Nature) | - -### Learn a Spell (Trained) -CRB p. 238 - -If you're a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. [Table 4–3: Learning a Spell](rules/tables/learning-a-spell.md) lists the Price of the materials needed to Learn a Spell of each level. - -![Learn a Spell](rules/actions/learn-a-spell.md) - -![Learning a Spell](rules/tables/learning-a-spell.md) - -### Recall Knowledge (Untrained) -CRB p. 238 - -To remember useful information on a topic, you can attempt to [Recall Knowledge](rules/actions/recall-knowledge.md). You might know basic information about something without needing to attempt a check, but [Recall Knowledge](rules/actions/recall-knowledge.md) requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use [Medicine](compendium/skills.md#Medicine) to learn the cause of death, you might need to conduct a forensic examination before attempting to [Recall Knowledge](rules/actions/recall-knowledge.md). - -![Recall Knowledge](rules/actions/recall-knowledge.md) - -The following skills can be used to [Recall Knowledge](rules/actions/recall-knowledge.md), 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](compendium/skills.md#Arcana) might tell you about the magical defenses of a golem, whereas [Crafting](compendium/skills.md#Crafting) could tell you about its sturdy resistance to physical attacks. - -- **[Arcana](compendium/skills.md#Arcana):** Arcane theories, magical traditions, creatures of arcane significance, and arcane planes. -- **[Crafting](compendium/skills.md#Crafting):** Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs. -- **Lore:** The subject of the Lore skill's subcategory. -- **[Medicine](compendium/skills.md#Medicine):** Diseases, poisons, wounds, and forensics. -- **[Nature](compendium/skills.md#Nature):** The environment, flora, geography, weather, creatures of natural origin, and natural planes. -- **[Occultism](compendium/skills.md#Occultism):** Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes. -- **[Religion](compendium/skills.md#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](rules/actions/recall-knowledge.md) using other skills. For example, you might assess the skill of an acrobat using [Acrobatics](compendium/skills.md#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. - -> [!pf2-example] Recall Knowledge Tasks -> -> These examples use Society or [Religion](compendium/skills.md#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 - -### Subsist (Untrained) -CRB p. 240 - -If you need to provide food and shelter, you can use the [Subsist](rules/actions/subsist.md) downtime activity. This typically uses Society if you're in a settlement or [Survival](compendium/skills.md#Survival) if you're in the wild. - -![Subsist](rules/actions/subsist.md) - -> [!pf2-example] Sample Subsist Tasks -> -> **Untrained** lush forest with calm weather or large city with plentiful resources -> -> **Trained** typical hillside or village -> -> **Expert** typical mountains or insular hamlet -> -> **Master** typical desert or city under siege -> -> **Legendary** barren wasteland or city of undead - -## Skill Descriptions -CRB p. 240 - -The following entries describe the skills in the game. The heading for each entry provides the skill's name, with that skill's key ability in parentheses. A brief description of the skill is followed by a list of actions you can use if you're untrained in that skill, and then the actions you can perform if you are trained in that skill. Some actions list sample tasks for each rank to give you a better sense of what you can accomplish as your proficiency increases. As the actions of a skill aren't comprehensive, there may be times when the GM asks you to attempt a skill check without using any of the listed actions, or times when the GM asks you to roll using a different key ability modifier. - -Most skills include entries for success and failure, as well as descriptions of what occurs on a critical success or a critical failure. If either of the critical entries is absent, treat those results as a success or failure, as normal. - -### Acrobatics (Dex) -CRB p. 240 - -[Acrobatics](compendium/skills.md#Acrobatics) measures your ability to perform tasks requiring coordination and grace. When you use the [Escape](rules/actions/escape.md) basic action (page 470), you can use your [Acrobatics](compendium/skills.md#Acrobatics) modifier instead of your unarmed attack modifier. - -![Balance](rules/actions/balance.md) - -> [!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 - -![Tumble Through](rules/actions/tumble-through.md) - -#### Acrobatics Trained Actions -CRB p. 240 - -![Maneuver in Flight](rules/actions/maneuver-in-flight.md) - -> [!pf2-example] Sample Maneuver in Flight Tasks -> -> **Trained** steep ascent or descent -> -> **Expert** fly against the wind, hover midair -> -> **Master** reverse direction -> -> **Legendary** fly through gale force winds - -![Squeeze](rules/actions/squeeze.md) - -> [!pf2-example] Sample Squeeze Tasks -> -> **Trained** space barely fitting your shoulders -> -> **Master** space barely fitting your head - -### Arcana (Int) -CRB p. 241 - -[Arcana](compendium/skills.md#Arcana) measures how much you know about arcane magic and creatures. Even if you're untrained, you can [Recall Knowledge](rules/actions/recall-knowledge.md). - -- **Recall Knowledge** about arcane theories; magic traditions; creatures of arcane significance (like dragons and beasts); and the Elemental, Astral, and Shadow Planes. - -#### Arcana Trained Actions -CRB p. 241 - -You must be trained in [Arcana](compendium/skills.md#Arcana) to use it for the following general skill actions (page 234). - -- **Decipher Writing** about arcane theory. -- **Identify Magic**, particularly arcane magic. -- **Learn a Spell** from the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") tradition. - -![Borrow an Arcane Spell](rules/actions/borrow-an-arcane-spell.md) - -### Athletics (Str) -CRB p. 241 - -[Athletics](compendium/skills.md#Athletics) allows you to perform deeds of physical prowess. When you use the [Escape](rules/actions/escape.md) basic action, you can use your [Athletics](compendium/skills.md#Athletics) modifier instead of your unarmed attack modifier. - -![Climb](rules/actions/climb.md) - -> [!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 action. -> -> -> -> -> -> -> -> - - - - -> -> -> - - - - -> -> -> - - - - -> -> -> - - - - -> -> -> - - - - -> ->
Swim Distance
SpeedSuccessCriticalSuccessCritical
5-15 feet55510
20-35 feet5101015
40-55 feet10151520
60-65 feet15202025
-> - -![Force Open](rules/actions/force-open.md) - -> [!pf2-example] 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 - -![Grapple](rules/actions/grapple.md) - -![High Jump](rules/actions/high-jump.md) - -> [!pf2-example] Leap -> -> The Leap basic action is used for High Jump and Long Jump. Leap lets 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 if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. - -![Long Jump](rules/actions/long-jump.md) - -![Shove](rules/actions/shove.md) - -> [!pf2-example] Forced Movement -> -> The [Shove](rules/actions/shove.md) action can force a creature to move. 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 triggered by movement. - -![Swim](rules/actions/swim.md) - -> [!pf2-example] 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 - -![Trip](rules/actions/trip.md) - -> [!pf2-brown] FALLING -> -> When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked prone when you land. -> -> If you fall into water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can't be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter). -> -> You can [Grab an Edge](rules/actions/grab-an-edge.md) as a reaction to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear on page 463. - -#### Athletics Trained Action -CRB p. 243 - -![Disarm](rules/actions/disarm.md) - -### Crafting (Int) -CRB p. 243 - -You can use this skill to create, understand, and repair items. - -Even if you're untrained, you can [Recall Knowledge](rules/actions/recall-knowledge.md). - -- **Recall Knowledge** about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures. The GM determines which creatures this applies to, but it usually includes constructs. - -![Repair](rules/actions/repair.md) - -#### Crafting Trained Actions -CRB p. 244 - -You must be trained in [Crafting](compendium/skills.md#Crafting) to use it to [Earn Income](rules/actions/earn-income.md). - -- **Earn Income** by crafting goods for the market. - -![Craft](rules/actions/craft.md) - -> [!pf2-example] Consumables and Ammunition -> -> You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in [Table 6–8: Ranged Weapons](rules/tables/ranged-weapons.md) (typically 10). - -> [!pf2-example] Getting Formulas -> -> You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a [basic crafter's book](compendium/equipment/items/basic-crafters-book.md). See the rules on page 293 for information on how to acquire other formulas. - -> [!pf2-brown] Crafting Example -> -> Ezren is a 5th-level wizard and an expert in [Crafting](compendium/skills.md#Crafting). He has a [Crafting](compendium/skills.md#Crafting) modifier of +13 and the [Magical Crafting](compendium/feats/magical-crafting.md) feat. With 2 weeks of downtime ahead of him, he decides to craft a [striking](compendium/equipment/items/striking.md) rune, a 4th-level item. The GM secretly chooses a DC of 19. -> -> The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 4 days building and incanting spells, he rolls a 12 on his [Crafting](compendium/skills.md#Crafting) check, for a result of 25. That's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp. -> -> However, Ezren has 10 more days on his hands, so he decides to spend additional time to complete the item. -> -> Because he's a 5th-level character and an expert at [Crafting](compendium/skills.md#Crafting), he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the [striking](compendium/equipment/items/striking.md) rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!) If Ezren's [Crafting](compendium/skills.md#Crafting) check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp. - -![Identify Alchemy](rules/actions/identify-alchemy.md) - -### Deception (Cha) -CRB p. 245 - -You can trick and mislead others using disguises, lies, and other forms of subterfuge. - -![Create a Diversion](rules/actions/create-a-diversion.md) - -![Impersonate](rules/actions/impersonate.md) - -![Lie](rules/actions/lie.md) - -#### Deception Trained Action -CRB p. 246 - -![Feint](rules/actions/feint.md) - -### Diplomacy (Cha) -CRB p. 246 - -You influence others through negotiation and flattery. - -![Gather Information](rules/actions/gather-information.md) - -> [!pf2-example] 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 - -![Make an Impression](rules/actions/make-an-impression.md) - -> [!pf2-example] Changing Attitudes -> -> Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. -> -> The attitudes are detailed in the Conditions Appendix and are summarized here. -> -> - **[Helpful:](rules/conditions.md#Helpful)** Willing to help you and responds favorably to your requests. -> - **[Friendly:](rules/conditions.md#Friendly)** Has a good attitude toward you, but won't necessarily stick their neck out to help you. -> - **[Indifferent:](rules/conditions.md#Indifferent)** Doesn't care about you either way. (Most NPCs start out indifferent.) -> - **[Unfriendly:](rules/conditions.md#Unfriendly)** Dislikes you and doesn't want to help you. -> - **[Hostile:](rules/conditions.md#Hostile)** Actively works against you—and might attack you just because of their dislike. -> -> No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use [Diplomacy](compendium/skills.md#Diplomacy) results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond. - -![Request](rules/actions/request.md) - -### Intimidation (Cha) -CRB p. 247 - -You bend others to your will using threats. - -![Coerce](rules/actions/coerce.md) - -![Demoralize](rules/actions/demoralize.md) - -### Lore (Int) -CRB p. 247 - -You have specialized information on a narrow topic. - -Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar subcategory of the skill. Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn't increase your proficiency with Sailing Lore, for example. - -You gain a specific subcategory of the Lore skill from your background. The GM determines what other subcategories they'll allow as Lore skills, though these categories are always less broad than any of the other skills that allow you to Recall Knowledge, and they should never be able to fully or mainly take the place of another skill's [Recall Knowledge](rules/actions/recall-knowledge.md) action. For instance, Magic Lore wouldn't enable you to recall the same breadth of knowledge covered by [Arcana](compendium/skills.md#Arcana), Adventuring Lore wouldn't simply give you all the information an adventurer needs, and Planar Lore would not be sufficient to gain all the information spread across various skills and subcategories such as Heaven Lore. - -If you have multiple subcategories of Lore that could apply to a check or that would overlap with another skill in the circumstances, you can use the skill with the better skill modifier or the one you would prefer to use. If there's any doubt whether a Lore skill applies to a specific topic or action, the GM decides whether it can be used or not. - -Even if you're untrained in Lore, you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about the subject of your Lore skill's subcategory. - -> [!pf2-example] Common Lore Categories -> -> You can learn any Lore skill your GM gives you permission to take. The following list covers a wide variety of common Lore topics appropriate for most campaigns. Backgrounds often grant you a Lore from this list. -> -> - Academia Lore -> - Accounting Lore -> - Architecture Lore -> - Art Lore -> - Circus Lore -> - Engineering Lore -> - Farming Lore -> - Fishing Lore -> - Fortune-Telling Lore -> - Games Lore -> - Genealogy Lore -> - Gladiatorial Lore -> - Guild Lore -> - Heraldry Lore -> - Herbalism Lore -> - Hunting Lore -> - Labor Lore -> - Legal Lore -> - Library Lore -> - Lore about a specific deity ([Golarion](compendium/setting/deities/abadar.md) Lore, [Golarion](compendium/setting/deities/iomedae.md) Lore, etc.) -> - Lore about a specific creature or narrow category of creatures (Demon Lore, Owlbear Lore, Vampire Lore, etc.) -> - Lore of a specific plane other than the Material Plane,or the plane in which the game is set if not the Material Plane (Abyss Lore, Astral Plane Lore, Heaven Lore, etc.) -> - Lore about a specific settlement (Absalom Lore,Magnimar Lore, etc.) -> - Lore about a specific terrain (Mountain Lore, River Lore, etc.) -> - Lore of a type of food or drink (Alcohol Lore, Baking Lore, Butchering Lore, Cooking Lore, Tea Lore, etc.) -> - Mercantile Lore -> - Midwifery Lore -> - Milling Lore -> - Mining Lore -> - Sailing Lore -> - Scouting Lore -> - Scribing Lore -> - Stabling Lore -> - Tanning Lore -> - Theater Lore -> - Underworld Lore -> - Warfare Lore - -#### Lore Trained Action -CRB p. 248 - -You must be trained in Lore to use it to Earn Income (page 236). - -- **[Earn Income](rules/actions/earn-income.md)** by using your knowledge to practice a trade. - -### Medicine (Wis) -CRB p. 248 - -You can patch up wounds and help people recover from diseases and poisons. Even if you're untrained in [Medicine](compendium/skills.md#Medicine), you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about diseases, injuries, poisons, and other ailments. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed. - -![Administer First Aid](rules/actions/administer-first-aid.md) - -#### Medicine Trained Actions -CRB p. 248 - -![Treat Disease](rules/actions/treat-disease.md) - -![Treat Poison](rules/actions/treat-poison.md) - -![Treat Wounds](rules/actions/treat-wounds.md) - -### Nature (Wis) -CRB p. 249 - -You know a great deal about the natural world, and you command and train animals and magical beasts. Even if you're untrained in [Nature](compendium/skills.md#Nature), you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about fauna, flora, geography, weather, the environment, creatures of natural origin (like animals, beasts, fey, and plants), the First World, the Material Plane, and the Elemental Planes. - -![Command an Animal](rules/actions/command-an-animal.md) - -> [!pf2-brown] COMMANDED ANIMALS -> -> Issuing commands to an animal doesn't always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses. -> -> The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round. - -#### Nature Trained Actions -CRB p. 249 - -You must be trained in [Nature](compendium/skills.md#Nature) to use it for the following general skill actions (page 234). - -- **[Identify Magic](rules/actions/identify-magic.md)**, particularly primal magic. -- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [primal](rules/traits/primal.md "Primal Tradition Trait") tradition. - -### Occultism (Int) -CRB p. 249 - -You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you're untrained in [Occultism](compendium/skills.md#Occultism), you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about ancient mysteries; obscure philosophies; creatures of occult significance (like aberrations, spirits, and oozes); and the Positive Energy, Negative Energy, Shadow, Astral, and Ethereal Planes. - -#### Occultism Trained Actions -CRB p. 249 - -You must be trained in [Occultism](compendium/skills.md#Occultism) to use it for the following general skill actions (page 234). - -- **[Decipher Writing](rules/actions/decipher-writing.md)** on occult topics, including complex metaphysical systems, syncretic principles, weird philosophies, and incoherent ramblings. -- **[Identify Magic](rules/actions/identify-magic.md)**, particularly occult magic. -- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [occult](rules/traits/occult.md "Occult Tradition Trait") tradition. - -### Performance (Cha) -CRB p. 250 - -You are skilled at a form of performance, using your talents to impress a crowd or make a living. - -#### Basic Competence -CRB p. 250 - -Some performances require you to be more than just charismatic, and if you don't meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you're dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing. - -Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings—or ask someone to help write your speeches! - -#### Performance Traits -CRB p. 250 - -When you use an action that utilizes the [Performance](compendium/skills.md#Performance) skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performancebased traits are listed below. - -| Performance | Additional Traits | -|-------------|-------------------| -| Act or perform comedy | [Auditory](rules/traits/auditory.md "Auditory Effect Trait"), [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait"), and [visual](rules/traits/visual.md "Visual Effect Trait") | -| Dance | [Move](rules/traits/move.md "Move Combat Trait") and [visual](rules/traits/visual.md "Visual Effect Trait") | -| Play an instrument | [Auditory](rules/traits/auditory.md "Auditory Effect Trait") and [manipulate](rules/traits/manipulate.md "Manipulate General Trait") | -| Orate or sing | [Auditory](rules/traits/auditory.md "Auditory Effect Trait") and [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") | - -![Perform](rules/actions/perform.md) - -> [!pf2-example] 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 - -#### Performance Trained Action -CRB p. 250 - -You must be trained in [Performance](compendium/skills.md#Performance) to use it to Earn Income (page 236). - -- **[Earn Income](rules/actions/earn-income.md)** by staging a performance. - -### Religion (Wis) -CRB p. 250 - -The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your training imparts a religious slant to that knowledge. - -Even if you're untrained in [Religion](compendium/skills.md#Religion), you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about divine agents, the finer points of theology, obscure myths regarding a faith, and creatures of religious significance (like celestials, fiends, and undead), the Outer Sphere, and the Positive and Negative Energy Planes. - -#### Religion Trained Actions -CRB p. 250 - -You must be trained in [Religion](compendium/skills.md#Religion) to use it for the following general skill actions (page 234). - -- **[Decipher Writing](rules/actions/decipher-writing.md)** of a religious nature, including allegories, homilies, and proverbs. -- **[Identify Magic](rules/actions/identify-magic.md)**, particularly divine magic. -- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [divine](rules/traits/divine.md "Divine Tradition Trait") tradition. - -### Society (Int) -CRB p. 250 - -You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements. Even if you're untrained in Society, you can use it for the following general skill actions (page 234). - -- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about local history, important personalities, legal institutions, societal structure, and humanoid cultures. The GM might allow Society to apply to other creatures that are major elements of society in your region, such as the draconic nobility in a kingdom of humans ruled by dragons. -- **[Subsist](rules/actions/subsist.md)** in a settlement by finding shelter, scrounging, or begging for food. - -#### Society Trained Actions -CRB p. 250 - -You must be trained in Society to use it to [Decipher Writing](rules/actions/decipher-writing.md). - -- **[Decipher Writing](rules/actions/decipher-writing.md)** that's a coded message, text written in an incomplete or archaic form, or in some cases, text in a language you don't know. - -![Create Forgery](rules/actions/create-forgery.md) - -### Stealth (Dex) -CRB p. 251 - -You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item. - -![Conceal an Object](rules/actions/conceal-an-object.md) - -> [!pf2-brown] Being Stealthy -> -> If you want to sneak around when there are creatures that can see you, you can use a combination of [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) to do so. -> -> - First, [Hide](rules/actions/hide.md) behind something (either by taking advantage of cover or having the [concealed](rules/conditions.md#Concealed) condition due to fog, a spell, or a similar effect). A successful [Stealth](compendium/skills.md#Stealth) check makes you hidden, though the creatures still know roughly where you are. -> - Second, now that you're hidden, you can [Sneak](rules/actions/sneak.md). That means you can move at half your Speed and attempt another [Stealth](compendium/skills.md#Stealth) check. If it's successful, you're now [undetected](rules/conditions.md#Undetected). That means the creatures don't know which square you're in anymore. -> -> If you were approaching creatures that didn't know you were there, you could begin [Sneaking](rules/actions/sneak.md) right away, since they didn't know your location to start with. Some actions can cause you to become [observed](rules/conditions.md#Observed) again, but they're mostly what you'd expect: standing out in the open, attacking someone, making a bunch of noise, and so forth. If you [Strike](rules/actions/strike.md) someone after successfully [Hiding](rules/actions/hide.md) or [Sneaking](rules/actions/sneak.md), though, they're [flat-footed](rules/conditions.md#Flat-footed) to that [Strike](rules/actions/strike.md). -> -> Creatures can try to find you using the [Seek](rules/actions/seek.md) action , described on page 471. -> -> Three conditions explain the states of detection. Remember that these conditions are relative to each creature—you can be observed by one creature while hidden to another and undetected by a third. -> -> ### Observed -> CRB p. 251 -> -> You're in the creature's clear view. -> -> ### Hidden -> CRB p. 251 -> -> The creature knows your location but can't see you. -> -> ### Undetected -> CRB p. 251 -> -> The creature doesn't know your location. - -![Hide](rules/actions/hide.md) - -### Survival (Wis) -CRB p. 252 - -You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail. Even if you're untrained, you can still use [Survival](compendium/skills.md#Survival) to Subsist (page 240). - -- **[Subsist](rules/actions/subsist.md)** in the wild by foraging for food and building shelter. - -![Sense Direction](rules/actions/sense-direction.md) - -> [!pf2-example] Sense Direction Tasks -> -> **Untrained** determine a cardinal direction using the sun -> -> **Trained** find an overgrown path in a forest -> -> **Expert** navigate a hedge maze -> -> **Master** navigate a byzantine labyrinth or relatively featureless desert -> -> **Legendary** navigate an ever-changing dream realm - -#### Survival Trained Actions -CRB p. 252 - -![Cover Tracks](rules/actions/cover-tracks.md) - -![Track](rules/actions/track.md) - -> [!pf2-example] Sample Track Tasks -> -> **Untrained** the path of a large army following a road -> -> **Trained** relatively fresh tracks of a rampaging bear through the plains -> -> **Expert** a nimble panther's tracks through a jungle, tracks after the rain -> -> **Master** tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock -> -> **Legendary** old tracks through a windy desert's sands, tracks after a major blizzard or hurricane - -### Thievery (Dex) -CRB p. 253 - -You are trained in a particular set of skills favored by thieves and miscreants. - -![Palm an Object](rules/actions/palm-an-object.md) - -![Steal](rules/actions/steal.md) - -#### Thievery Trained Actions -CRB p. 253 - -![Disable a Device](rules/actions/disable-a-device.md) - -![Pick a Lock](rules/actions/pick-a-lock.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/chapter-5-feats.md b/content/Mechanics/Rules/core-rulebook/chapter-5-feats.md deleted file mode 100644 index 38f8aeb40..000000000 --- a/content/Mechanics/Rules/core-rulebook/chapter-5-feats.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["chapter-5-feats"] ---- -# Chapter 5: Feats -CRB p. 255 - -For most classes, you gain a general feat when you reach 3rd level and every 4 levels thereafter. Each time you gain a general feat, you can select any feat with the general trait whose prerequisites you satisfy. - -General feats also include a subcategory of skill feats, which expand on what you can accomplish via skills. These feats also have the skill trait. Most characters gain skill feats at 2nd level and every 2 levels thereafter. When you gain a skill feat, you must select a general feat with the skill trait; you can't select a general feat that lacks the skill trait. The level of a skill feat is typically the minimum level at which a character could meet its proficiency prerequisite. - -> [!pf2-note] -> Please visit the feats page to view all feats. - -![General Feats](rules/tables/general-feats.md) - -![General Skill Feats](rules/tables/general-skill-feats.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/chapter-6-equipment.md b/content/Mechanics/Rules/core-rulebook/chapter-6-equipment.md deleted file mode 100644 index ad26417d6..000000000 --- a/content/Mechanics/Rules/core-rulebook/chapter-6-equipment.md +++ /dev/null @@ -1,915 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["chapter-6-equipment"] ---- -# Chapter 6: Equipment -CRB p. 271 - -Your character starts out with 15 gold pieces (150 silver pieces) to spend on any common items from this chapter. Items with an uncommon rarity can be purchased only if you have special access from abilities you selected during character creation or your GM gives you permission to purchase them. - -Once you've purchased your starting items, there are three main ways to gain new items and equipment: you can find them during an adventure, make them using the [Crafting](compendium/skills.md#Crafting) skill, or purchase them from a merchant. - -## Coins and Currency -CRB p. 271 - -Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the **silver piece** (**sp**). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the **copper piece** (**cp**). Each copper piece is worth one-tenth of a silver piece. The **gold piece** (**gp**) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The **platinum piece** (**pp**) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See [Table 6–1: Coin Values](rules/tables/coin-values.md) for the exchange rates of common types of coins. - -### Other Currency -CRB p. 271 - -Art objects, gems, and raw materials (such as those used for the [Craft](rules/actions/craft.md) activity) can be used much like currency: you can sell them for the same Price you can buy them. - -## Price -CRB p. 271 - -Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of "—" can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price. - -> [!pf2-key-box] STARTING MONEY -> -> ### 15 GP (150 SP) -> CRB p. 271 - -![Coin Values](rules/tables/coin-values.md) - -## Item Level -CRB p. 271 - -Each item has an item level, which represents the item's complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own (page 243). If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game. - -## Carrying and Using Items -CRB p. 271 - -A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access. - -Drawing a worn item or changing how you're carrying an item usually requires you to use an [Interact](rules/actions/interact.md) action (though to drop an item, you use the [Release](rules/actions/release.md) action instead). [Table 6–2: Changing Equipment](rules/tables/changing-equipment.md) lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so. - -Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an [Interact](rules/actions/interact.md) action to draw it and then using a second action to drink it as described in its [Activate](rules/actions/activate-an-item.md) entry. - -### Bulk -CRB p. 271 - -Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items. - -#### Bulk Limits -CRB p. 272 - -You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier. - -> [!pf2-beige] Encumbered -> -> You are carrying more weight than you can manage. While you're [encumbered](rules/conditions.md#Encumbered), you're [clumsy](rules/conditions.md#Clumsy) and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet. - -#### Bulk Values -CRB p. 272 - -Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, [full plate](compendium/equipment/items/full-plate.md) armor is 4 Bulk, a [longsword](compendium/equipment/items/longsword.md) is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM. - -#### Estimating an Item's Bulk -CRB p. 272 - -As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295. - -#### Bulk of Coins -CRB p. 272 - -Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2. - -#### Bulk of Creatures -CRB p. 272 - -You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number. - -| Size of Creature | Bulk | -|------------------|------| -| [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") | 1 | -| [Small](rules/traits/small-b1.md "Small Size Trait") | 3 | -| [Medium](rules/traits/medium-b1.md "Medium Size Trait") | 6 | -| [Large](rules/traits/large-b1.md "Large Size Trait") | 12 | -| [Huge](rules/traits/huge-b1.md "Huge Size Trait") | 24 | -| [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait") | 48 | - -#### Dragging -CRB p. 272 - -In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within. - -### Wielding Items -CRB p. 272 - -Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it. - -![Changing Equipment](rules/tables/changing-equipment.md) - -## Item Damage -CRB p. 272 - -An item can be broken or destroyed if it takes enough damage. Every item has a **Hardness** value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the [Shield Block](compendium/feats/shield-block.md) reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items. - -An item that takes damage can become and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its **Broken Threshold** (**BT**); once its Hit Points are reduced to 0, it is **destroyed**. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no [Broken](rules/conditions.md#Broken) Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item can't be Repaired. - -An item's Hardness, Hit Points, and [Broken](rules/conditions.md#Broken) Threshold usually depend on the material the item is made of. This information appears in the 11 section of 11. - -> [!pf2-beige] Broken -> -> Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor. -> -> A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth. -> -> If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold. - -### Object Immunities -CRB p. 273 - -Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword has no Speed, so it can't take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap. - -## Shoddy Items -CRB p. 273 - -Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type. - -## Armor -CRB p. 274 - -### Armor Class -CRB p. 274 - -Your **Armor Class** (**AC**) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll. - -> [!pf2-inset] -> -> Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties - -Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense. - -### Donning and Removing Armor -CRB p. 274 - -Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor. - -### Armor Statistics -CRB p. 274 - -[Table 6–3: Unarmored Defense](rules/tables/unarmored-defense.md) provides the statistics for the various forms of protection without wearing armor. [Table 6–4: Armor](rules/tables/armor.md) provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics. - -#### Category -CRB p. 274 - -The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor. - -#### AC Bonus -CRB p. 274 - -This number is the item bonus you add for the armor when determining Armor Class. - -#### Dexterity Modifier Cap (Dex Cap) -CRB p. 274 - -This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor. - -#### Check Penalty -CRB p. 274 - -While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty. - -#### Speed Penalty -CRB p. 274 - -While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet. - -#### Strength -CRB p. 274 - -This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet). - -#### Bulk -CRB p. 274 - -This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295. - -#### Group -CRB p. 274 - -Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275. - -#### Armor Traits -CRB p. 274 - -The traits for each suit of armor appear in this entry. - -Armor can have the following traits. - -**[Bulwark](rules/traits/bulwark.md "Bulwark Armor Trait"):** The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a [fireball](compendium/spells/fireball.md), you add a +3 modifier instead of your Dexterity modifier. - -**[Comfort](rules/traits/comfort.md "Comfort Armor Trait"):** The armor is so comfortable that you can rest normally while wearing it. - -**[Flexible](rules/traits/flexible.md "Flexible Armor Trait"):** The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) checks. - -**[Noisy](rules/traits/noisy.md "Noisy Armor Trait"):** This armor is loud and likely to alert others to your presence when you're using the [Avoid Notice](rules/actions/avoid-notice.md) exploration activity. - -#### Armor Specialization Effects -CRB p. 275 - -Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects. - -**Chain:** The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit. - -**Composite:** The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor. - -**Leather:** The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor. - -**Plate:** The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor. - -![Unarmored Defense](rules/tables/unarmored-defense.md) - -![Armor](rules/tables/armor.md) - -> [!pf2-brown] MATERIALS -> -> Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details. -> -> Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577. - -### Armor Descriptions -CRB p. 275 - -Each type of armor is described in more detail below. - -**[Breastplate](compendium/equipment/items/breastplate.md):** Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed. - -**[Chain Mail](compendium/equipment/items/chain-mail.md):** A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body. - -**[Chain Shirt](compendium/equipment/items/chain-shirt.md):** Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer. - -**[Explorer's Clothing](compendium/equipment/items/explorers-clothing.md):** Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581). - -**[Full Plate](compendium/equipment/items/full-plate.md):** Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285). - -**[Half Plate](compendium/equipment/items/half-plate.md):** Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285). - -**[Hide](compendium/equipment/items/hide.md):** A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility. - -**[Leather](compendium/equipment/items/leather.md):** A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility. - -**[Padded Armor](compendium/equipment/items/padded-armor.md):** This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat. - -**[Scale Mail](compendium/equipment/items/scale-mail.md):** Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs. - -**[Splint Mail](compendium/equipment/items/splint-mail.md):** This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285). - -**[Studded Leather](compendium/equipment/items/studded-leather.md):** This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection. - -![Damaging Armor](rules/tables/damaging-armor.md) - -## Shields -CRB p. 277 - -[Raise a Shield](rules/actions/raise-a-shield.md) is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and [Raise a Shield](rules/actions/raise-a-shield.md). A [buckler](compendium/equipment/items/buckler.md), however, doesn't take up your hand, so you can [Raise a Shield](rules/actions/raise-a-shield.md) with a [buckler](compendium/equipment/items/buckler.md) if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of [Raise a Shield](rules/actions/raise-a-shield.md) if that hand is no longer free. - -When you have a [tower shield](compendium/equipment/items/tower-shield.md) raised, you can use the [Take Cover](rules/actions/take-cover.md) action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can [Take Cover](rules/actions/take-cover.md) as normal using the cover from your shield). - -If you have access to the [Shield Block](compendium/feats/shield-block.md) reaction (from your class or from a feat), you can use it while [Raising your Shield](rules/actions/raise-a-shield.md) to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage. - -### Shield Statistics -CRB p. 277 - -Shields have statistics that follow the same rules as armor: - -Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here. - -#### AC Bonus -CRB p. 277 - -A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472. - -#### Hardness -CRB p. 277 - -Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the [Shield Block](compendium/feats/shield-block.md) feat (page 266). The rules for Hardness appear on page 272. - -#### HP (BT) -CRB p. 277 - -This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the [Shield Block](compendium/feats/shield-block.md) reaction. - -![Shields](rules/tables/shields.md) - -### Attacking with a Shield -CRB p. 277 - -A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on [Table 6–7: Melee Weapons](rules/tables/melee-weapons.md). The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a [shield boss](compendium/equipment/items/shield-boss.md) or [shield spikes](compendium/equipment/items/shield-spikes.md) to a shield to make it a more practical weapon. These can be found on [Table 6–7](rules/tables/melee-weapons.md). These work like other weapons and can even be etched with runes. - -### Shield Descriptions -CRB p. 277 - -Each type of shield is described in more detail below. - -**[Buckler](compendium/equipment/items/buckler.md):** This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand. - -**[Wooden Shield](compendium/equipment/items/wooden-shield.md):** Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily. - -**[Steel Shield](compendium/equipment/items/steel-shield.md):** Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable. - -**[Tower Shield](compendium/equipment/items/tower-shield.md):** These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal. - -## Weapons -CRB p. 278 - -### Attack Rolls -CRB p. 278 - -When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently. - -> [!pf2-inset] -> -> Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties - -> [!pf2-inset] -> -> Melee attack modifier = Strength modifier (or optionally Dexterity for a [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapon) + proficiency bonus + other bonuses + penalties - -Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls. - -#### Multiple Attack Penalty -CRB p. 278 - -If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty. - -The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the [agile](rules/traits/agile.md "Agile Weapon Trait") trait to reduce your multiple attack penalty. - -### Damage Rolls -CRB p. 278 - -When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows. - -> [!pf2-inset] -> -> Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties - -> [!pf2-inset] -> -> Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties - -Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier. - -Magic weapons with [striking](compendium/equipment/items/striking.md), greater striking, or major striking runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization. - -### Critical Hits -CRB p. 278 - -When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit). - -If you critically succeed at a [Strike](rules/actions/strike.md), your attack deals 9. Other attacks, such as spell attack rolls and some uses of the [Athletics](compendium/skills.md#Athletics) skill, describe the specific effects that occur when their outcomes are critical successes. - -### Unarmed Attacks -CRB p. 278 - -Almost all characters start out trained in unarmed attacks. You can [Strike](rules/actions/strike.md) with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so. - -[Table 6–6: Unarmed Attacks](rules/tables/unarmed-attacks.md) lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them. - -### Improvised Weapons -CRB p. 278 - -If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have. - -### Weapon Statistics -CRB p. 279 - -The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0. - -#### Damage -CRB p. 279 - -This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing. - -> [!pf2-beige] Damage Dice -> -> Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical striking rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die. -> -> ### Counting Damage Dice -> CRB p. 279 -> -> Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a striking rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like. -> -> ### Increasing Die Size -> CRB p. 279 -> -> When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once. -> -> **`1d4` ➞ `1d6` ➞ `1d8` ➞ `1d10` ➞ `1d12`** - -#### Range -CRB p. 279 - -Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible. - -For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet. - -#### Reload -CRB p. 279 - -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](rules/actions/interact.md) actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn. - -An item with an entry of "—" must be drawn to be thrown, which usually takes an [Interact](rules/actions/interact.md) action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon. - -#### Bulk -CRB p. 279 - -This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295. - -> [!pf2-brown] SELECTING WEAPONS -> -> Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in. -> -> When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations. -> -> ### Weapon Categories -> CRB p. 279 -> -> Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations. - -#### Hands -CRB p. 279 - -Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free. - -Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait. - -#### Group -CRB p. 280 - -A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283. - -#### Weapon Traits -CRB p. 280 - -The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a "weapon" can also apply to an unarmed attack that has that trait. - -#### Ammunition -CRB p. 280 - -Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it. - -![Unarmed Attacks](rules/tables/unarmed-attacks.md) - -![Melee Weapons](rules/tables/melee-weapons.md) - -![Ranged Weapons](rules/tables/ranged-weapons.md) - -#### Weapon Traits -CRB p. 282 - -Weapons and unarmed attacks with the weapon trait can have the following traits. - -### Critical Specialization Effects -CRB p. 283 - -Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon. - -**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](rules/traits/splash.md "Splash Weapon Trait") 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 DC 10 [Athletics](compendium/skills.md#Athletics) check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort. - -**Brawling:** The target must succeed at a Fortitude save against your class DC or be 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 `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). 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](rules/conditions.md#Prone). - -**Hammer:** The target is knocked [prone](rules/conditions.md#Prone). - -**Knife:** The target takes `1d6` [persistent bleed](rules/conditions.md#Persistent%20Damage) 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. - -**Spear:** The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn. - -**Sword:** The target is made off-balance by your attack, becoming [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. - -#### Weapon Descriptions -CRB p. 284 - -> [!pf2-note] -> Please visit the items page to view all weapons. - -## Gear -CRB p. 287 - -### Gear Statistics -CRB p. 287 - -[Tables 6–9](rules/tables/adventuring-gear.md) and [6–10](rules/tables/uncommon-adventuring-gear.md) list Price and Bulk entries for a wide variety of gear. Any item with a number after it in parentheses indicates that the item's Price is for the indicated quantity, though the Bulk entry for such an item is the value for only one such item. All items in this chapter are level 0 unless the item name is followed by a higher item level in parentheses. - -#### Hands -CRB p. 287 - -This lists how many hands it takes to use the item effectively. Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. The GM may determine that an item is too big to carry in one hand (or even two hands, for particularly large items). - -#### Wearing Tools -CRB p. 287 - -You can make a set of tools (such as [alchemist's tools](compendium/equipment/items/alchemists-tools.md) or [healer's tools](compendium/equipment/items/healers-tools.md)) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an [Interact](rules/actions/interact.md) action to use. - -![Adventuring Gear](rules/tables/adventuring-gear.md) - -![Uncommon Adventuring Gear](rules/tables/uncommon-adventuring-gear.md) - -### Adventuring Gear -CRB p. 290 - -These items follow special rules or require more detail. - -**Adventurer's Pack:** This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. - -The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 [torches](compendium/equipment/items/torch.md), and a waterskin. - -**Alchemist's Tools:** These beakers and chemicals can be used to set up a mobile alchemical laboratory. Expanded alchemist's tools give a +1 item bonus to [Crafting](compendium/skills.md#Crafting) checks to create alchemical items. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers. - -**Artisan's Tools:** You need these tools to create items from raw materials with the Craft skill. Sterling artisan's tools give you a +1 item bonus to the check. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. - -**Backpack:** A backpack holds up to 4 Bulk of items. If you're carrying or stowing the pack rather than wearing it on your back, its bulk is light instead of negligible. - -**Basic Crafter's Book:** This book contains the 0 for [Crafting](compendium/skills.md#Crafting) the common items in this chapter. - -**Caltrops:** These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 [Acrobatics](compendium/skills.md#Acrobatics) check or take 1d4 piercing damage and 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). A creature taking [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. - -Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged. - -**Candle:** A lit candle sheds dim light in a 10-foot radius. - -**Chest:** A wooden chest can hold up to 8 Bulk of items. - -**Climbing Kit:** This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to Climb while using an extreme climbing kit. A single kit has only enough materials for one climber; each climber needs their own kit. - -**Clothing:** Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. - -Explorer's clothing is sturdy enough that it can be reinforced to protect you, even though it isn't a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk's garments, or wizard's robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer's clothing, see pages 275 –276. - -Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns. - -You gain a +1 item bonus to checks to Make an Impression on nobility or other upper-class folk while wearing highfashion fine clothing. - -Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold. - -**Compass:** A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item). - -A lensatic compass gives you a +1 item bonus to these checks. - -**Crowbar:** When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the [Athletics](compendium/skills.md#Athletics) check to Force Open (similar to using a shoddy item). A levered crowbar grants you a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to Force Open anything that can be pried open. - -**Disguise Kit:** This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the [Deception](compendium/skills.md#Deception) skill. - -An elite disguise kit adds a +1 item bonus to relevant checks. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. - -**Fishing Tackle:** This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net. Professional fishing tackle grants a +1 item bonus to checks to fish. - -**Flint and Steel:** Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer. - -**Formula Book:** A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them. - -**Grappling Hook:** You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up. - -**Healer's Tools:** This kit of bandages, herbs, and suturing tools is necessary for [Medicine](compendium/skills.md#Medicine) checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. - -Expanded healer's tools provide a +1 item bonus to such checks. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers. - -**Holly and Mistletoe:** Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells. - -A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature. - -**Lantern:** A lantern sheds bright light and requires 1 pint of oil to function for 6 hours. - -A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet). - -A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. - -Closing or opening the shutters takes an Interact action. - -**Lock:** Picking a poor lock requires two successful DC 15 [Thievery](compendium/skills.md#Thievery) checks, a simple lock requires three successful DC 20 [Thievery](compendium/skills.md#Thievery) checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. - -**Magnifying Glass:** This quality handheld lens gives you a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to notice minute details of documents, fabric, and the like. - -**Manacles:** You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 [Thievery](compendium/skills.md#Thievery) checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. - -**Material Component Pouch:** This pouch contains material components for those spells that require them. - -Though the components are used up over time, you can refill spent components during your daily preparations. - -**Musical Instrument:** Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while played. - -A virtuoso instrument gives a +1 item bonus to [Performance](compendium/skills.md#Performance) checks using that instrument. - -**Oil:** You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. - -If the oil ignites, the target takes `1d6` fire damage. - -**Piton:** These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing. - -**Religious Symbol:** This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it. - -**Religious Text:** This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it. - -**Repair Kit:** A repair kit allows you to perform simple repairs while traveling. - -It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the [Crafting](compendium/skills.md#Crafting) skill. A superb repair kit gives you a +1 item bonus to the check. - -**Sack:** A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out. - -**Saddlebags:** Saddlebags come in a pair. Each can hold up to 3 Bulk of items. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk. - -**Scholarly Journal:** Scholarly journals are uncommon. - -Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location. - -**Signal Whistle:** When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain. - -**Snare Kit:** This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the [Crafting](compendium/skills.md#Crafting) skill. A specialist snare kit gives you a +1 item bonus to the check. - -**Spellbook:** A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook. - -**Spyglass:** A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to notice details at a distance. - -**Survey Map:** Maps are [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait"). - -Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to [Survival](compendium/skills.md#Survival) checks and any skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md), provided the checks are related to the location detailed on the map. - -Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location. - -**Tack:** Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature. - -If carried, the Bulk increases to 2. - -**Ten-Foot Pole:** When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon. - -**Thieves' Tools:** You need thieves' tools to Pick Locks or Disable Devices (of some types) using the [Thievery](compendium/skills.md#Thievery) skill. - -Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. - -**Tool:** This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed. - -**Torch:** A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet). It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage. - -**Waterskin:** When it's full, a waterskin has 1 Bulk and contains roughly 1 day's worth of water for a Small or Medium creature. - -**Writing Set:** Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper. - -### Class Kits -CRB p. 289 - -If you want to quickly decide how to spend your starting money on what your class needs, start with one of these kits. Note than an adventurer's pack, which is included in each kit, contains a backpack, a bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 [torches](compendium/equipment/items/torch.md), and a waterskin. - -#### Alchemist -CRB p. 289 - -**Price** 9 gp, 6 sp; **Bulk** 4 Bulk, 6 light; - -**Money Left Over** 5 gp, 4 sp - -**Armor** studded leather armor - -**Weapons** dagger, sling with 20 sling bullets - -**Gear** adventurer's pack, alchemist's tools, bandolier, basic crafter's book, 2 sets of caltrops, sheath - -**Options** repair kit (2 gp) - -#### Barbarian -CRB p. 289 - -**Price** 3 gp, 2 sp; **Bulk** 3 Bulk, 5 light; **Money Left Over** 11 gp, 8 sp **Armor** hide armor **Weapons** 4 javelins **Gear** adventurer's pack, grappling hook, 2 sheaths **Options** greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battle axe and steel shield (3 gp) - -#### Bard -CRB p. 289 - -**Price** 6 gp, 8 sp; **Bulk** 4 Bulk, 3 light; **Money Left Over** 8 gp, 2 sp **Armor** studded leather armor **Weapons** dagger, rapier, sling with 20 sling bullets **Gear** adventurer's pack, bandolier, handheld instrument, sheath - -#### Champion -CRB p. 289 - -**Price** 3 gp, 8 sp; **Bulk** 3 Bulk, 7 light; **Money Left Over** 11 gp, 2 sp **Armor** hide armor **Weapons** dagger, 4 javelins **Gear** adventurer's pack, crowbar, grappling hook, sheath **Options** your deity's favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter) - -#### Cleric -CRB p. 289 - -**Price** 1 gp 5 sp; **Bulk** 1 Bulk, 3 light; **Money Left Over** 13 gp **Gear** adventurer's pack, bandolier, 2 sets of caltrops, religious symbol (wooden) **Options** your deity's favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter), hide armor (2 gp) - -#### Druid -CRB p. 289 - -**Price** 3 gp, 7 sp; **Bulk** 4 Bulk, 4 light; **Money Left Over** 11 gp, 3 sp **Armor** leather armor **Weapons** 4 javelins, longspear **Gear** adventurer's pack, bandolier, holly and mistletoe **Options** healer's tools (5 gp) - -#### Fighter -CRB p. 289 - -**Price** 3 gp; **Bulk** 3 Bulk, 2 light; **Left Over** 12 gp **Armor** hide armor **Weapons** dagger **Gear** adventurer's pack, grappling hook, sheath **Options** greatsword (2 gp), longbow with 20 arrows (6 gp, 2 sp), or longsword and steel shield (3 gp) - -#### Monk -CRB p. 289 - -**Price** 4 gp, 9 sp; **Bulk** 4 Bulk, 2 light; **Money Left Over** 10 gp, 2 sp **Weapons** longspear, staff **Gear** adventurer's pack, bandolier, climbing kit, grappling hook, lesser smokestick - -#### Ranger -CRB p. 289 - -**Price** 9 gp, 1 sp; **Bulk** 3 Bulk, 3 light; **Money Left Over** 5 gp, 9 sp **Armor** leather armor **Weapons** dagger, longbow with 20 arrows **Gear** adventurer's pack, sheath - -#### Rogue -CRB p. 289 - -**Price** 5 gp, 4 sp; **Bulk** 4 Bulk, 1 light; **Money Left Over** 9 gp, 6 sp **Armor** leather armor **Weapons** dagger, rapier **Gear** adventurer's pack, climbing kit, sheath **Options** thieves' tools (3 gp) - -#### Sorcerer -CRB p. 289 - -**Price** 1 gp, 6 sp; **Bulk** 1 Bulk, 6 light; **Money Left Over** 12 gp, 9 sp **Weapons** dagger, slingshot with 20 sling bullets **Gear** adventurer's pack, bandolier, 2 sets of caltrops, sheath - -#### Wizard -CRB p. 289 - -**Price** 1 gp, 2 sp; **Bulk** 2 Bulk, 2 light; **Money Left Over** 11 gp, 8 sp **Weapons** staff **Gear** adventurer's pack, material component pouch, writing set **Options** crossbow with 20 bolts (3 gp, 2 sp) - -### Alchemical Gear -CRB p. 292 - -The items listed on Table 6–11 are the most widely available alchemical items from Chapter 11, which a 1st-level character could likely access. The descriptions below are incomplete; each item's full entry appears in Chapter 11 on the page listed in the table. Your GM might allow you to start with other alchemical items from Chapter 11 on a case-by-case basis. - -![Alchemical Gear](rules/tables/alchemical-gear.md) - -#### Alchemical Bombs -CRB p. 292 - -Alchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal [splash](rules/traits/splash.md "Splash Weapon Trait") damage. For more on alchemical bombs, see page 544. - -**Lesser Acid Flask:** This alchemical bomb deals 1 acid damage, `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage), and 1 acid [splash](rules/traits/splash.md "Splash Weapon Trait") damage. - -**Lesser Alchemist's Fire:** This alchemical bomb deals 1d8 fire damage, 1 [persistent fire damage](rules/conditions.md#Persistent%20Damage), and 1 fire [splash](rules/traits/splash.md "Splash Weapon Trait") damage. - -**Lesser Bottled Lightning:** This alchemical bomb deals `1d6` electricity damage and 1 electricity [splash](rules/traits/splash.md "Splash Weapon Trait") damage, and it makes the target [flat-footed](rules/conditions.md#Flat-footed). - -**Lesser Frost Vial:** This alchemical bomb deals `1d6` cold damage and 1 cold [splash](rules/traits/splash.md "Splash Weapon Trait") damage, and it gives the target a –5-foot status penalty to its Speeds until the end of its next turn. - -**Lesser Tanglefoot Bag:** This alchemical bomb gives the target a –10-foot status penalty to its Speeds for 1 minute, and the target is immobilized on a critical hit unless it [Escapes](rules/actions/escape.md). - -**Lesser Thunderstone:** This alchemical bomb deals `1d4` sonic damage and 1 sonic [splash](rules/traits/splash.md "Splash Weapon Trait") damage, and any creature within 10 feet that fails a DC 17 Fortitude save is deafened until the end of its turn. - -#### Elixirs -CRB p. 292 - -Elixirs are alchemical items you drink to gain various unusual effects. For more on elixirs, see page 546. - -**Lesser Antidote:** After drinking a lesser antidote, you gain a +2 item bonus to Fortitude saves against poison for 6 hours. - -**Lesser Antiplague:** After drinking a lesser antiplague, you gain a +2 item bonus to Fortitude saves against disease for 24 hours, including your saves against diseases' progression. - -**Lesser Elixir of Life:** Drinking a lesser elixir of life restores 1d6 Hit Points and grants a +1 item bonus to saving throws against diseases and poisons for 10 minutes. - -#### Alchemical Tools -CRB p. 292 - -Alchemical tools are a type of alchemical item you use, rather than drink or throw. For more on alchemical tools, see page 564. - -**Smokestick:** You create a 5-foot radius smokescreen for 1 minute. - -**Sunrod:** You can strike a sunrod on a hard surface as an Interact action to cause it to shed bright light in a 20-foot radius (dim light in the next 20 feet) for 6 hours. - -**Tindertwig:** You can use a tindertwig to ignite something flammable with a single Interact action, faster than with flint and steel. - -### Magical Gear -CRB p. 293 - -The items on Table 6–12 are the magic items from Chapter 11 that a 1st-level character could most frequently access. The descriptions below are incomplete; the items' full entries appear in Chapter 11 on the pages listed in the table. Your GM might allow you to start with other magic items from Chapter 11 on a case-by-case basis. - -![Magical Gear](rules/tables/magical-gear.md) - -#### Consumable Magic Items -CRB p. 293 - -You can typically purchase [holy](compendium/equipment/items/holy-water.md) and [unholy water](compendium/equipment/items/unholy-water.md) in a settlement. Particularly good settlements tend to ban [unholy water](compendium/equipment/items/unholy-water.md) and evil settlements tend to ban [holy water](compendium/equipment/items/holy-water.md). - -**Holy Water:** You can throw [holy water](compendium/equipment/items/holy-water.md) like a bomb, dealing `1d6` good damage and 1 good [splash](rules/traits/splash.md "Splash Weapon Trait") damage to fiends, undead, and other creatures weak to good damage. - -**Unholy Water:** You can throw [unholy water](compendium/equipment/items/unholy-water.md) like a bomb, dealing `1d6` evil damage and 1 evil [splash](rules/traits/splash.md "Splash Weapon Trait") damage to celestials and other creatures weak to evil damage. - -#### Potions -CRB p. 293 - -Potions are magic items you drink to gain a variety of benefits. For more on potions, see page 562. - -#### Scrolls -CRB p. 293 - -Scrolls are magical scriptures that hold the necessary magic to cast a particular spell without using your spell slots. - -The Price listed in the table is for a scroll with a common 1st-level spell. For more on scrolls, see page 564. - -#### Talismans -CRB p. 293 - -A talisman is a special, single-use item you affix to your armor, a weapon, or elsewhere, allowing you to activate the talisman later for a special benefit. For more on talismans, see page 565. - -**Potency Crystal:** When you affix the crystal to a weapon and activate it, this talisman empowers the weapon for the rest of the turn, granting it a +1 item bonus to attack rolls and a second weapon damage die. - -### Formulas -CRB p. 293 - -Formulas are instructions for making items with the [Craft](rules/actions/craft.md) 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](rules/actions/craft.md) 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](rules/tables/formulas.md), 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](rules/actions/craft.md) a copy of it using the [Crafting](compendium/skills.md#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](compendium/skills.md#Crafting) check against the same DC it would take to [Craft](rules/actions/craft.md) the item. If you succeed, you [Craft](rules/actions/craft.md) 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](rules/actions/craft.md) it from scratch; you use the disassembled parts as the necessary raw materials. - -![Formulas](rules/tables/formulas.md) - -#### Items with Multiple Types -CRB p. 293 - -If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, _if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding._ - -### Services -CRB p. 294 - -The services listed on [Table 6–14](rules/tables/basic-services-and-consumables.md) describe expenditures for common services and consumables. - -![Basic Services and Consumables](rules/tables/basic-services-and-consumables.md) - -#### Hirelings -CRB p. 294 - -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 -CRB p. 294 - -The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible. - -#### Spellcasting -CRB p. 294 - -Spellcasting services, listed on [Table 6–15](rules/tables/spellcasting-services.md), 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. - -![Spellcasting Services](rules/tables/spellcasting-services.md) - -### Cost of Living -CRB p. 294 - -[Table 6–16](rules/tables/cost-of-living.md) shows how much it costs to get by. This covers room and board, dues, taxes, and other fees. - -![Cost of Living](rules/tables/cost-of-living.md) - -### Animals -CRB p. 294 - -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](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) as long as they're [frightened](rules/conditions.md#Frightened). If you successfully Command your Animal using [Nature](compendium/skills.md#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](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing), with the same exceptions. - -Warhorses and warponies are combat trained. They don't become [frightened](rules/conditions.md#Frightened) or [fleeing](rules/conditions.md#Fleeing) during encounters in this way. - -![Animals](rules/tables/animals.md) - -#### Barding -CRB p. 295 - -You can purchase special armor for animals, called barding (shown on [Table 6–18](rules/tables/barding.md)). 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](rules/tables/barding.md) - -### Items and Sizes -CRB p. 295 - -The Bulk rules in this chapter are for [Small](rules/traits/small-b1.md "Small Size Trait") and [Medium](rules/traits/medium-b1.md "Medium Size Trait") creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on [Table 6–19](rules/tables/bulk-conversions.md). - -These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures. - -#### Bulk Conversions for Different Sizes -CRB p. 295 - -As shown in [Table 6–19](rules/tables/bulk-conversions.md), [Large](rules/traits/large-b1.md "Large Size Trait") or larger creatures are less encumbered by bulky items than [Small](rules/traits/small-b1.md "Small Size Trait") or [Medium](rules/traits/medium-b1.md "Medium Size Trait") creatures, while [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") creatures become overburdened more quickly. A [Large](rules/traits/large-b1.md "Large Size Trait") creature treats 10 items of 1 Bulk as 1 Bulk, a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") creature doesn't treat any items as having negligible Bulk. - -![Bulk conversions](rules/tables/bulk-conversions.md) - -#### Items of Different Sizes -CRB p. 295 - -Creatures of sizes other than [Small](rules/traits/small-b1.md "Small Size Trait") or [Medium](rules/traits/medium-b1.md "Medium Size Trait") need items appropriate to their size. These items have different Bulk and possibly a different Price. [Table 6 –20](rules/tables/differently-sized-items.md) provides the Price and Bulk conversion for such items. - -![Differently Sized Items](rules/tables/differently-sized-items.md) - -For example, a [morningstar](compendium/equipment/items/morningstar.md) sized for a [Medium](rules/traits/medium-b1.md "Medium Size Trait") creature has a Price of 1 gp and 1 Bulk, so one made for a [Huge](rules/traits/huge-b1.md "Huge Size Trait") creature has a Price of 4 gp and 4 Bulk. One made for a [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") 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](rules/traits/tiny-b1.md "Tiny Size Trait") or [Large](rules/traits/large-b1.md "Large Size Trait") (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a [Medium](rules/traits/medium-b1.md "Medium Size Trait") creature. - -Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on [Table 6 –20](rules/tables/differently-sized-items.md), then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information. \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/chapter-7-spells.md b/content/Mechanics/Rules/core-rulebook/chapter-7-spells.md deleted file mode 100644 index 7b003fec7..000000000 --- a/content/Mechanics/Rules/core-rulebook/chapter-7-spells.md +++ /dev/null @@ -1,538 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["chapter-7-spells"] ---- -# Chapter 7: Spells -CRB p. 297 - -With special gestures and utterances, a spellcaster can call forth mystic energies, warp the mind, protect themself against danger, or even create something from nothing. Each class has its own method of learning, preparing, and casting spells, and every individual spell produces a specific effect, so learning new spells gives a spellcaster an increasing array of options to accomplish their goals. - -## Tradition and School -CRB p. 297 - -The fundamental building blocks of magic are the magical traditions and the schools of magic. The four traditions are arcane, divine, occult, and primal. A spell's magical tradition can vary, because many spells can be cast using different traditions. A spell's school, on the other hand, is intrinsic to the spell and establishes what the spell is capable of. Abjuration spells, for example, can raise protective wards, enchantment spells can change thoughts, and evocation spells can create blasts of fire. - -> [!pf2-sidebar] Spellbooks -> -> Carefully maintained and jealously guarded, there are few things more valuable to a wizard than a spellbook. These repositories of magical lore are often trapped and warded to ensure that no one meddles with the secrets inside. -> -> Although spellbooks play a central role in a wizard's daily routine, other prepared spellcasting classes have been known to use spellbooks to record uncommon or even rare spells. Such a resource allows a caster to treat the spell like any other common spell, so long as they can reference the book during their daily preparations. - -## Magical Schools -CRB p. 297 - -All spells, all magic items, and most other magical effects fall into one of the eight schools of magic. These schools broadly define what the magic is capable of. Every spell has the trait corresponding to its school. Some spellcasters, like specialist wizards, have particular acumen with a certain school of magic. - -### Abjuration -CRB p. 297 - -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. - -### Conjuration -CRB p. 297 - -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 trait, and the creatures summoned by conjuration spells have the summoned trait. - -### Divination -CRB p. 297 - -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 trait if they grant you insight about what might happen in the future, the revelation trait if they show things as they truly are, or the scrying trait if they let you perceive another location. - -### Enchantment -CRB p. 297 - -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 trait, and many have the emotion trait or the fear trait. - -### Evocation -CRB p. 298 - -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, cold, fire, force, or sonic. - -### Illusion -CRB p. 298 - -Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the mental trait, and depending on how the illusion is perceived, they might also have the auditory or visual trait. - -> [!pf2-brown] Disbelieving Illusions -> -> 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](rules/actions/seek.md) or otherwise spends actions to engage with the illusion, comparing the result of its [Perception](compendium/skills.md#Perception) check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. [Mental](rules/traits/mental.md "Mental Effect Trait") 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](rules/traits/visual.md "Visual Effect Trait"), 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.. - -### Necromancy -CRB p. 298 - -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, death, healing, negative, or positive traits. - -### Transmutation -CRB p. 298 - -Transmutation spells make alterations to or transform the physical form of a creature or object. The morph and polymorph traits appear primarily in transmutation spells. - -> [!pf2-brown] Spell Attack Roll and Spell DC -> -> Many spells allow creatures to defend themselves using either their AC or a saving throw. Two statistics govern how potent your spells are against these defenses: your spell attack roll and your spell DC. When recording these on your character sheet, add together only the numbers that always apply—usually just your ability modifier and proficiency bonus. -> -> **Spell attack roll = your spellcasting ability modifier + proficiency bonus + other bonuses + penalties** -> -> **Spell DC = 10 + your spellcasting ability modifier + proficiency bonus + other bonuses + penalties** -> -> A spell attack roll is like other attack rolls, so any bonuses or penalties that apply to all your attack rolls should be included in your calculation. For instance, the +1 status bonus from the [bless](compendium/spells/bless.md) spell would benefit your spell ray just like it could an arrow. However, note that the spell attack roll doesn't gain any bonuses or penalties that apply specifically to weapon attacks or unarmed attacks. The multiple attack penalty applies to spell attacks, so it's usually a bad idea to cast a spell that has a spell attack roll if you've already made an attack that turn. -> -> As with other checks and DCs, bonuses can increase the result of your spell attack roll or your spell DC, and penalties can decrease the result of your spell attack roll or your spell DC. See pages 444–445 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties. - -## Spell Slots -CRB p. 298 - -Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10. - -### Prepared Spells -CRB p. 298 - -If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again. - -Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips. - -You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells. - -### Spontaneous Spells -CRB p. 298 - -If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire. - -> [!pf2-red] Magical Traditions -> -> Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal. -> -> Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell. -> -> Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait. -> -> | Arcane | Divine | Occult | Primal | -> |--------|--------|--------|--------| -> | Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves. | The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance. | The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood. | An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies. | -> - -### Heightened Spells -CRB p. 299 - -Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell. - -This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level. - -In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry. - -Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, [fireball](compendium/spells/fireball.md) says "**Heightened (+1)** The damage increases by 2d6." Because [fireball](compendium/spells/fireball.md) deals `6d6` fire damage at 3rd level, a 4th-level [fireball](compendium/spells/fireball.md) would deal `8d6` fire damage, a 5th-level spell would deal `10d6` fire damage, and so on. - -#### Heightened Spontaneous Spells -CRB p. 299 - -If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added [fireball](compendium/spells/fireball.md) to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell. - -Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level. - -> [!pf2-red] The Four Essences -> -> Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence. -> -> The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against. -> -> | Matter | Spirit | Mind | Life | -> |--------|--------|------|------| -> | Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools. | Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools. | Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools. | Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy. | -> - -## Cantrips -CRB p. 300 - -A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says "Cantrip" instead of "Spell." Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot. - -A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have. - -> [!pf2-brown] Other Spell Traits -> -> Some spells and effects have traits such as "mental" or "good." These tell you more about the spell and how it works, and other rules might reference them. A creature might, for example, have a –2 circumstance penalty to saving throws against mental effects. Below is a glossary of a few traits you might see with important rules. -> -> ### Auditory -> CRB p. 301 -> -> Auditory spells rely on sound. A spell with the auditory trait has its effect only if the target can hear it. 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 makes sound. -> -> ### Darkness and Light -> CRB p. 301 -> -> Effects with the darkness and light traits interact in specific ways. Non-magical light always shines in non-magical darkness and always fails to shine in magical darkness. -> -> Magical light always shines in non-magical darkness but shines in magical darkness only if the light spell has a higher level than that of the darkness effect. Spells with the darkness trait or the light trait can always counteract one another, but bringing light and darkness into contact doesn't automatically do so. You must usually cast a light spell on a darkness effect directly to counteract it (and vice versa), but some spells automatically attempt to counteract opposing effects. -> -> ### Incapacitation -> CRB p. 301 -> -> 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 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. -> -> ### Minion -> CRB p. 301 -> -> Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can't use reactions. 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; for a minion that's a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the auditory and [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")s. If given no commands, by default 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 often indulge their creature comforts, and sapient minions act how they please. -> -> ### Morph -> CRB p. 301 -> -> Spells 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 effects, described below). -> -> Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you'd keep the wings from your morph). The GM determines which morph effects can be used together and which can't. -> -> ### Polymorph -> CRB p. 301 -> -> 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. 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 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. -> -> ### Summoned -> CRB p. 301 -> -> A creature called by a conjuration 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, the spell fails and the summon spell ends. Otherwise, it uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its abilities. 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. -> -> 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. -> -> ### Visual -> CRB p. 301 -> -> A visual spell can affect only creatures that can see it. - -## Focus Spells -CRB p. 300 - -Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells. - -Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it. - -Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell. - -You replenish all the Focus Points in your pool during your daily preparations. You can also use the [Refocus](rules/actions/refocus.md) activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point. - -Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number. - -![Refocus](rules/actions/refocus.md) - -> [!pf2-brown] Focus Points from Multiple Sources -> -> It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1. -> -> Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you [Refocus](rules/actions/refocus.md), you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells. - -### Spellcasters with Focus Spells -CRB p. 302 - -If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A bard's are occult, a cleric's are divine, a druid's are primal, a wizard's are arcane, and a sorcerer's are determined by their bloodline. - -### Non-Spellcasters with Focus Spells -CRB p. 302 - -If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the [Ki Strike](compendium/feats/ki-strike.md) feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to [Cast a Spell](rules/actions/cast-a-spell.md) and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster. - -## Innate Spells -CRB p. 302 - -Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified. You gain the ability to [Cast a Spell](rules/actions/cast-a-spell.md) and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component (page 303). Innate spells don't let you qualify for abilities that require you to be a spellcaster. - -You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified. - -If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use. - -You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell. - -## Casting Spells -CRB p. 302 - -The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. [Casting a Spell](rules/actions/cast-a-spell.md) is a special activity that takes a number of actions defined by the spell. When you [Cast a Spell](rules/actions/cast-a-spell.md), your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting. - -![Cast a Spell](rules/actions/cast-a-spell.md) - -### Spell Components -CRB p. 303 - -A spell description lists the components required to [Cast the Spell](rules/actions/cast-a-spell.md). For most spells, the number of components is equal to the number of actions you must spend to [Cast the Spell](rules/actions/cast-a-spell.md). Each component adds certain traits to the [Cast a Spell](rules/actions/cast-a-spell.md) activity, and some components have special requirements. The components that appear in this book are listed below. - -#### Material -CRB p. 303 - -A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted). - -Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290). - -#### Somatic -CRB p. 303 - -A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely. - -Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet). - -#### Verbal -CRB p. 303 - -A verbal component is a vocalization of words of power. - -You must speak them in a strong voice, so it's hard to conceal that you're [Casting a Spell](rules/actions/cast-a-spell.md). The spell gains the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait"). You must be able to speak to provide this component. - -#### Focus -CRB p. 303 - -A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. - -As part of [Casting the Spell](rules/actions/cast-a-spell.md), you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose. - -Foci tend to be expensive, and you need to acquire them in advance to [Cast the Spell](rules/actions/cast-a-spell.md). - -> [!pf2-brown] Component Substitution -> -> Some classes can substitute one component for another or alter how a component works. -> -> If you're a bard [Casting a Spell](rules/actions/cast-a-spell.md) from the [occult](rules/traits/occult.md "Occult Tradition Trait") tradition you can usually play an [instrument](compendium/equipment/items/musical-instrument.md) for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking. -> -> If you're a cleric [Casting a Spell](rules/actions/cast-a-spell.md) from the [divine](rules/traits/divine.md "Divine Tradition Trait") tradition while holding a divine focus (such as a religious symbol or [text](compendium/equipment/items/religious-text.md)), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution. -> -> If you're a druid [Casting a Spell](rules/actions/cast-a-spell.md) from the [primal](rules/traits/primal.md "Primal Tradition Trait") tradition while holding a primal focus (such as [holly and mistletoe](compendium/equipment/items/holly-and-mistletoe.md)), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution. -> -> If you're a sorcerer [Casting a Spell](rules/actions/cast-a-spell.md) from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component. -> -> Any character casting an innate spell can replace any material component with a somatic component. - -> [!pf2-brown] Metamagic -> -> Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than [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. - -## Ranges, Areas, and Targets -CRB p. 304 - -Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther! - -### Touch Range -CRB p. 304 - -A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there. - -### Areas -CRB p. 304 - -Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found here. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area. - -### Targets -CRB p. 304 - -Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have. - -If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations. - -Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately. - -Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead). - -### Line of Effect -CRB p. 304 - -You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found here. - -## Durations -CRB p. 304 - -The duration of a spell is how long the spell effect lasts. - -Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0. - -Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical. - -For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as [restore senses](compendium/spells/restore-senses.md)). - -If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends. - -You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations. - -### Sustaining Spells -CRB p. 304 - -If the spell's duration is "sustained," it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell. - -![Sustain a Spell](rules/actions/sustain-a-spell.md) - -### Long Durations -CRB p. 305 - -If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. - -If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you [Cast the Spell](rules/actions/cast-a-spell.md) or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells. - -### Dismissing -CRB p. 305 - -Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action. - -![Dismiss](rules/actions/dismiss.md) - -## Saving Throws -CRB p. 305 - -Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC. - -### Basic Saving Throws -CRB p. 305 - -If a spell's Saving Throw entry specifies a "basic" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449. - -## Spell Attacks -CRB p. 305 - -Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC. - -Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description. - -In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack. - -## Identifying Spells -CRB p. 305 - -Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened. - -If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using [Recall Knowledge](rules/actions/recall-knowledge.md). You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of [Recall Knowledge](rules/actions/recall-knowledge.md) because you don't have the advantage of watching the spell being cast. - -## Counteracting -CRB p. 305 - -Some spells, such as [dispel magic](compendium/spells/dispel-magic.md), can be used to eliminate the effects of other spells. At least one creature, object, or manifestation of the spell you are trying to counteract must be within range of the spell that you are using. You attempt a counteract check using your spellcasting ability modifier and your proficiency bonus for spell attack rolls. - -## Hostile Actions -CRB p. 305 - -Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. - -For instance, lobbing a [fireball](compendium/spells/fireball.md) into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action. - -## Setting Triggers -CRB p. 305 - -If a spell is meant to respond only to certain events or under certain conditions—such as [magic mouth](compendium/spells/magic-mouth.md)—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as "red-haired dwarven women," or it could be an observed action, such as "whenever someone enters the spell's area." Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful [Stealth](compendium/skills.md#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](compendium/skills.md#Stealth) check to Sneak can fool the sensor. - -## Walls -CRB p. 306 - -Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall. - -## Reading Spells -CRB p. 306 - -Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level. - -```ad-pf2-note -title: SPELL NAME *SPELL (LEVEL)* -traits - -- This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions. -- The number of actions required to [Cast the Spell](rules/actions/cast-a-spell.md) are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as "1 minute." After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell. -- This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster. -- If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell. - -A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure. - -- If the spell has special effects when heightened, those effects appear at the end of the stat block. -``` - -## Spell Lists -CRB p. 307 - -These lists include the spells for each tradition, including cantrips. (Focus spells appear on pages 386–407.) A superscript "H" indicates a spell has extra effects when heightened, and a spell whose rarity is greater than common has a superscript with the first letter of that rarity. An abbreviation in parentheses indicates a spell's school. - -## Spell Descriptions -CRB p. 316 - -> [!pf2-note] -> Please visit the spells page to view all Spells. - -> [!pf2-brown] MAGIC AND MORALITY -> -> While magic allows you to perform wondrous acts in the game, it can be used for terrible purposes. While some spells are obviously vile or have the evil trait and a direct connection to the profane, other spells can be used for good or ill. Using magic does not free you from the morality of the outcome. -> -> Nowhere is this more true than when it comes to enchantment spells, especially those used to compel a character to do something. These spells can remove the power of choice from a character and can very easily be used in ways that are evil. Dominating an ogre and forcing him to abandon his guard post is not necessarily evil, but using that same spell to force a merchant to give you all of his wares certainly is. Using a spell for an evil purpose can cause a player character's alignment to shift to evil, with the ultimate judgment of whether a player is using a spell for an evil purpose left up to the GM. -> -> Regardless of in-game effects, all players should take care when using such spells. These effects can negatively affect people at the table, as they might create situations that echo truly awful experiences players might have had, creating uncomfortable or hostile environments. -> -> Players and GMs should work to prevent these situations so everyone can focus on having fun at the table. - -## Focus Spells -CRB p. 323 - -> [!pf2-note] -> Please visit the spells page to view all Focus Spells. - -## Rituals -CRB p. 408 - -### Casting Rituals -CRB p. 408 - -When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up. - -You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition. - -Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time. - -#### Learning Rituals -CRB p. 408 - -Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you. - -#### Cost -CRB p. 408 - -A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as [create undead](compendium/spells/rituals/create-undead.md), use costs based on the level of the spell, as presented on [Table 7–1](rules/tables/creature-creation-rituals.md). - -#### Secondary Casters -CRB p. 408 - -Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required. - -#### Checks -CRB p. 408 - -At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process. - -The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier. - -![Creature Creation Rituals](rules/tables/creature-creation-rituals.md) - -### Secondary Checks -CRB p. 408 - -Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any. - -Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results. - -> [!success-degree] -> - **Critical Success** You gain a +2 circumstance bonus to the primary check. -> - **Success** No bonus or penalty. -> - **Failure** You take a –4 circumstance penalty to the primary check. -> - **Critical Failure** As failure, and you reduce the degree of success of the primary skill check by one step. - -### Effect -CRB p. 409 - -A ritual's effect depends on the result of the primary check. - -If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC). - -### Rituals -CRB p. 409 - -> [!pf2-note] -> Please visit the rituals page to view all Rituals. \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/chapter-8-the-age-of-lost-omens.md b/content/Mechanics/Rules/core-rulebook/chapter-8-the-age-of-lost-omens.md deleted file mode 100644 index 425c98337..000000000 --- a/content/Mechanics/Rules/core-rulebook/chapter-8-the-age-of-lost-omens.md +++ /dev/null @@ -1,199 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["chapter-8-the-age-of-lost-omens"] ---- -# Chapter 8: The Age of Lost Omens -CRB p. 417 - -> [!pf2-sidebar] TIME -> -> Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years. - -> [!pf2-sidebar] MONTHS AND DAYS -> -> The names of the months of the year are as follows in the Inner Sea region: -> -> Abadius ( January) Calistril (February) Pharast (March) Gozran (April) Desnus (May) Sarenith ( June) Erastus ( July) Arodus (August) Rova (September) Lamashan (October) Neth (November) Kuthona (December) The names of the days are as follows: -> -> Moonday (Monday) Toilday (Tuesday) Wealday (Wednesday) Oathday (Thursday) Fireday (Friday) Starday (Saturday) Sunday (Sunday) - -## Beyond the Inner Sea -CRB p. 418 - -## The Great Beyond -CRB p. 418 - -### Inner Sphere -CRB p. 419 - -### Outer Sphere -CRB p. 419 - -### Other planes and Dimensions -CRB p. 419 - -## The Inner Sea Region -CRB p. 419 - -## Absalom and Starstone Isle -CRB p. 420 - -## Broken Lands -CRB p. 421 - -## Eye of Dread -CRB p. 422 - -## Golden Road -CRB p. 423 - -## High Seas -CRB p. 424 - -## Impossible Lands -CRB p. 425 - -## Mwangi Expanse -CRB p. 426 - -## Old Cheliax -CRB p. 427 - -## Saga Lands -CRB p. 428 - -## Shining Kingdoms Cultures -CRB p. 429 - -> [!pf2-note] -> Human Ethnicities can be found on the Ancestries page. - -### Regional Languages -CRB p. 432 - -These languages are uncommon outside the region of their genesis. A character hailing from one of the regions listed below automatically has access to that language. In the Inner Sea region, the language referred to as Common elsewhere in the rules is the same as Taldane—a result of Taldor's legacy of control and influence over the whole region. - -Nearly every language listed here is spoken on the melting-pot streets of Absalom. - -![Regional Languages](rules/tables/regional-languages.md) - -## Creatures -CRB p. 433 - -Listed on these pages are brief descriptions of many creatures that have held important cultural, regional, or historical roles on Golarion, particularly in the Inner Sea region. - -### Alghollthus -CRB p. 433 - -### Demons -CRB p. 433 - -### Devils -CRB p. 433 - -### Dragons -CRB p. 433 - -### Genies -CRB p. 433 - -### Giants -CRB p. 433 - -### Gnolls -CRB p. 434 - -### Goblinoids -CRB p. 434 - -### Kobolds -CRB p. 434 - -### Leshys -CRB p. 434 - -### Lizardfolk -CRB p. 434 - -### Orcs -CRB p. 434 - -### Planar Scions -CRB p. 434 - -### Serpentfolk -CRB p. 434 - -## Factions -CRB p. 435 - -The factions summarized below represent a sampling of those active in the Inner Sea region. Some, like the Pathfinder Society and the Aspis Consortium, are widespread and powerful; their influence can be found throughout the world. Others, such as the Firebrands and the Sczarni, are disorganized or regional in scope. - -All encourage adventurers to join their ranks, although the benefits each faction can offer an adventurer varies widely. - -### Aspis Consortium -CRB p. 435 - -### Bellflower Network -CRB p. 435 - -### Esoteric Order of the Palatine Eye -CRB p. 435 - -### Eagle Knights -CRB p. 435 - -### Firebrands -CRB p. 435 - -### Free Captains -CRB p. 435 - -### Hellknights -CRB p. 436 - -### Knights of Lastwall -CRB p. 436 - -### Lion Blades -CRB p. 436 - -### Magaambya -CRB p. 436 - -### Night Heralds -CRB p. 436 - -### Pathfinder Society -CRB p. 436 - -### Red Mantis -CRB p. 436 - -### Sczarni -CRB p. 436 - -## Religion -CRB p. 437 - -### Deities -CRB p. 437 - -Anyone can worship a deity, but those who do so devoutly should take care to pursue the faith's edicts (behaviors the faith encourages) and avoid its anathemas (actions considered blasphemous). Each deity below has their alignment listed in parentheses after their name, followed by a short description and their edicts, anathemas, and the alignments permitted for followers. Following that are benefits available to the most ardent devotees of the deities. - -You get these benefits only if you're a cleric of the deity or some other rule specifically gives you a devotee benefit. - -### Faiths and Philosophies -CRB p. 440 - -Of course, faith can express itself in more ways than venerating a single deity—or a deity at all. A few examples of nondeific religions and philosophies are presented below. Clerics can work with allied faiths and philosophies, but the organizations here turn to other classes—such as sorcerers with divine bloodlines, druids, or monks—to serve as their leaders. These faiths and philosophies don't have an external godhead that offers benefits to devotees. - -### Domains -CRB p. 441 - -The following domains are used by the primary deities of Golarion, as listed on pages 437–440. - -![Domains](rules/tables/domains.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/chapter-9-playing-the-game.md b/content/Mechanics/Rules/core-rulebook/chapter-9-playing-the-game.md deleted file mode 100644 index 9fd66abfc..000000000 --- a/content/Mechanics/Rules/core-rulebook/chapter-9-playing-the-game.md +++ /dev/null @@ -1,1736 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["chapter-9-playing-the-game"] ---- -# Chapter 9: Playing the Game -CRB p. 443 - -Before diving into how to play Pathfinder, it's important to understand the game's three modes of play, which determine the pace of your adventure and the specific rules you'll use at a given time. Each mode provides a different pace and presents a different level of risk to your characters. The Game Master (GM) determines which mode works best for the story and controls the transition between them. - -You'll likely talk about the modes less formally during your play session, simply transitioning between exploration and encounters during the adventure, before heading to a settlement to achieve something during downtime. - -The most intricate of the modes is **encounter mode**. This is where most of the intense action takes place, and it's most often used for combat or other high-stakes situations. The GM typically switches to encounter mode by calling on the players to "roll for initiative" to determine the order in which all the actors take their turns during the encounter. - -Time is then divided into a series of rounds, each lasting roughly 6 seconds in the game world. Each round, player characters, other creatures, and sometimes even hazards or events take their turn in initiative order. At the start of a participant's turn, they gain the use of a number of actions (typically 3 in the case of PCs and other creatures) as well as a special action called a reaction. These actions, and what you do with them, are how you affect the world within an encounter. The full rules for playing in encounter mode start on page 468. - -In **exploration mode**, time is more flexible and the play more free form. In this mode, minutes, hours, or even days in the game world pass quickly in the real world, as the characters travel cross country, explore uninhabited sections of a dungeon, or roleplay during a social gathering. Often, developments during exploration lead to encounters, and the GM will switch to that mode of play until the encounter ends, before returning to exploration mode. The rules for exploration start on page 479. - -The third mode is **downtime**. During downtime, the characters are at little risk, and the passage of time is measured in days or longer. This is when you might forge a magic sword, research a new spell, or prepare for your next adventure. The rules for downtime are on page 481. - -## General Rules -CRB p. 443 - -Before exploring the specific rules of each mode of play, you'll want to understand a number of general rules of the game. To one degree or another, these rules are used in every mode of play. - -## Making Choices -CRB p. 443 - -Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, "So what do you do?" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players. - -This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter. - -Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, "Which way do you go?" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately. - -But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check. - -## Checks -CRB p. 443 - -When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps. - -- Roll a d20 and identify the modifiers, bonuses, and penalties that apply. -- Calculate the result. -- Compare the result to the difficulty class (DC). -- Determine the degree of success and the effect. - -Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an [Athletics](compendium/skills.md#Athletics) skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md). You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before. - -No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below. - -> [!pf2-brown] Game Conventions -> -> Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing. -> -> ### The GM Has the Final Say -> CRB p. 444 -> -> If you're ever uncertain how to apply a rule, the GM decides. -> -> Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun. -> -> ### Specific Overrides General -> CRB p. 444 -> -> A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC 5 flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to. -> -> ### Rounding -> CRB p. 444 -> -> You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified. -> -> For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage. -> -> ### Multiplying -> CRB p. 444 -> -> When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it. -> -> ### Duplicate Effects -> CRB p. 444 -> -> When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using [mage armor](compendium/spells/mage-armor.md) and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage. -> -> ### Ambiguous Rules -> CRB p. 444 -> -> Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed. - -### Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply -CRB p. 444 - -Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A **modifier** can be either positive or negative, but a **bonus** is always positive, and a **penalty** is always negative. - -The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic. - -Nearly all checks allow you to add an **ability modifier** to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier. - -When attempting a check that involves something you have some training in, you will also add your **bonus**. This bonus depends on your proficiency rank: - -untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level. - -| Proficiency Rank | Proficiency Bonus | -|------------------|-------------------| -| Untrained | 0 | -| Trained | Your level + 2 | -| Expert | Your level + 4 | -| Master | Your level + 6 | -| Legendary | Your level + 8 | - -There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't "stack." For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two. - -**Circumstance bonuses** typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher. - -**Item bonuses** are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to [Crafting](compendium/skills.md#Crafting) checks when making alchemical items. - -**Status bonuses** typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level [heroism](compendium/spells/heroism.md) spell grants a +1 status bonus to attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks. If you were under the effect of [heroism](compendium/spells/heroism.md) and someone cast the [bless](compendium/spells/bless.md) spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus. - -{**circumstance penalties**, **status penalties**, and sometimes even **item penalties.** Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a [heroism](compendium/spells/heroism.md) spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so [heroism](compendium/spells/heroism.md) still helps even though you're feeling unwell. - -Unlike bonuses, penalties can also be **untyped**, in which case they won't be classified as "circumstance," "item," or "status." Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack. - -Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll. - -Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step. - -### Step 2: Calculate the Result -CRB p. 445 - -This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result. - -### Step 3: Compare the Result to the DC -CRB p. 445 - -This step can be simple, or it can create suspense. Sometimes you'll know the **Difficulty Class** (**DC**) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail. - -Other times, you might not know the DC right away. Swimming across a river would require an [Athletics](compendium/skills.md#Athletics) check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC. - -#### Calculating DCs -CRB p. 445 - -Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic. - -### Step 4: Determine the Degree of Success and Effect -CRB p. 445 - -Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check. - -You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure. - -If you rolled a 20 on the die (a "natural 20"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a "natural 1"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead. - -Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else. - -## Specific Checks -CRB p. 446 - -While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another. - -### Attack Rolls -CRB p. 446 - -When you use a [Strike](rules/actions/strike.md) action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page. - -**Melee attack rolls** use Strength as their ability modifier by default. If you're using a weapon or attack with the [finesse](rules/traits/finesse.md "Finesse Weapon Trait") trait, then you can use your Dexterity modifier instead. - -> [!pf2-inset] -> -> Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a [finesse](rules/traits/finesse.md "Finesse Weapon Trait") weapon) + proficiency bonus + other bonuses + penalties - -**Ranged attack rolls** use Dexterity as their ability modifier. - -> [!pf2-inset] -> -> Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties - -When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons. - -The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580). - -Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below. - -#### Multiple Attack Penalty -CRB p. 446 - -The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an [attack](rules/traits/attack.md "Attack Combat Trait") action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the [attack](rules/traits/attack.md "Attack Combat Trait") trait counts toward your multiple attack penalty, including [Strikes](rules/actions/strike.md), spell attack rolls, certain skill actions like [Shove](rules/actions/shove.md), and many others. - -Some weapons and abilities reduce multiple attack penalties, such as [agile](rules/traits/agile.md "Agile Weapon Trait") weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks. - -| Attack | Multiple Attack Penalty | Agile | -|--------|-------------------------|-------| -| First | None | None | -| Second | –5 | –4 | -| Third or subsequent | –10 | –8 | - -Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a [longsword](compendium/equipment/items/longsword.md) in one hand and a [shortsword](compendium/equipment/items/shortsword.md) (which has the [agile](rules/traits/agile.md "Agile Weapon Trait") trait) in your other hand, and you are going to make three [Strikes](rules/actions/strike.md) with these weapons during the course of your turn. The first [Strike](rules/actions/strike.md) you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the [longsword](compendium/equipment/items/longsword.md) or a –4 penalty if you use the [shortsword](compendium/equipment/items/shortsword.md). - -Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular [Strike](rules/actions/strike.md). It would be a –10 penalty with the [longsword](compendium/equipment/items/longsword.md) and a –8 penalty with the [shortsword](compendium/equipment/items/shortsword.md), no matter what weapon you used for your previous [Strikes](rules/actions/strike.md). - -The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn. - -##### Range Penalty -CRB p. 446 - -Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first. - -You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target. - -For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range. - -##### Armor Class -CRB p. 447 - -Attack rolls are compared to a special difficulty class called an **Armor Class** (**AC**), which measures how hard it is for your foes to hit you with [Strikes](rules/actions/strike.md) and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you. - -Armor Class is calculated using the following formula. - -> [!pf2-inset] -> -> Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties - -Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense. - -Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor. - -Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273). - -> [!pf2-brown] STRIDING AND STRIKING -> -> Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471. -> -> **[Stride](rules/actions/stride.md)** is an action that has the move trait and that allows you to move a number of feet up to your Speed. -> -> You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet. -> -> **[Strike](rules/actions/strike.md)** is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist). -> -> If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks. -> -> Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments. -> -> Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are [Strikes](rules/actions/strike.md), special attacks like the Grapple action of the [Athletics](compendium/skills.md#Athletics) skill, or spell attack rolls. - -### Spell Attack Rolls -CRB p. 447 - -If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC. - -The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting [meld into stone](compendium/spells/meld-into-stone.md) from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting [heal](compendium/spells/heal.md) and other spells using her cleric divine spellcasting. - -Determine the spell attack roll with the following formula. - -> [!pf2-inset] -> -> Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties - -If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty. - -Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your **Spell DC** to determine how the spell affects them. - -Your spell DC is calculated using the following formula. - -> [!pf2-inset] -> -> Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties - -### Perception -CRB p. 448 - -Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check. - -Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check. - -> [!pf2-inset] -> -> Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties - -Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception. - -Many abilities are compared to your **Perception DC** to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier. - -#### Perception for Initiative -CRB p. 448 - -Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468. - -### Saving Throws -CRB p. 448 - -There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find [resilient](compendium/equipment/items/resilient.md) armor or other magic items that give an item bonus. - -**Fortitude saving throws** allow you to reduce the effects of abilities and afflictions that can debilitate the body. - -They use your Constitution modifier and are calculated as shown in the formula below. - -> [!pf2-inset] -> -> Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties - -**Reflex saving throws** measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below. - -> [!pf2-inset] -> -> Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties - -**Will saving throws** measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below. - -> [!pf2-inset] -> -> Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties - -Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw. - -Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save. - -#### Basic Saving Throws -CRB p. 449 - -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. - -> [!success-degree] -> - **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. - -> [!pf2-brown] FORTUNE AND MISFORTUNE EFFECTS -> -> Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result. -> -> You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it. -> -> If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. - -### Skill Checks -CRB p. 449 - -Pathfinder has a variety of skills, from [Athletics](compendium/skills.md#Athletics) to [Medicine](compendium/skills.md#Medicine) to [Occultism](compendium/skills.md#Occultism). Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, [Athletics](compendium/skills.md#Athletics) deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. [Medicine](compendium/skills.md#Medicine) deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula. - -> [!pf2-inset] -> -> Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties - -You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446. - -When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill. - -### Notating Total Modifiers -CRB p. 450 - -When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations. - -Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a +1 weapon potency rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances. - -## Special Checks -CRB p. 450 - -Some categories of checks follow special rules. The most notable are flat checks and secret checks. - -### Flat Checks -CRB p. 450 - -When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks. - -If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail. - -### Secret Checks -CRB p. 450 - -Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with [Recall Knowledge](rules/actions/recall-knowledge.md) or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check. - -The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery. - -## Damage -CRB p. 450 - -In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459. - -Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties. - -Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below. - -- Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll. -- Determine the damage type. -- Apply the target's immunities, weaknesses, and resistances to the damage. -- If any damage remains, reduce the target's Hit Points by that amount. - -### Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties -CRB p. 450 - -Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll `1d8`. If you're casting a 3rd-level [fireball](compendium/spells/fireball.md) spell, you'll roll `6d6`. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage. - -When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items. - -As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together. - -Use the formulas below. - -> [!pf2-inset] -> -> Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties - -> [!pf2-inset] -> -> Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties - -> [!pf2-inset] -> -> Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties - -If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage. - -#### Increasing Damage -CRB p. 451 - -In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the [striking](compendium/equipment/items/striking.md) rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature. - -#### Persistent Damage -CRB p. 451 - -Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC 15 flat check to see if you recover from the persistent damage. - -Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. - -See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition. - -#### Doubling and Halving Damage -CRB p. 451 - -Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the [flaming](compendium/equipment/items/flaming.md) weapon rune's [persistent fire damage](rules/conditions.md#Persistent%20Damage) or the extra damage die from the fatal weapon trait, aren't doubled. - -### Step 2: Determine The Damage Type -CRB p. 451 - -Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a [lightning bolt](compendium/spells/lightning-bolt.md) spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452. - -#### Damage Types and Traits -CRB p. 451 - -When an attack deals a type of damage, the attack action gains that trait. For example, the [Strikes](rules/actions/strike.md) and attack actions you use wielding a sword when its [flaming](compendium/equipment/items/flaming.md) rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage. - -> [!pf2-brown] DAMAGE TYPES -> -> Damage has a number of different types and categories, which are described below. -> -> ### Physical Damage -> CRB p. 451 -> -> Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. **Bludgeoning damage** comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. **Piercing damage** is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. **Slashing damage** is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap. -> -> Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types. -> -> ### Energy Damage -> CRB p. 451 -> -> Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. **Acid damage** can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. **Cold damage** freezes material by way of contact with chilling gases and ice. **Electricity Damage** comes from the discharge of powerful lightning and sparks. **Fire damage** burns through heat and combustion. **Sonic damage** assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage. -> -> Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create **positive damage** that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as **negative damage** that gnaws at the living. -> -> Powerful and pure magical energy can manifest itself as **force damage**. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths. -> -> ### Alignment Damage -> CRB p. 451 -> -> Weapons and effects keyed to a particular alignment can deal **chaotic**, **evil**, **good**, or **lawful** damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures. -> -> ### Mental Damage -> CRB p. 451 -> -> Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals **mental damage**. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects. -> -> ### Poison Damage -> CRB p. 451 -> -> Venoms, toxins and the like can deal **poison damage**, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457. -> -> ### Bleed Damage -> CRB p. 451 -> -> Another special type of physical damage is **bleed damage**. This is persistent damage that represents loss of blood. -> -> As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points. -> -> ### Precision Damage -> CRB p. 451 -> -> Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you **precision damage**, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6. -> -> Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage. -> -> ### Precious Materials -> CRB p. 451 -> -> While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have. - -### Step 3: Apply the Target's Immunities, Weaknesses, and Resistances -CRB p. 451 - -Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment. - -#### Immunity -CRB p. 451 - -When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire. - -Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as [Grapple](rules/actions/grapple.md) and [Shove](rules/actions/shove.md)). - -Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a stone golem has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") trait, such as if you're a monk. - -#### Temporary Immunity -CRB p. 453 - -Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the [blindness](compendium/spells/blindness.md) spell says, "The target is temporarily immune to blindness for 1 minute." If anyone casts [blindness](compendium/spells/blindness.md) on that creature again before 1 minute passes, the spell has no effect. - -Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends. - -#### Weakness -CRB p. 453 - -If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage. - -If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material. - -#### Resistance -CRB p. 453 - -If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your mace (since it's magical) or a non-magical [spear](compendium/equipment/items/spear.md) (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon. - -If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value. - -It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely. - -### Step 4: If Damage Remains, Reduce the Target's Hit Points -CRB p. 453 - -After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459. - -#### Nonlethal Attacks -CRB p. 453 - -You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon. - -Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them. - -## Conditions -CRB p. 453 - -The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you. - -Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623. - -> [!pf2-brown] CONDITIONS -> -> These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each. -> -> **[Blinded](rules/conditions.md#Blinded):** You're unable to see. -> -> **[Broken](rules/conditions.md#Broken):** This item can't be used for its normal function until repaired. -> -> **[Clumsy](rules/conditions.md#Clumsy):** You can't move as easily or gracefully as usual. -> -> **[Concealed](rules/conditions.md#Concealed):** Fog or similar obscuration makes you difficult to see and target. -> -> **[Confused](rules/conditions.md#Confused):** You attack indiscriminately. -> -> **[Controlled](rules/conditions.md#Controlled):** Another creature determines your actions. -> -> **[Dazzled](rules/conditions.md#Dazzled):** Everything is [concealed](rules/conditions.md#Concealed) to you. -> -> **[Deafened](rules/conditions.md#Deafened):** You're unable to hear. -> -> **[Doomed](rules/conditions.md#Doomed):** With your soul in peril, you are now closer to death. -> -> **[Drained](rules/conditions.md#Drained):** Blood loss or something similar has leached your vitality. -> -> **[Dying](rules/conditions.md#Dying):** You're slipping closer to death. -> -> **[Encumbered](rules/conditions.md#Encumbered):** You're carrying more weight than you can manage. -> -> **[Enfeebled](rules/conditions.md#Enfeebled):** Your strength has been sapped away. -> -> **[Fascinated](rules/conditions.md#Fascinated):** You are compelled to focus your attention on something. -> -> **[Fatigued](rules/conditions.md#Fatigued):** Your defenses are lower and you can't focus while exploring. -> -> **[Flat-Footed](rules/conditions.md#Flat-footed):** You're unable to defend yourself to your full capability. -> -> **[Fleeing](rules/conditions.md#Fleeing):** You must run away. -> -> **[Friendly](rules/conditions.md#Friendly):** An NPC with this condition has a good attitude toward you. -> -> **[Frightened](rules/conditions.md#Frightened):** Fear makes you less capable of attacking and defending. -> -> **[Grabbed](rules/conditions.md#Grabbed):** A creature, object, or magic holds you in place. -> -> **[Helpful](rules/conditions.md#Helpful):** An NPC with this condition wants to assist you. -> -> **[Hidden](rules/conditions.md#Hidden):** A creature you're [hidden](rules/conditions.md#Hidden) from knows your location but can't see you. -> -> **[Hostile](rules/conditions.md#Hostile):** An NPC with this condition wants to harm you. -> -> **[Immobilized](rules/conditions.md#Immobilized):** You can't move. -> -> **[Indifferent](rules/conditions.md#Indifferent):** An NPC with this condition doesn't have a strong opinion about you. -> -> **[Invisible](rules/conditions.md#Invisible):** Creatures can't see you. -> -> **[Observed](rules/conditions.md#Observed):** You're in plain view. -> -> **[Paralyzed](rules/conditions.md#Paralyzed):** You body is frozen in place. -> -> **[Persistent Damage](rules/conditions.md#Persistent%20Damage):** You keep taking damage every round. -> -> **[Petrified](rules/conditions.md#Petrified):** You've been turned to stone. -> -> **[Prone](rules/conditions.md#Prone):** You're lying on the ground and easier to attack. -> -> **[Quickened](rules/conditions.md#Quickened):** You get an extra action each turn. -> -> **[Restrained](rules/conditions.md#Restrained):** You're tied up and can't move, or a grappling creature has you pinned. -> -> **[Sickened](rules/conditions.md#Sickened):** You're sick to your stomach. -> -> **[Slowed](rules/conditions.md#Slowed):** You lose actions each turn. -> -> **[Stunned](rules/conditions.md#Stunned):** You can't use actions. -> -> **[Stupefied](rules/conditions.md#Stupefied):** Your can't access your full mental faculties, and you have trouble casting spells. -> -> **[Unconscious](rules/conditions.md#Unconscious):** You're asleep or knocked out. -> -> **[Undetected](rules/conditions.md#Undetected):** A creature you're [undetected](rules/conditions.md#Undetected) by doesn't know where you are. -> -> **[Unfriendly](rules/conditions.md#Unfriendly):** An NPC with this condition doesn't like you. -> -> **[Unnoticed](rules/conditions.md#Unnoticed):** A creature is entirely unaware you're present. -> -> **[Wounded](rules/conditions.md#Wounded):** You've been brought back from the brink of death but haven't fully recovered. - -## Effects -CRB p. 453 - -Anything you do in the game has an **effect**. Many of these outcomes are easy to adjudicate during the game. - -If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved. - -Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters. - -While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a [fly](compendium/spells/fly.md) spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome. - -The following general rules are used to understand and apply effects. - -### Duration -CRB p. 455 - -Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305. - -For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last "until the end of the target's next turn" or "through" a number of their turns (such as "through the target's next 3 turns"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start. - -Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met. - -### Range and Reach -CRB p. 455 - -Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a **range**—the maximum distance from the creature or object creating the effect in which the effect can occur. - -Ranged and thrown weapons have a **range increment**. - -Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet. - -**Reach** is how far you can physically reach with your body or a weapon. Melee [Strikes](rules/actions/strike.md) rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on. - -### Targets -CRB p. 455 - -Some effects require you to choose specific targets. - -Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted. - -Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing. - -Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy. - -### Areas -CRB p. 456 - -Some effects occupy an area of a specified shape and size. - -An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by difficult terrain or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects. - -#### Burst -CRB p. 456 - -A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast [fireball](compendium/spells/fireball.md), it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst. - -#### Cone -CRB p. 457 - -A cone shoots out from you in a quarter circle on the grid. - -When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge. - -If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own. - -#### Emanation -CRB p. 457 - -An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the [bless](compendium/spells/bless.md) spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected. - -#### Line -CRB p. 457 - -A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the [lightning bolt](compendium/spells/lightning-bolt.md) spell's area is a 60-foot line that's 5 feet wide. - -### Line of Effect -CRB p. 457 - -When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call. - -In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a [fireball](compendium/spells/fireball.md) and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the [fireball](compendium/spells/fireball.md) and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect. - -### Line of Sight -CRB p. 457 - -Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in Cover), you have line of sight. An area of darkness prevents line of sight if you don't have [darkvision](rules/abilities/darkvision.md), but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call. - -## Afflictions -CRB p. 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. - -### Format -CRB p. 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 -CRB p. 457 - -The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction. - -#### Saving Throw -CRB p. 457 - -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 -CRB p. 458 - -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 -CRB p. 458 - -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 -CRB p. 458 - -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 -CRB p. 458 - -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 -CRB p. 458 - -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 -CRB p. 458 - -Afflictions with the [virulent](rules/traits/virulent.md "Virulent Item Trait") 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. - -## Counteracting -CRB p. 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. - -> [!success-degree] -> - **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. - -## Hit Points, Healing, and Dying -CRB p. 459 - -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 -CRB p. 459 - -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](rules/conditions.md#Dying) 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](rules/conditions.md#Dying) condition instead. If you have the [wounded](rules/conditions.md#Wounded) condition (page 460), increase your [dying](rules/conditions.md#Dying) value by an amount equal to your [wounded](rules/conditions.md#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 -CRB p. 459 - -If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value. - -### Recovery Checks -CRB p. 459 - -When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows. - -> [!success-degree] -> - **Critical Success** Your [dying](rules/conditions.md#Dying) value is reduced by 2. -> - **Success** Your [dying](rules/conditions.md#Dying) value is reduced by 1. -> - **Failure** Your [dying](rules/conditions.md#Dying) value increases by 1. -> - **Critical Failure** Your [dying](rules/conditions.md#Dying) value increases by 2. - -### Conditions Related to Death and Dying -CRB p. 459 - -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](rules/conditions.md#Dying), [unconscious](rules/conditions.md#Unconscious), wounded, and doomed conditions. - -#### Dying -CRB p. 459 - -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](rules/conditions.md#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 -CRB p. 459 - -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 [flat-footed](rules/conditions.md#Flat-footed) conditions. - -When you gain this condition, you fall [prone](rules/conditions.md#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](rules/conditions.md#Unconscious) because you're [dying](rules/conditions.md#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](rules/conditions.md#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](rules/conditions.md#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](rules/conditions.md#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](rules/conditions.md#Unconscious) and gain the [dying](rules/conditions.md#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](compendium/skills.md#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 -CRB p. 460 - -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 -CRB p. 460 - -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](rules/conditions.md#Doomed), 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](rules/conditions.md#Doomed) value decreases by 1 each time you get a full night's rest. - -### Death -CRB p. 460 - -After you die you lose all your actions, and 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](compendium/spells/rituals/resurrect.md) ritual or the [raise dead](compendium/spells/raise-dead.md) spell. - -### Heroic Recovery -CRB p. 460 - -If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery. - -### Death Effects and Instant Death -CRB p. 461 - -Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points. - -### Massive Damage -CRB p. 461 - -You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow. - -### Temporary Hit Points -CRB p. 461 - -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. - -### Fast Healing and Regeneration -CRB p. 461 - -A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage. - -### Items and Hit Points -CRB p. 461 - -Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person). - -## Actions -CRB p. 461 - -You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions. - -**Single actions** can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468. - -**Activities** usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect. - -**Reactions** have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control. - -**Free actions** don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost). - -> [!pf2-brown] ACTION ICON KEY -> -> These icons appear in stat blocks as shorthand for each type of action. -> -> [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Single Action -> -> [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") Two-Action Activity -> -> [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") Three-Action Activity -> -> [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") Reaction -> -> [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") Free Action - -### Activities -CRB p. 461 - -An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action. - -An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it. - -#### Exploration and Downtime Activities -CRB p. 461 - -Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time. - -If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that. - -> [!pf2-brown] IN-DEPTH ACTION RULES -> -> These rules clarify some of the specifics of using actions. -> -> ### Simultaneous Actions -> CRB p. 462 -> -> You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move. -> -> Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action. -> -> ### Subordinate Actions -> CRB p. 462 -> -> An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in. -> -> Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the [haste](compendium/spells/haste.md) spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, "If the next action you use is a Strike," an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action. - -### Actions with Triggers -CRB p. 462 - -You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and _only_ when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to. - -There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items. - -#### Limitations on Triggers -CRB p. 462 - -The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of "your turn begins," you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative. - -This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger. - -### Other Actions -CRB p. 462 - -Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so "by spending a single action, which has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait")." Game masters can also use this approach when a character tries to do something that isn't covered in the rules. - -### Gaining and Losing Actions -CRB p. 462 - -Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them. - -Conditions are detailed in the appendix on pages 618–623. - -Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the [haste](compendium/spells/haste.md) spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while [haste](compendium/spells/haste.md) was active, you might want to lose the action from haste first, since it's more limited than your normal actions. - -Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. - -### Disrupting Actions -CRB p. 462 - -Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a [Cast a Spell](rules/actions/cast-a-spell.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. - -## Movement -CRB p. 463 - -Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form. - -Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in. - -### Movement Types -CRB p. 463 - -Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground. - -Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise. - -Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet. - -#### Speed -CRB p. 463 - -Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed. - -#### Burrow Speed -CRB p. 463 - -A burrow Speed lets you tunnel through the ground. You can use the [Burrow](rules/actions/burrow.md) action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy. - -#### Climb Speed -CRB p. 463 - -A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt [Athletics](compendium/skills.md#Athletics) checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance. - -You might still have to attempt [Athletics](compendium/skills.md#Athletics) checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an [Athletics](compendium/skills.md#Athletics) check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to Climb. - -If you have a climb Speed, you're not [flat-footed](rules/conditions.md#Flat-footed) while climbing. - -#### Fly Speed -CRB p. 463 - -As long as you have a fly Speed, you can use the [Fly](rules/actions/fly.md) and [Arrest a Fall](rules/actions/arrest-a-fall.md) actions. You can also attempt to [Maneuver in Flight](rules/actions/maneuver-in-flight.md) if you're trained in the [Acrobatics](compendium/skills.md#Acrobatics) skill. - -Wind conditions can affect how you use the [Fly](rules/actions/fly.md) action. In general, moving against the wind uses the same rules as moving through difficult terrain (or greater difficult terrain, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473. - -Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally. - -#### Swim Speed -CRB p. 463 - -With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md), you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through difficult terrain. - -You might still have to attempt checks to [Swim](rules/actions/swim.md) in hazardous conditions or to cross turbulent water. You can also choose to roll an [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md) rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md). - -Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid drowning. - -### Falling -CRB p. 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. 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 -CRB p. 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. - -> [!success-degree] -> - **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 -CRB p. 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. - -## Perception -CRB p. 464 - -Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the [Seek](rules/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 -CRB p. 464 - -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 -CRB p. 464 - -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](rules/conditions.md#Dazzled) or [blinded](rules/conditions.md#Blinded) by bright light. - -#### Dim Light -CRB p. 464 - -Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the [concealed](rules/conditions.md#Concealed) condition, unless the seeker has [darkvision](rules/abilities/darkvision.md) or [low-light vision](rules/abilities/low-light-vision.md), or a 0 other than vision. - -#### Darkness -CRB p. 464 - -A creature or object within darkness is hidden or undetected unless the seeker has [darkvision](rules/abilities/darkvision.md) or a 0 other than vision. A creature without [darkvision](rules/abilities/darkvision.md) or another means of perceiving in darkness has the [blinded](rules/conditions.md#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](rules/conditions.md#Dazzled) for a short time, as determined by the GM. - -### Senses -CRB p. 464 - -The ways a creature can use [Perception](compendium/skills.md#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 -CRB p. 464 - -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 -CRB p. 464 - -Hearing is an imprecise sense—it cannot detect the full range of detail that a 0 can. You can usually sense a creature automatically with an imprecise sense, but it has the [hidden](rules/conditions.md#Hidden) condition instead of the [observed](rules/conditions.md#Observed) condition. It might be [undetected](rules/conditions.md#Undetected) by you if it's using [Stealth](compendium/skills.md#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](rules/actions/seek.md) basic action to detect the creature. At best, an imprecise sense can be used to make an [undetected](rules/conditions.md#Undetected) creature (or one you didn't even know was there) merely [hidden](rules/conditions.md#Hidden)—it can't make the creature [observed](rules/conditions.md#Observed). - -#### Vague Senses -CRB p. 465 - -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](rules/conditions.md#Unnoticed) creature, making it [undetected](rules/conditions.md#Undetected). Even then, the vague sense isn't sufficient to make the creature [hidden](rules/conditions.md#Hidden) or [observed](rules/conditions.md#Observed). - -When one creature might detect another, the GM almost always uses the most 0 available. - -Pathfinder's rules assume that a given creature has vision as its only 0 and hearing as its only 0. Some characters and creatures, however, have 0 or 0 that don't match this assumption. For instance, a character with poor vision might treat that sense as 0, an animal with the [scent](rules/abilities/scent.md) ability can use its sense of smell as an 0, and a creature with echolocation or a similar ability can use hearing as a 0 sense. Such senses are often given special names and appear as "echolocation (precise)," "scent (imprecise) 30 feet," or the like. - -### Special Senses -CRB p. 465 - -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 0 below) when it comes to situations that foil average vision. The following are a few examples of common special senses. - -#### Darkvision and Greater Darkvision -CRB p. 465 - -A creature with [darkvision](rules/abilities/darkvision.md) or [greater darkvision](rules/abilities/darkvision.md) 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 creature with [greater darkvision](rules/abilities/darkvision.md), however, can see through even these forms of magical darkness. - -#### Low-Light Vision -CRB p. 465 - -A creature with [low-light vision](rules/abilities/low-light-vision.md) 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. - -#### Scent -CRB p. 465 - -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. - -#### Tremorsense -CRB p. 465 - -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. - -> [!pf2-brown] 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](rules/conditions.md#Invisible) in the area of a [silence](compendium/spells/silence.md) spell. -> -> ### Using Stealth with Other Senses -> CRB p. 465 -> -> The [Stealth](compendium/skills.md#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](compendium/skills.md#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](compendium/skills.md#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](compendium/skills.md#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. - -### Detecting Creatures -CRB p. 465 - -There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions page. - -With the exception of [invisible](rules/conditions.md#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](rules/abilities/darkvision.md). - -You can attempt to avoid detection by using the [Stealth](compendium/skills.md#Stealth) skill to [Avoid Notice](rules/actions/avoid-notice.md), [Hide](rules/actions/hide.md), or [Sneak](rules/actions/sneak.md), or by using [Deception](compendium/skills.md#Deception) to [Create a Diversion](rules/actions/create-a-diversion.md). - -#### Observed -CRB p. 466 - -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](rules/conditions.md#Hidden), [undetected](rules/conditions.md#Undetected), or [unnoticed](rules/conditions.md#Unnoticed), and you'll need to factor in the targeting restrictions. Even if a creature is [observed](rules/conditions.md#Observed), it might still be [concealed](rules/conditions.md#Concealed). - -#### Hidden -CRB p. 466 - -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](rules/conditions.md#Blinded) or the creature is under the effects of [invisibility](compendium/spells/invisibility.md), but you used the [Seek](rules/actions/seek.md) basic action to determine its general location based on hearing alone. Regardless of the specifics, you're [flat-footed](rules/conditions.md#Flat-footed) to a hidden creature. - -When targeting a [hidden](rules/conditions.md#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](rules/conditions.md#Flat-footed) to the creature, whether you successfully target it or not. - -#### Undetected -CRB p. 466 - -If a creature is undetected, you don't know what space it occupies, you're [flat-footed](rules/conditions.md#Flat-footed) to it, and you can't easily target it. Using the [Seek](rules/actions/seek.md) basic action can help you find an undetected creature, usually making it [hidden](rules/conditions.md#Hidden) from you instead of [undetected](rules/conditions.md#Undetected). If a creature is [undetected](rules/conditions.md#Undetected), that doesn't necessarily mean you're unaware of its presence—you might suspect an [undetected](rules/conditions.md#Undetected) creature is in the room with you, even though you're unable to find its space. The [unnoticed](rules/conditions.md#Unnoticed) condition covers creatures you're entirely unaware of. - -Targeting an [undetected](rules/conditions.md#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](rules/conditions.md#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](rules/conditions.md#Undetected) creatures are subject to area effects normally. - -For instance, suppose an enemy elf wizard cast [invisibility](compendium/spells/invisibility.md) and then [Sneaked](rules/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 -CRB p. 467 - -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 -CRB p. 467 - -The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see. - -### Concealed -CRB p. 467 - -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](rules/conditions.md#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](rules/conditions.md#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 -CRB p. 467 - -A creature with the invisible condition (by way of an [invisibility](compendium/spells/invisibility.md) spell or [invisibility potion](compendium/equipment/items/invisibility-potion.md), for example) is automatically [undetected](rules/conditions.md#Undetected) to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. - -You can use the [Seek](rules/actions/seek.md) basic action to attempt to figure out an [invisible](rules/conditions.md#Invisible) creature's location, making it instead only [hidden](rules/conditions.md#Hidden) from you. This lasts until the [invisible](rules/conditions.md#Invisible) creature successfully uses [Sneak](rules/actions/sneak.md) to become [undetected](rules/conditions.md#Undetected) again. If you're already [observing](rules/conditions.md#Observed) a creature when it becomes [invisible](rules/conditions.md#Invisible), it starts out [hidden](rules/conditions.md#Hidden), since you know where it was when it became [invisible](rules/conditions.md#Invisible), though it can then [Sneak](rules/actions/sneak.md) to become [undetected](rules/conditions.md#Undetected). - -Other effects might make an [invisible](rules/conditions.md#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](rules/conditions.md#Invisible) creature would make it [observed](rules/conditions.md#Observed) but [concealed](rules/conditions.md#Concealed) for as long as the net is on the creature. - -## Hero Points -CRB p. 467 - -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 1). - -Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session. - -You can spend your Hero Points in one of two ways. - -Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion. - -- **Spend 1 Hero Point** to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check). -- **Spend all your Hero Points** (minimum 1) to avoid death. You can do this when your [dying](rules/conditions.md#Dying) condition would increase. You lose the [dying](rules/conditions.md#Dying) condition entirely and stabilize with 0 Hit Points. You don't gain the [wounded](rules/conditions.md#Wounded) condition or increase its value from losing the [dying](rules/conditions.md#Dying) condition in this way, but if you already had that condition, you don't lose it or decrease its value. - -### Describing Heroic Deeds -CRB p. 467 - -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. - -## Encounter Mode -CRB p. 468 - -### Structure -CRB p. 468 - -An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence. - -You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter. - -#### Step 1: Roll Initiative -CRB p. 468 - -When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle. - -Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a [Stealth](compendium/skills.md#Stealth) check. A social encounter could call for a [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) check. - -The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden. - -Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last. - -If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter. - -#### Step 2: Play a Round -CRB p. 468 - -A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions. - -#### Step 3: Begin the Next Round -CRB p. 468 - -Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends. - -#### Step 4: End the Encounter -CRB p. 468 - -When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up. - -### Turns -CRB p. 468 - -When it's your turn to act, you can use single actions ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")), short activities ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") and [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")), reactions ([reaction]), and free actions ([F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action")). When you're finished, your turn ends and the character next in the initiative order begins their turn. - -Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps. - -#### Step 1: Start Your Turn -CRB p. 468 - -Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose: - -- If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn. -- You can use 1 free action or reaction with a trigger of "Your turn begins" or something similar. -- If you're [dying](rules/conditions.md#Dying), roll a recovery check (page 459). -- Do anything else that is specified to happen at the start of your turn. - -The last step of starting your turn is always the same. - -- Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't "save" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as [quickened](rules/conditions.md#Quickened) and [slowed](rules/conditions.md#Slowed)) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both [quickened](rules/conditions.md#Quickened) and [slowed](rules/conditions.md#Slowed)), you choose which actions to lose. - -#### Step 2: Act -CRB p. 469 - -You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions. - -If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn. - -Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions. - -#### Step 3: End Your Turn -CRB p. 469 - -Once you've done all the things you want to do with the actions you have available, you reach the end of your turn. - -Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order. - -- End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the [Sustain a Spell](rules/actions/sustain-a-spell.md) action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0. -- If you have a [persistent damage](rules/conditions.md#Persistent%20Damage) condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the [persistent damage](rules/conditions.md#Persistent%20Damage). You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the [frightened](rules/conditions.md#Frightened) condition decreasing in severity. These take place after you've taken any [persistent damage](rules/conditions.md#Persistent%20Damage), attempted flat checks to end the [persistent damage](rules/conditions.md#Persistent%20Damage), and attempted saves against any afflictions. -- You can use 1 free action or reaction with a trigger of "Your turn ends" or something similar. -- Resolve anything else specified to happen at the end of your turn. - -> [!pf2-brown] TRACKING INITIATIVE -> -> The GM keeps track of the initiative order for an encounter. -> -> It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify. -> -> Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a _Pathfinder Combat Pad_, which has magnetic markers to allow for easily rearranging the order. -> -> ### Changing the Initiative Order -> CRB p. 469 -> -> Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction. - -### Basic Actions -CRB p. 469 - -Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike. - -Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed. - -In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534. - -> [!pf2-note] -> To view all actions, please visit the Actions page. - -> [!pf2-brown] SPEAKING -> -> As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a [Deception](compendium/skills.md#Deception) skill check to Lie, require spending actions and follow their own rules. -> -> All speech has the [auditory](rules/traits/auditory.md "Auditory Effect Trait") trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is [visual](rules/traits/visual.md "Visual Effect Trait") instead of [auditory](rules/traits/auditory.md "Auditory Effect Trait"). - -#### Specialty Basic Actions -CRB p. 472 - -These actions are useful under specific circumstances. Some require you to have a special movement type (page 463). - -### Activities in Encounters -CRB p. 472 - -Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461. - -### Reactions in Encounters -CRB p. 472 - -Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens. - -Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn. - -Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically. - -One example of such a reaction is [Attack of Opportunity](rules/actions/attack-of-opportunity.md), which fighters gain at 1st level. - -This reaction lets you make a melee [Strike](rules/actions/strike.md) if a creature within reach uses a [manipulate](rules/traits/manipulate.md "Manipulate General Trait") or [move](rules/traits/move.md "Move Combat Trait") action, makes a ranged attack, or leaves a square during a [move](rules/traits/move.md "Move Combat Trait") action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) from a creature without reach and one with reach. - -You'll notice this reaction allows you to use a modified basic action, a [Strike](rules/actions/strike.md). This follows the rules on subordinate actions found on page 462. - -Because your [Attack of Opportunity](rules/actions/attack-of-opportunity.md) takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty. - -### Movement in Encounters -CRB p. 473 - -Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463). - -When the rules refer to a "movement cost" or "spending movement," they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to difficult terrain or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another. - -For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square. - -#### Grid Movement -CRB p. 473 - -If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled. - -Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn. - -#### Size, Space, and Reach -CRB p. 473 - -Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in [Table 9–1: Size and Reach](rules/tables/size-and-reach.md). - -Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach. - -The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below. - -![Size and Reach](rules/tables/size-and-reach.md) - -Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack. - -#### Move Actions That Trigger Reactions -CRB p. 474 - -Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability. - -Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement. - -#### Moving Through a Creature's Space -CRB p. 474 - -You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can [Tumble Through](rules/actions/tumble-through.md) that creature's space using [Acrobatics](compendium/skills.md#Acrobatics). You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone). - -##### Prone and Incapacitated Creatures -CRB p. 474 - -You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way. - -##### Creatures of Different Sizes -CRB p. 475 - -In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature. - -Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there. - -##### Objects -CRB p. 475 - -Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all. - -### Forced Movement -CRB p. 475 - -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. - -### Terrain -CRB p. 475 - -Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you. - -#### Difficult Terrain -CRB p. 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 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 -CRB p. 476 - -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 -CRB p. 476 - -A narrow surface is so precariously thin that you need to [Balance](rules/actions/balance.md) or risk falling. Even on a success, you are [flat-footed](rules/conditions.md#Flat-footed) on a narrow surface. - -Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md)) or fall. - -#### Uneven Ground -CRB p. 476 - -Uneven ground is an area unsteady enough that you need to [Balance](rules/actions/balance.md) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are [flat-footed](rules/conditions.md#Flat-footed) on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the [Acrobatics](compendium/skills.md#Acrobatics) check to Balance) or fall prone. - -#### Inclines -CRB p. 476 - -An incline is an area so steep that you need to [Climb](rules/actions/climb.md) using the [Athletics](compendium/skills.md#Athletics) skill in order to progress upward. - -You're [flat-footed](rules/conditions.md#Flat-footed) when [Climbing](rules/actions/climb.md) an incline. - -### Flanking -CRB p. 476 - -When you and an ally are flanking a foe, it has a harder time defending against you. A creature is [flat-footed](rules/conditions.md#Flat-footed) (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it. - -To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your [reach](rules/traits/reach.md "Reach Weapon Trait") with that weapon for this purpose. - -### Cover -CRB p. 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](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md), [Sneak](rules/actions/sneak.md), or otherwise avoid detection. You can increase this to greater cover using the [Take Cover](rules/actions/take-cover.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](compendium/skills.md#Stealth) to [Hide](rules/actions/hide.md), but lesser cover isn't sufficient. - -| Type of Cover | Bonus | Can Hide | -|---------------|-------|----------| -| Lesser | +1 to AC | No | -| Standard | +2 to AC, Reflex, [Stealth](compendium/skills.md#Stealth) | Yes | -| Greater | +4 to AC, Reflex, [Stealth](compendium/skills.md#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](rules/actions/take-cover.md)). 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 -CRB p. 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 -CRB p. 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. - -### Special Battles -CRB p. 477 - -Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas. - -#### Mounted Combat -CRB p. 478 - -You can ride some creatures into combat. As noted in the [Mount](rules/actions/mount.md) 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](rules/actions/command-an-animal.md) action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you [Command an Animal](rules/actions/command-an-animal.md) 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](rules/actions/command-an-animal.md) 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 -CRB p. 478 - -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](rules/actions/command-an-animal.md) 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 -CRB p. 478 - -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. - -> [!pf2-brown] 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. - -#### Aerial Combat -CRB p. 478 - -Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using [Acrobatics](compendium/skills.md#Acrobatics) to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap. - -#### Aquatic Combat -CRB p. 478 - -Use these rules for battles in water or underwater: - -- You're [flat-footed](rules/conditions.md#Flat-footed) unless you have a swim Speed. -- You gain resistance 5 to acid and fire. -- You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. -- Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. -- You can't cast fire spells or use actions with the fire trait underwater. -- At the GM's discretion, some ground-based actions might not work underwater or while floating. - -##### Drowning and Suffocating -CRB p. 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](rules/conditions.md#Unconscious) and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points). - -## Exploration Mode -CRB p. 479 - -Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations. - -### Travel Speed -CRB p. 479 - -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. - -![Travel Speed](rules/tables/travel-speed.md) - -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. - -### Exploration Activities -CRB p. 479 - -While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2. - -When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as "Using my dagger, I nudge the door so I can check for devious traps." Instead, "I'm searching the area for hazards" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective. - -These are most common exploration activities. - -> [!pf2-brown] SKILL EXPLORATION ACTIVITIES -> -> Chapter 4: Skills includes numerous additional exploration activities, which are summarized here. -> -> **[Borrow an Arcane Spell](rules/actions/borrow-an-arcane-spell.md):** You use [Arcana](compendium/skills.md#Arcana) to prepare a spell from someone else's spellbook (page 241). -> -> **[Coerce](rules/actions/coerce.md):** You use [Intimidation](compendium/skills.md#Intimidation) to threaten a creature so it does what you want (page 247). -> -> **[Cover Tracks](rules/actions/cover-tracks.md):** You use [Survival](compendium/skills.md#Survival) to obscure your passing (page 252). -> -> **[Decipher Writing](rules/actions/decipher-writing.md):** You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234). -> -> **[Gather Information](rules/actions/gather-information.md):** You use [Diplomacy](compendium/skills.md#Diplomacy) to canvass the area to learn about a specific individual or topic (page 246). -> -> **[Identify Alchemy](rules/actions/identify-alchemy.md):** You use Craft and alchemist's tools to identify an alchemical item (page 245). -> -> **[Identify Magic](rules/actions/identify-magic.md):** Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238). -> -> **[Impersonate](rules/actions/impersonate.md):** You use [Deception](compendium/skills.md#Deception) and usually a disguise kit to create a disguise (page 245). -> -> **[Learn a Spell](rules/actions/learn-a-spell.md):** You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238). -> -> **[Make an Impression](rules/actions/make-an-impression.md):** You use [Diplomacy](compendium/skills.md#Diplomacy) to make a good impression on someone (page 246). -> -> **[Repair](rules/actions/repair.md):** With a repair kit and the [Crafting](compendium/skills.md#Crafting) skill, you fix a damaged item (page 243). -> -> **[Sense Direction](rules/actions/sense-direction.md):** You use [Survival](compendium/skills.md#Survival) to get a sense of where you are or determine the cardinal directions (page 252). -> -> **[Squeeze](rules/actions/squeeze.md):** Using [Acrobatics](compendium/skills.md#Acrobatics), you squeeze though very tight spaces (page 241). -> -> **[Track](rules/actions/track.md):** You use [Survival](compendium/skills.md#Survival) to find and follow creatures' tracks (page 252). -> -> **[Treat Wounds](rules/actions/treat-wounds.md):** You use [Medicine](compendium/skills.md#Medicine) to treat a living creature's wounds (page 249). - -### Rest and Daily Preparations -CRB p. 480 - -You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you [fatigued](rules/conditions.md#Fatigued). If you go more than 16 hours without resting, you become [fatigued](rules/conditions.md#Fatigued) (you cannot recover from this until you rest at least 6 continuous hours). - -After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following: - -- Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day. -- Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset. -- You don armor and equip weapons and other gear. -- You invest up to 10 worn magic items to gain their benefits for the day. - -## Downtime Mode -CRB p. 481 - -Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime. - -### Long-Term Rest -CRB p. 481 - -You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level. - -### Retraining -CRB p. 481 - -Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining. - -Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor. - -Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances). - -When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want. - -#### Feats -CRB p. 481 - -You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat. - -#### Skills -CRB p. 481 - -You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in [Performance](compendium/skills.md#Performance) and [Stealth](compendium/skills.md#Stealth), and an expert in [Occultism](compendium/skills.md#Occultism), you could reduce the character's proficiency in [Stealth](compendium/skills.md#Stealth) to expert and become a master in [Occultism](compendium/skills.md#Occultism), but you couldn't reassign that skill increase to become legendary in [Performance](compendium/skills.md#Performance). Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites. - -You can also spend a week to retrain an initial trained skill you gained during character creation. - -#### Class Features -CRB p. 481 - -You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month. - -> [!pf2-brown] SKILL DOWNTIME ACTIVITIES -> -> Chapter 4: Skills includes several downtime activities, which are summarized here. -> -> **[Craft](rules/actions/craft.md):** Using the [Crafting](compendium/skills.md#Crafting) skill, you can create items from raw materials (page 244). -> -> **[Create Forgery](rules/actions/create-forgery.md):** You forge a document (page 251). -> -> **[Earn Income](rules/actions/earn-income.md):** You earn money, typically using [Crafting](compendium/skills.md#Crafting), Lore, or [Performance](compendium/skills.md#Performance) (page 236). -> -> **[Subsist](rules/actions/subsist.md):** You find food and shelter in the wilderness or within a settlement (page 240). -> -> **[Treat Disease](rules/actions/treat-disease.md):** You spend time caring for a diseased creature in the hope of curing that creature (page 248). - -### Other Downtime Activities -CRB p. 481 - -Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). - -You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful. \ No newline at end of file diff --git a/content/Mechanics/Rules/core-rulebook/core-rulebook.md b/content/Mechanics/Rules/core-rulebook/core-rulebook.md deleted file mode 100644 index 152a1933d..000000000 --- a/content/Mechanics/Rules/core-rulebook/core-rulebook.md +++ /dev/null @@ -1,159 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- book-core-core-rulebook -- compendium/src/pf2e/crb -aliases: ["Core Rulebook"] ---- -**[Chapter 1: Introduction](rules/core-rulebook/chapter-1-introduction.md)** - -- [What is a Roleplaying Game?](rules/core-rulebook/chapter-1-introduction.md#What%20is%20a%20Roleplaying%20Game?) -- [Basics of Play](rules/core-rulebook/chapter-1-introduction.md#Basics%20of%20Play) -- [Playing the Game](rules/core-rulebook/chapter-1-introduction.md#Playing%20the%20Game) -- [Example of Play](rules/core-rulebook/chapter-1-introduction.md#Example%20of%20Play) -- [Using This Book](rules/core-rulebook/chapter-1-introduction.md#Using%20This%20Book) -- [Format of Rules Elements](rules/core-rulebook/chapter-1-introduction.md#Format%20of%20Rules%20Elements) -- [Character Creation](rules/core-rulebook/chapter-1-introduction.md#Character%20Creation) -- [Sample Character](rules/core-rulebook/chapter-1-introduction.md#Sample%20Character) -- [Leveling Up](rules/core-rulebook/chapter-1-introduction.md#Leveling%20Up) - -**[Chapter 2: Ancestries & Backgrounds](rules/core-rulebook/chapter-2-ancestries-backgrounds.md)** - -- [Ancestry Entries](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Ancestry%20Entries) -- [Dwarf](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Dwarf) -- [Elf](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Elf) -- [Gnome](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Gnome) -- [Goblin](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Goblin) -- [Halfling](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Halfling) -- [Human](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Human) -- [Backgrounds](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Backgrounds) -- [Languages](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Languages) - -**[Chapter 3: Classes](rules/core-rulebook/chapter-3-classes.md)** - -- [Reading Class Entries](rules/core-rulebook/chapter-3-classes.md#Reading%20Class%20Entries) -- [Animal Companions and Familiars](rules/core-rulebook/chapter-3-classes.md#Animal%20Companions%20and%20Familiars) -- [Archetypes](rules/core-rulebook/chapter-3-classes.md#Archetypes) - -**[Chapter 4: Skills](rules/core-rulebook/chapter-4-skills.md)** - -- [Key Ability](rules/core-rulebook/chapter-4-skills.md#Key%20Ability) -- [Skill Actions](rules/core-rulebook/chapter-4-skills.md#Skill%20Actions) -- [Skill Checks and Skill DCs](rules/core-rulebook/chapter-4-skills.md#Skill%20Checks%20and%20Skill%20DCs) -- [General Skill Actions](rules/core-rulebook/chapter-4-skills.md#General%20Skill%20Actions) -- [Skill Descriptions](rules/core-rulebook/chapter-4-skills.md#Skill%20Descriptions) - -**[Chapter 5: Feats](rules/core-rulebook/chapter-5-feats.md)** - -**[Chapter 6: Equipment](rules/core-rulebook/chapter-6-equipment.md)** - -- [Coins and Currency](rules/core-rulebook/chapter-6-equipment.md#Coins%20and%20Currency) -- [Price](rules/core-rulebook/chapter-6-equipment.md#Price) -- [Item Level](rules/core-rulebook/chapter-6-equipment.md#Item%20Level) -- [Carrying and Using Items](rules/core-rulebook/chapter-6-equipment.md#Carrying%20and%20Using%20Items) -- [Item Damage](rules/core-rulebook/chapter-6-equipment.md#Item%20Damage) -- [Shoddy Items](rules/core-rulebook/chapter-6-equipment.md#Shoddy%20Items) -- [Armor](rules/core-rulebook/chapter-6-equipment.md#Armor) -- [Shields](rules/core-rulebook/chapter-6-equipment.md#Shields) -- [Weapons](rules/core-rulebook/chapter-6-equipment.md#Weapons) -- [Gear](rules/core-rulebook/chapter-6-equipment.md#Gear) - -**[Chapter 7: Spells](rules/core-rulebook/chapter-7-spells.md)** - -- [Tradition and School](rules/core-rulebook/chapter-7-spells.md#Tradition%20and%20School) -- [Magical Schools](rules/core-rulebook/chapter-7-spells.md#Magical%20Schools) -- [Spell Slots](rules/core-rulebook/chapter-7-spells.md#Spell%20Slots) -- [Cantrips](rules/core-rulebook/chapter-7-spells.md#Cantrips) -- [Focus Spells](rules/core-rulebook/chapter-7-spells.md#Focus%20Spells) -- [Innate Spells](rules/core-rulebook/chapter-7-spells.md#Innate%20Spells) -- [Casting Spells](rules/core-rulebook/chapter-7-spells.md#Casting%20Spells) -- [Ranges, Areas, and Targets](rules/core-rulebook/chapter-7-spells.md#Ranges,%20Areas,%20and%20Targets) -- [Durations](rules/core-rulebook/chapter-7-spells.md#Durations) -- [Saving Throws](rules/core-rulebook/chapter-7-spells.md#Saving%20Throws) -- [Spell Attacks](rules/core-rulebook/chapter-7-spells.md#Spell%20Attacks) -- [Identifying Spells](rules/core-rulebook/chapter-7-spells.md#Identifying%20Spells) -- [Counteracting](rules/core-rulebook/chapter-7-spells.md#Counteracting) -- [Hostile Actions](rules/core-rulebook/chapter-7-spells.md#Hostile%20Actions) -- [Setting Triggers](rules/core-rulebook/chapter-7-spells.md#Setting%20Triggers) -- [Walls](rules/core-rulebook/chapter-7-spells.md#Walls) -- [Reading Spells](rules/core-rulebook/chapter-7-spells.md#Reading%20Spells) -- [Spell Lists](rules/core-rulebook/chapter-7-spells.md#Spell%20Lists) -- [Spell Descriptions](rules/core-rulebook/chapter-7-spells.md#Spell%20Descriptions) -- [Focus Spells](rules/core-rulebook/chapter-7-spells.md#Focus%20Spells) -- [Rituals](rules/core-rulebook/chapter-7-spells.md#Rituals) - -**[Chapter 8: The Age of Lost Omens](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md)** - -- [Beyond the Inner Sea](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Beyond%20the%20Inner%20Sea) -- [The Great Beyond](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#The%20Great%20Beyond) -- [The Inner Sea Region](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#The%20Inner%20Sea%20Region) -- [Absalom and Starstone Isle](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Absalom%20and%20Starstone%20Isle) -- [Broken Lands](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Broken%20Lands) -- [Eye of Dread](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Eye%20of%20Dread) -- [Golden Road](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Golden%20Road) -- [High Seas](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#High%20Seas) -- [Impossible Lands](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Impossible%20Lands) -- [Mwangi Expanse](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Mwangi%20Expanse) -- [Old Cheliax](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Old%20Cheliax) -- [Saga Lands](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Saga%20Lands) -- [Shining Kingdoms Cultures](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Shining%20Kingdoms%20Cultures) -- [Creatures](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Creatures) -- [Factions](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Factions) -- [Religion](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Religion) - -**[Chapter 9: Playing the Game](rules/core-rulebook/chapter-9-playing-the-game.md)** - -- [General Rules](rules/core-rulebook/chapter-9-playing-the-game.md#General%20Rules) -- [Making Choices](rules/core-rulebook/chapter-9-playing-the-game.md#Making%20Choices) -- [Checks](rules/core-rulebook/chapter-9-playing-the-game.md#Checks) -- [Specific Checks](rules/core-rulebook/chapter-9-playing-the-game.md#Specific%20Checks) -- [Special Checks](rules/core-rulebook/chapter-9-playing-the-game.md#Special%20Checks) -- [Damage](rules/core-rulebook/chapter-9-playing-the-game.md#Damage) -- [Conditions](rules/core-rulebook/chapter-9-playing-the-game.md#Conditions) -- [Effects](rules/core-rulebook/chapter-9-playing-the-game.md#Effects) -- [Afflictions](rules/core-rulebook/chapter-9-playing-the-game.md#Afflictions) -- [Counteracting](rules/core-rulebook/chapter-9-playing-the-game.md#Counteracting) -- [Hit Points, Healing, and Dying](rules/core-rulebook/chapter-9-playing-the-game.md#Hit%20Points,%20Healing,%20and%20Dying) -- [Actions](rules/core-rulebook/chapter-9-playing-the-game.md#Actions) -- [Movement](rules/core-rulebook/chapter-9-playing-the-game.md#Movement) -- [Perception](rules/core-rulebook/chapter-9-playing-the-game.md#Perception) -- [Hero Points](rules/core-rulebook/chapter-9-playing-the-game.md#Hero%20Points) -- [Encounter Mode](rules/core-rulebook/chapter-9-playing-the-game.md#Encounter%20Mode) -- [Exploration Mode](rules/core-rulebook/chapter-9-playing-the-game.md#Exploration%20Mode) -- [Downtime Mode](rules/core-rulebook/chapter-9-playing-the-game.md#Downtime%20Mode) - -**[Chapter 10: Game Mastering](rules/core-rulebook/chapter-10-game-mastering.md)** - -- [Planning a Campaign](rules/core-rulebook/chapter-10-game-mastering.md#Planning%20a%20Campaign) -- [Preparing an Adventure](rules/core-rulebook/chapter-10-game-mastering.md#Preparing%20an%20Adventure) -- [Running a Game Session](rules/core-rulebook/chapter-10-game-mastering.md#Running%20a%20Game%20Session) -- [Pathfinder Society](rules/core-rulebook/chapter-10-game-mastering.md#Pathfinder%20Society) -- [Running Modes of Play](rules/core-rulebook/chapter-10-game-mastering.md#Running%20Modes%20of%20Play) -- [Difficulty Classes](rules/core-rulebook/chapter-10-game-mastering.md#Difficulty%20Classes) -- [Rewards](rules/core-rulebook/chapter-10-game-mastering.md#Rewards) -- [Environment](rules/core-rulebook/chapter-10-game-mastering.md#Environment) -- [Hazards](rules/core-rulebook/chapter-10-game-mastering.md#Hazards) - -**[Chapter 11: Crafting & Treasure](rules/core-rulebook/chapter-11-crafting-treasure.md)** - -- [Using Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Using%20Items) -- [Constant Abilities](rules/core-rulebook/chapter-11-crafting-treasure.md#Constant%20Abilities) -- [Investing Magic Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Investing%20Magic%20Items) -- [Activating Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Activating%20Items) -- [Reading Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Reading%20Items) -- [Alchemical Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Alchemical%20Items) -- [Armor](rules/core-rulebook/chapter-11-crafting-treasure.md#Armor) -- [Consumables](rules/core-rulebook/chapter-11-crafting-treasure.md#Consumables) -- [Held Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Held%20Items) -- [Materials](rules/core-rulebook/chapter-11-crafting-treasure.md#Materials) -- [Runes](rules/core-rulebook/chapter-11-crafting-treasure.md#Runes) -- [Shields](rules/core-rulebook/chapter-11-crafting-treasure.md#Shields) -- [Snares](rules/core-rulebook/chapter-11-crafting-treasure.md#Snares) -- [Staves](rules/core-rulebook/chapter-11-crafting-treasure.md#Staves) -- [Structures](rules/core-rulebook/chapter-11-crafting-treasure.md#Structures) -- [Wands](rules/core-rulebook/chapter-11-crafting-treasure.md#Wands) -- [Weapons](rules/core-rulebook/chapter-11-crafting-treasure.md#Weapons) -- [Worn Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Worn%20Items) - -**[Appendix A: Conditions Appendix](rules/core-rulebook/appendix-a-conditions-appendix.md)** \ No newline at end of file diff --git a/content/Mechanics/Rules/gamemastery-guide/chapter-1-gamemastery-basics.md b/content/Mechanics/Rules/gamemastery-guide/chapter-1-gamemastery-basics.md deleted file mode 100644 index 567488e6c..000000000 --- a/content/Mechanics/Rules/gamemastery-guide/chapter-1-gamemastery-basics.md +++ /dev/null @@ -1,1692 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["chapter-1-gamemastery-basics"] ---- -# Chapter 1: Gamemastery Basics -GMG p. 7 - -The information presented here provides helpful guidance on how to be a dynamic and engaging GM, and supplements the GM advice found in Chapter 10 of the _Core Rulebook_. Some sections either refer back to that chapter or repeat some of that information for convenience. This chapter begins with general advice, then covers the following topics. - -- **Running Encounters** (page 10) is the first of three sections that explains the three modes of play in more detail. You'll find help on tracking initiative, improving the speed of play, running special battles, and more. -- **Running Exploration** (page 17) gives details on making exploration activities more interesting, creating an evocative environment, lost PCs, and more. -- **Running Downtime** (page 22) covers ways the PCs can set goals, explains how to make good downtime events, provides sample downtime tasks, and more. -- **Adjudicating Rules** (page 28) offers guidance on how to make effective rules calls and create house rules. -- **Resolving Problems** (page 30) presents advice on total party kills, problem players, and power imbalances. -- **Narrative Collaboration** (page 32) includes tools for players to control the story more directly. -- **Special Circumstances** (page 33) discusses organized play, odd-sized groups, and players with different needs. -- **Rarity in Your Game** (page 35) details how rarity can enrich the theme and story of your game. -- **Campaign Structure** (page 36) clarifies what makes a good campaign and describes how to determine its scope and make enemies and treasure more compelling. -- **Adventure Design** (page 40) includes tools for building your own adventures. -- **Encounter Design** (page 46) explains how to build entertaining encounters and navigate the challenges that can arise when designing complex encounters. -- **Drawing Maps** (page 52) describes useful steps for making maps and commonly used map symbols. - -## General Advice -GMG p. 7 - -This section covers topics related to running the game. - -If you want to know how to build specific types of new content, this information can be found throughout Chapter 2 in sections such as Building Creatures (page 56), Building Worlds (page 122), and Settlements (page 132) - -Both the _Core Rulebook_ and this book explore many topics, but don't feel like you have to master them all to be a good GM! It's important to remember you're not perfect, and the other players won't expect you to be. Trial and error, mistakes and triumphs—they're all part of running any game. - -### Session Zero -GMG p. 7 - -Some groups prefer to have everyone create their characters in advance and show up ready to play. However, getting the group together to make characters can be fun, and can benefit your game down the line. A session for building characters is commonly called "session zero." Session zero is typically shorter than other game sessions, so you might plan a short introductory scene for after everyone's finished building their characters, or just hang out and do something else after you've planned your characters. - -Having a session zero lets players share character details, making it easier for their characters to have links and relationships with one another before the adventure starts, and gives players the chance to become invested in each other's characters by organically learning what decisions other players made. These sessions also give veterans the chance to help less experienced players through character creation. Lastly, session zero can give you a better understanding of the characters and help the players integrate them into the adventure in interesting ways. - -### Pacing Game Sessions -GMG p. 7 - -Page 489 of the _Core Rulebook_ explains how to structure, start, and run a game session. This is all part of pacing your game. Most sessions should have lulls in the action punctuated by challenges such as intense encounters, puzzle-based exploration, and investigation. Presenting players with a variety of such obstacles can help them feel more engaged at the table. Information flow matters, too. If the group meets a large number of NPCs in short order, that can make it harder for them to remember individuals. It helps to break things up into smaller scenes and memorable moments. - -Knowing when to end a session takes practice. About 20 minutes before a play session is scheduled to conclude, it can be beneficial to figure out how you'd like to end. It can be memorable to end with a cliffhanger—a moment so curious and abrupt it raises questions about what happens next. Examples include ending play before combat, when the PCs find vital information, or as they discover treasure. - -Doing so can inspire the PCs to discuss the game between sessions. Note anything that could be satisfying to resolve over media, such as email. This could include divvying up treasure, leveling up, or completing downtime tasks. - -### Stakes and Consequences -GMG p. 7 - -A GM should always convey a clear picture of the stakes and consequences of the PCs' actions or inaction. What horrible things will happen if the PCs fail? What can they achieve if they go beyond what's expected of them? A well-constructed adventure conveys the stakes at the outset, but it's also important to remind the players of those stakes throughout play. The _Core Rulebook_ summarizes the scale of the stakes for each mode of play, and these are varied on purpose. A game where the stakes are extremely high all the time cuts out the opportunity for low-key scenes, and can be overwhelming or even monotonous. In most games, players enjoy having some scenes where their characters can relax and socialize with low stakes as well. - -Consequences should be specific and evocative. Don't just tell the players what happened after their characters' success or failure; let their characters witness it in the world. Are they greeted as heroes by townsfolk? Does the bastion of evil crack and shudder, falling apart as the PCs escape? Does a failure lead to the death of an ally and a somber funeral? It's usually best if the PCs can foresee the consequences, at least in a general sense. If a villain demonstrates their intention to conquer a city, and the PCs don't stop them, then the city gets conquered. It's OK if you have an idea for an interesting subversion occasionally, but keep those to a minimum or the chain of cause and effect will become too muddy. - -You can emphasize consequences by awarding PCs accomplishment XP (_Core Rulebook_ 507). It serves as a good reminder to the players, reinforcing their success. - -#### Failing Forward -GMG p. 8 - -An unexpected failure can bring the game to a halt, particularly during exploration. "Failing forward" means finding a way to progress the story instead of just saying, "That didn't work." This doesn't mean that the group can't fail, or that the PCs should get what they wanted despite failing. Rather, it means that a failure might still impart more information, reveal a way to improve their chances next time, or even cause unforeseen difficulties. Doing so means the player's choice to attempt a check _mattered_, even if the results weren't what they wanted. Allowing the PCs to fail forward means fewer dead ends and perfunctory checks. It's important however, not to put unnecessary pressure on yourself to do so all the time. Sometimes you won't know immediately how a PC can fail forward, and in those cases, it's usually best to just move on. - -### Improvisation -GMG p. 8 - -As a GM, you often make things up on the fly. You can find tips for improvising rules on page 491 of the _Core Rulebook_ and within the Adjudicating Rules section of this book (pages 28–29). When an issue seems to pertains to the story instead of the rules, ask yourself the following questions. - -- Does something already established in our story so far tell me what should happen here? -- If an NPC is involved, what would their personality lead them to do? -- What does the player expect to happen? -- What would best fit the themes of our story? You might not have a good answer for every question, but asking them can inspire useful solutions. If what you need to invent is significant in the storyline or world, there's nothing wrong with asking the group to take a little break while you fill in the gap. If it's not particularly significant and you can't come up with anything more compelling, it's also okay to say, "Nothing happens," and move on. - -Often, a player will ask, "What happens when I do that?" This is a good indicator that the player expects that what they've done will draw a reaction from an NPC or the environment. Unless the player is way off base, provide an in-game response, even if it's minor. The player has telegraphed what matters to them, and the perceived importance of their action can draw them into the game. - -#### False Information -GMG p. 8 - -A critical failure to [Recall Knowledge](rules/actions/recall-knowledge.md) can result in you needing to convey false information, requiring some improvisation. If you aren't careful, this information can be perceived by the PCs as too silly, or could derail the game. For example, if a PC misinterpreted text about the god of commerce, [Abadar](compendium/setting/deities/abadar.md), saying they believe the god is an incompetent chaotic spendthrift who's bad with money is absurd. Similarly, if they incorrectly believe [Abadar](compendium/setting/deities/abadar.md) will reward them with great wealth if they ring bells in four different temple corners, this could send them on a tangent. - -Providing false information can cause the PCs to make mistakes, but the consequences should typically be immediate rather than continual or far in the future. - -Avoid dispensing false information that might not be used for hours or entire sessions, after the check is forgotten. - -If you're unsure, the safest form of false information is information that's wrong but not in a way that causes major consequences. Remember that a critical failure says you get incorrect information, not that you get importantseeming false information. Erroneously believing Abadar's symbol is a set of scales instead of a key might lead to a miscommunication, but one that's not dangerous, pretty easy to clear up, and only a little embarrassing for the PC. - -### Secret Checks -GMG p. 8 - -During play, you roll some checks in secret instead of allowing the player to do so, as explained on page 450 of the _Core Rulebook_. This rule helps ensure that a player remains uncertain at times when their character is unsure of how a situation may resolve, immersing the player in their character's perspective. It can be handy to keep a list of the PCs' modifiers on hand to help you roll secret checks more quickly. At least, you should record each player's [Perception](compendium/skills.md#Perception) modifier, their saving throw modifiers (especially Will), and the skill modifiers of any skills they often use to [Recall Knowledge](rules/actions/recall-knowledge.md). Check in anytime the PCs level up, and consider asking the players to update you when any of these modifiers change. - -You can still have the players roll the checks even if an action has the [secret](rules/traits/secret.md "Secret General Trait") trait. This is usually best done when the results are going to be immediate or when stakes are low, like when the PC is trying to recall something during downtime that they'll see is false through the course of their research. You can instead have the players handle all their rolls, secret or otherwise. This works best when the group is interested in leaning into the dramatic irony of knowing a PC is wrong and playing up their characters' mistakes. - -### Hero Points -GMG p. 9 - -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. - -### Metagaming -GMG p. 9 - -Knowledge the players have that their characters don't is called "metagame knowledge," and using it to influence characters' decisions is called "metagaming." Some metagaming results naturally from play and is wise to disregard. The wizard aiming a _fireball_ precisely enough to include three enemies in the very edge of the spell's area is probably unrealistic, but isn't that disruptive to play. Things get more questionable if the player says, "That's a rakshasa, so don't use divine spells against it," regardless of whether their character has encountered a rakshasa before or identified the creature. Each group is different, and the assumption of what the characters know varies. If metagaming starts to get out of hand, you might just use some gentle reminders, like, "I'm not sure your character's aware of that," or, "Can you explain your character's thinking when they do that?" If the problem persists, see the guidelines mentioned in the Problematic Players section on page 31. - -### Portraying Npcs -GMG p. 9 - -Although the PCs are the stars of the game, NPCs make the world around the PCs vibrant. They can become a part of the story, sometimes for years, weaving into the story right alongside the PCs. Portray NPCs however it works for you. Some GMs keep it simple, describing the NPCs simply by their looks, or their hook (see below). Others go into more detail, using accents, mannerisms, or acting. - -Because NPCs have smaller roles than PCs, imparting enough information to convey their identities while they interact with the party can be challenging. When you create an NPC, start by integrating a single "hook" into their concept: a widowed merchant, a refugee from a distant realm, or a child who constantly asks awkward questions. Each hints at a backstory but is easily described in a synopsis. If the NPC continues to interact with the party, you can then add to their backstory later. - -#### Npc Limitations -GMG p. 9 - -Always remember that the PCs have the greatest role in your story. Avoid including allied NPCs who could easily solve any problem the PCs get assigned. An extremely powerful NPC should be engaged with matters beyond what the PCs are tasked with or have some limitation that necessitates the PCs' involvement. Remember that an NPC is not "your character" in the way each player has a character. Though NPCs who travel with the party can be effective and fun when handled with caution, an NPC who effectively acts as the GM's character is often called a GMPC (Game Master Player Character) and can contribute to a feeling that the players are being coerced into making certain decisions. - -#### Betrayal -GMG p. 9 - -NPCs, even allies, can shift allegiances. They might betray, fail, or sell out their companions, which can make for a meaningful story event. If an NPC is betraying the party in some way, lay groundwork early on so the players don't feel ambushed by the twist. If the players can look back and see a clear path to this result, it is likely they'll feel the decision makes sense in the context of the story. Try to give the NPC a "tell" or a paper trail they can detect. - -#### Respecting the Character -GMG p. 9 - -Sometimes, when creating characters, a GM can unintentionally play into themes that can be harmful or hurtful. For example, an NPC with a background of abuse, a former or current slave, or a character with disabilities requires respectful handling. This is particularly true if you, as the GM, do not have the same life experience as the NPC in question. If you want to include these themes for an NPC, you should probably bring it up with your players beforehand and set expectations. You don't need to spoil the character, but sitting down and checking in with your players can help prevent unpleasant surprises and is better than assuming. To keep the representation respectful, avoid clichés and don't use the hook as a joke. Your group's guidelines for objectionable content (_Core Rulebook_ 486) can also help you portray NPCs respectfully. - -#### A Proper End -GMG p. 9 - -An NPC's story should have a satisfying ending. The NPC might leave your story when they achieve a major goal, go on to other adventures, give up their dream, or die. - -The death of a beloved NPC should have weight. Make it sympathetic and powerful, and ideally have it take place "on stage" with the PCs present. Be prepared that NPC deaths might stir up strong emotions within the group, and be prepared to cut the session short or to fade to black to mitigate the full brunt of the event if necessary. - -An NPC's death should matter beyond the PCs' emotions or search for revenge, too—maybe the NPC's sacrifice saved a village or inspired others. Let players see that legacy carried on. - -## Running Encounters -GMG p. 10 - -This section provides tips to help you run encounters that are fast and entertaining to play. Though the _Core Rulebook_ discusses running encounters starting on page 493, this section supplements that information. Though this chapter contains detailed advice about many topics, it's important to remember that, as a GM, you should primarily focus on the following tasks. - -- Answering questions quickly and decisively whenever possible. -- Building anticipation for what happens next. -- Emphasizing thrilling action and setting a rapid pace. -- Letting players know when they're up, and preferably when they're "on deck" to go next. -- Showing the immediate consequences of actions. - -If you're interested in building on the topics in this section, information on designing combat encounters appears on page 46. Additionally, Chapter 3 presents subsystems used in special types of encounters, such as the influence subsystem. - -### Speed of Play -GMG p. 10 - -Encounters should move quickly, giving the PCs just enough time to savor successes and lament failures. This requires effort from everyone, but you can make it easier by running creatures and NPCs efficiently. First off, don't worry too much about little mistakes you make when running encounters. If you forgot to apply a creature's special bonus or didn't take an action that would have prevented the creature from taking damage, it's not a big deal. Keep an eye on what you emphasize during the adventure, as well. - -Be quick when describing a normal attack, but spend a little more time on a critical hit or a big spell. This all boils down to significance. It's fine to slow down the game for something important, but it's best to move briskly through anything less important. As you run the game, you'll quickly develop a sense for what's significant and what's not. - -#### Looking Up Rules -GMG p. 10 - -One of the primary ways the game slows down is when you or another player needs to look up a rule. For something that isn't too impactful, it's better to just make a ruling on the spot and move on. Tell the player they can look it up when it's not their turn, and you'll play it as written after that, but that the game needs to move on in the meantime. - -It's okay to look up something that's both significant and heavily rules-dependent, such as a spell description or the 9 rules. Even then, reciting a full chunk of rules text can pull players out of the flow of play, so summarize. It also helps to train your players to look things up in advance if they think they'll need them, so they're ready to go when their turns come around. This can be tough as a GM, since it's essentially always your turn. However, you can ask a player to look something up for you, or, if you need to pause long enough to reference certain books, remind the players to plan for their next turns while you're busy. - -#### Rewinding -GMG p. 10 - -Though "rewinding" can happen in any mode of play, it's usually most troublesome in encounters. Rewinding happens when a player forgot to add in a certain bonus or take a certain action, or wishes they had used their actions in a different order, and wants to rewind to account for what they missed. The best policy is usually to let them rewind as needed within their own turn but stop them before they intrude into someone else's. This keeps interruptions within reasonable bounds. You might find some adjustments are easy enough to make outside of a turn and can be allowed. For instance, if someone forgot to add the fire damage from a flaming rune to one of their hits, it's pretty easy to reduce the monster's HP on another turn, but if they realized their attack missed only because they forgot the bonus from _bless_, that could be too much of an interruption. Your ruling should stand on such matters. Try to be consistent about what kinds of things you will rewind for and when. - -#### Complex Rolls -GMG p. 10 - -You'll often make multiple rolls at the same time, especially when attempting saving throws for multiple creatures against area or multi-target spells. This can sometimes take a considerable amount of time if you're resolving the result of each creature's save and then determining its degree of success. To do so quickly, you could use one of the following techniques. Each of the examples below uses a PC's spell as an example, but these recommendations also apply to similar rolls that aren't caused by spells. - -- Get the PC's Difficulty Class first, and have the player roll damage while you roll the saving throws. -- Use separate colors of dice for the different types of foes, or arrange the dice in such a way that it's easier for you to tell which creatures or NPCs are which. -- Go in order from the best enemy results (the highest total) to the worst. This means you'll need to ask for the results on a success only once, the damage on a failure once, and so on. It also means you only need to figure out when you're moving to a lower degree of success, rather than recalculating them each time. - -This can be more of a challenge when asking for PC rolls. Make sure you get the attention of every player whose PC is affected. Have them all roll but hold off on announcing their results. While they roll their saves, roll damage or other variable effects. Then, announce the DC. - -Say, "who critically succeeded?" "who succeeded?" and so on down the line, so you only have to share the results for each category once. You can choose not to announce the DC if you want and ask for results by multiples of 10 instead, but it typically takes longer, and it's still possible that the players can determine or estimate the DC anyway. - -#### Enemy Tactics -GMG p. 11 - -As noted on page 493 of the _Core Rulebook_, enemies don't need to make perfect decisions. It's usually better to make a decision quickly than to pick the perfect enemy tactic. - -The chaos of combat, desperation, or ego could all cause a villain to make a poor decision, and that's something you can play up if you realize they've done so, acting out the foe's response to their own folly, or chiding them through the sarcastic remark of one of their allies. - -### Initiative -GMG p. 11 - -The rules for rolling initiative can be found on page 468 of the _Core Rulebook_, and the GM guidelines on 498. Below you'll find specifics on how to run certain types of initiative or deal with problems. These are guidelines, and you might prefer to execute initiative in a different way at your table. - -When do you ask players to roll initiative? In most cases, it's pretty simple: you call for the roll as soon as one participant intends to attack (or issue a challenge, draw a weapon, cast a preparatory spell, start a social encounter such as a debate, or otherwise begin to use an action that their foes can't help but notice). A player will tell you if their character intends to start a conflict, and you'll determine when the actions of NPCs and other creatures initiate combat. Occasionally, two sides might stumble across one another. In this case, there's not much time to decide, but you should still ask if anyone intends to attack. If the PCs and NPCs alike just want to talk or negotiate, there is no reason to roll initiative only to drop out of combat immediately! - -#### Initiative and Stealth -GMG p. 11 - -When one or both sides of an impending battle are being stealthy, you'll need to deal with the impacts of [Stealth](compendium/skills.md#Stealth) on the start of the encounter. Anyone who's [Avoiding Notice](rules/actions/avoid-notice.md) should attempt a [Stealth](compendium/skills.md#Stealth) check for their initiative. All the normal bonuses and penalties apply, including any bonus for having cover. You can give them the option to roll [Perception](compendium/skills.md#Perception) instead, but if they do they forsake their [Stealth](compendium/skills.md#Stealth) and are definitely going to be detected. - -To determine whether someone is [undetected](rules/conditions.md#Undetected) by other participants in the encounter, you still compare their [Stealth](compendium/skills.md#Stealth) check for initiative to the [Perception](compendium/skills.md#Perception) DC of their enemies. They're [undetected](rules/conditions.md#Undetected) by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their [Perception](compendium/skills.md#Perception) DC? Well, all the enemies are [undetected](rules/conditions.md#Undetected), but not [unnoticed](rules/conditions.md#Unnoticed). That means the participant who rolled high still knows someone is around, and can start moving about, Seeking, and otherwise preparing to fight. The characters [Avoiding Notice](rules/actions/avoid-notice.md) still have a significant advantage, since that character needs to spend actions and attempt additional checks in order to find them. - -What if both sides are sneaking about? They might just sneak past each other entirely, or they might suddenly run into one another if they're heading into the same location. - -> [!pf2-brown] SETTING THE SCENE -> -> When an encounter begins, spend a moment to describe the location if you haven't already. Use some of the description tips found in Evocative Environments on page 17. It can help to describe where enemies are within the environment, to better ground them in the location. You can also use the enemies' expressions to better convey the location. Is an enemy in a wary stance as they stand near a pit? Is another irritated by water dripping on it from the ceiling? Does a glowing glyph illuminate an enemy with a sinister red light? - -#### Batch Initiative -GMG p. 12 - -If you have multiple enemies of the same type, such as four goblin warriors, you might want to have them act on the same initiative for simplicity. If you do, you can roll just one initiative check for all of them. They still take individual turns and can still individually change their initiative by Delaying. Note that a lucky initiative check could mean the batched creatures can easily gang up on the PCs, and a terrible roll could mean they all get struck down before they can do anything, so use this technique only when necessary to keep the game moving. - -#### Placing Characters on the Map -GMG p. 12 - -If the PCs are already moving on a grid, as often happens in small dungeons, you already know where they are when they roll initiative. If they're moving in free-form exploration, place them on the map when they roll initiative. The fastest way is to have the players set up their miniatures in a basic marching order ahead of time, then just move them onto the map in that formation. - -When that doesn't work, such as when one or more PCs were in a different location or the map doesn't fit the marching order, you can either set up the PC minis yourself, then ask if everybody is happy with where they are, or have the players place their own minis. If you find having the players do it themselves causes too much indecision (especially if they try to count out distances in advance), you can switch methods. Remember to place characters using [Stealth](compendium/skills.md#Stealth) in reasonable places to hide, even if that means you have to adjust the marching order to do so. - -#### Inappropriate Skills -GMG p. 12 - -As described in the _Core Rulebook_ on page 489, you can allow PCs to roll skills other than [Perception](compendium/skills.md#Perception) (or [Stealth](compendium/skills.md#Stealth) when [Avoiding Notice](rules/actions/avoid-notice.md)) for initiative. You might find that once a player gets to use a stronger skill for initiative, they'll keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, it's fine to allow the skill. If you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them you'd like them to go back to using [Perception](compendium/skills.md#Perception) for a while. - -### Ad Hoc Bonuses and Penalties -GMG p. 12 - -This section covers a few ground rules for how to best respond to PC tactics, when to apply ad hoc bonuses and penalties, and when to use certain tactics for NPCs. When PCs put effort into getting advantages against their foes, there should be some payoff provided their tactics make sense in the narrative. Ad hoc bonuses and penalties give you some mechanical tools to emphasize that. Also keep in mind that you can change the flow of the story to respond to tactics as well. Changing an enemy's behavior can be a more satisfying consequence than just getting a bonus. When you're determining whether to grant a special bonus that's not defined in the rules, including when a player asks you whether they get a bonus for doing something, ask yourself the following questions. - -- Is this the result of an interesting, surprising, or novel strategy by the character? -- Did this take effort or smart thinking to set up? -- Is this easy to replicate in pretty much every battle? - -If you answered yes to any of the first two, it's more likely you should assign a bonus—typically a +1 or +2 circumstance bonus. However, if you answered yes to the third, you probably shouldn't unless you really do want to see that tactic used over and over again. - -Try to use ad hoc bonuses a little more often than ad hoc penalties. If you do think a penalty might be appropriate, ask yourself the following. - -- Does the environment or terrain create any applicable disadvantages for the character? -- Should the character have expected this would be more difficult based on what they already knew? -- Was this circumstance caused by a bad decision on the part of the one taking the penalty? -- Is this negative circumstance easy to replicate in pretty much every battle? - -Once again, answering yes to most of these questions means it is more likely you should apply a penalty, and answering yes to the final question means it less likely you should do so. - -### Adjudicating Actions -GMG p. 12 - -Some of the basic actions of the game require you to interpret how a rule should apply. Here, you'll find advice the types of rules calls that can occur frequently. For rules decisions that are either/or (such as whether a creature can [Aid](rules/actions/aid.md) or [Take Cover](rules/actions/take-cover.md)), a PC can usually determine before they take the action whether doing so is viable; if it isn't viable for some reason, alert them that it won't work before they spend time, actions or resources trying. There are some exceptions, especially if the reason an action wouldn't work is something a character wouldn't know. - -For example, if a character tries to [Take Cover](rules/actions/take-cover.md) behind a wall, not realizing it's illusory, you shouldn't reveal the deception prematurely. - -#### Aid -GMG p. 13 - -It's up to you whether someone's preparation is enough to let them [Aid](rules/actions/aid.md) an ally. The preparation should be specific to the task at hand. Helping someone hold a lockpick steady might be enough preparation to [Aid](rules/actions/aid.md) an attempt to [Pick a Lock](rules/actions/pick-a-lock.md), but just saying you're going to "encourage" them likely wouldn't. Second, the character who is attempting to [Aid](rules/actions/aid.md) needs to be in a proper position to help, and able to convey any necessary information. Helping a character [Climb](rules/actions/climb.md) a wall is pretty tough if the character a PC wishes to [Aid](rules/actions/aid.md) is nowhere near them. Similarly, a character usually needs to be next to their ally or a foe to [Aid](rules/actions/aid.md) the ally in attacking the foe. You'll also need to determine how long the preparation takes. Typically, a single action is sufficient to help with a task that's completed in a single round, but to help someone perform a long-term task, like research, the character has to help until the task is finished. - -#### Ready -GMG p. 13 - -The [Ready](rules/actions/ready.md) activity lets the acting person choose the trigger for their readied action. However, you might sometimes need to put limits on what they can choose. Notably, the trigger must be something that happens in the game world and is observable by the character rather than a rules concept that doesn't exist in world. For instance, if a player says, "I [Ready](rules/actions/ready.md) to shoot an arrow at her if she uses a concentrate action," or "I [Ready](rules/actions/ready.md) to attack him if he has fewer than 47 Hit Points," find out what their character is trying to specifically observe. If they don't have a clear answer for that, they need to adjust their action. - -#### Seek -GMG p. 13 - -The [Seek](rules/actions/seek.md) action leaves it up to you how long a search should take. Use common sense. Most of the time, just trying to spot a creature hiding in a small area, or something else you could find with a simple [Seek](rules/actions/seek.md) action rather than a long-term [Search](rules/actions/search.md) exploration activity, should default to a single action. The biggest distinction is whether something uses 3 actions or fewer—and can therefore be accomplished in a single turn—or requires more than that and can't be accomplished in an encounter at all. Consider whether it makes sense for the character to pull this off during the encounter or not, and whether that could be an interesting wrinkle in the story. - -#### Sense Motive -GMG p. 13 - -When someone tries to Sense the Motive of an NPC, you'll need to figure out how to convey the information they receive. It's best to try to convey this indirectly, such as by describing a lying target's body language, odd word choices, sweating, or other details rather than saying, "They aren't behaving normally." However, sometimes dropping a punchy, "Oh, she is 100% lying about this!" on a critical success can be satisfying. You also might need to determine when the situation changes enough for someone to try to [Sense Motive](rules/actions/sense-motive.md) again. Usually, this means either the behavior of the subject needs to change, or the person attempting the check needs to receive new evidence that something is out of the ordinary. If another PC tries to [Sense Motive](rules/actions/sense-motive.md), gets different information about the target, and shares it, that doesn't really count as new information for a PC who tried previously. Rather, it's up to the players to roleplay out any changes in their thinking as a result. - -#### Take Cover -GMG p. 13 - -You'll often need to determine whether someone can [Take Cover](rules/actions/take-cover.md). They usually just need a large enough object to hide behind. Imagine the character crouching, and picture whether the object could almost entirely cover up their silhouette. [Taking Cover](rules/actions/take-cover.md) might also require them to [Drop Prone](rules/actions/drop-prone.md), such as if they want to take cover under a table. - -Most of the time, you can let them combine this with the [Take Cover](rules/actions/take-cover.md) action instead of using 2 separate actions. - -### Maps and Miniatures -GMG p. 13 - -A grid and miniatures can make it easier to visualize combat for players and give a visual centerpiece for the players to focus on. Some advice for drawing maps appears on pages 52–53. A setup can range from a basic grid with some hasty marker lines and coins for miniatures to a full-color Flip- Mat with official prepainted minis or cardboard pawns, all the way to a set of 3-D dungeon terrain and handpainted minis for each character. Many online tabletops have preset maps, token packs, and built-in functions for movement and line of sight. All these are fun to play on! Your setup should match your time commitment, budget, and the aesthetics you want. - -You can also bring the setting alive by describing sensory details like sounds, smells, temperature, and 3-D elements that aren't represented on your map. Including the echoing ring of a sword striking a shield, an errant _ray of frost_ freezing solid an apple in a bowl of fruit on the table, and the like makes the game feel more alive. - -Placing miniatures on a grid can make it feel like you need to be exacting with the rules, but there's still room for improvisation! You might give another 5 feet of movement to someone running downhill if it will make their turn more dramatic. You're empowered to give players minor boosts that fit the story you want to tell, and to fill in nuances of the location beyond the elements covered in the _Core Rulebook_ - -#### Cover -GMG p. 13 - -You determine whether a character has cover. The rules for drawing lines found in the _Core Rulebook_ are useful in simple cases, but in more complicated situations, use your own discretion to make the call. Consider the details of the environment and 3-D space beyond what's on the battle mat. For instance, hanging banners might give cover, or a PC who has climbed onto a ledge might have a clear shot at an enemy standing behind a short wall. Be generous to PCs who use creativity to get into smart positions, especially if they spend valuable actions to move or [Take Cover](rules/actions/take-cover.md). - -> [!pf2-brown] VARIANT RULES ON THE GRID -> -> These two variants can change up how distance and movement work in your game. -> -> ### UNIFORM DIAGONALS -> GMG p. 14 -> -> If you like, your group can count all diagonals as 5 feet instead of counting every other diagonal as 10 feet. This speeds up play, but some people find it breaks their suspension of disbelief. This is most noticeable when someone moves a long distance along a diagonal all at once or when characters start moving diagonally as much as possible to cover more distance. Using this variant requires thinking of the game map in more abstract terms, and less like a real physical environment where the map is accurately reflecting the size of the room or encounter area. You can choose whether you measure radius-based areas of spells in the same way or visualize them as circles or other round shapes. The latter works best if you have templates to use. -> -> ### HEX GRIDS -> GMG p. 14 -> -> Some of the challenges of diagonal movement can be fixed by using a hex grid instead of a square grid, or by using a grid with offset squares, which works similarly. This allows you to count movement the same in all directions. However, it makes flanking a bit harder to pull off, requires you to arrange standard Large and larger miniatures differently, and causes challenges when drawing maps that consist primarily of rectangular structures, since you'll have a lot of partially occupied hexes. - -#### Splitting and Combining Movement -GMG p. 14 - -The different types of actions representing movement are split up for convenience of understanding how the rules work with a creature's actions. However, you can end up in odd situations, such as when a creature wants to jump vertically to get something and needs to move just a bit to get in range, then [Leap](rules/actions/leap.md), then continue moving. This can end up feeling like they're losing a lot of their movement to make this happen. At your discretion, you can allow the PCs to essentially combine these into one fluid movement as a 2-action activity: moving into range for a [Leap](rules/actions/leap.md), then Leaping, then using the rest of their Speed. - -This typically works only for chaining types of movement together. Doing something like Interacting to open a door or making a [Strike](rules/actions/strike.md) usually arrests movement long enough that doing so in the middle of movement isn't practical. - -#### Going Gridless -GMG p. 14 - -As described on page 494 of the _Core Rulebook_, you can play encounters without a grid. This is best for groups who can easily imagine their surroundings without a visual aid, and for battles that don't require understanding a complex physical space. Your game doesn't have to be entirely on or entirely off maps—you might decide to play out most simple fights without a grid, then use one for highly tactical fights or major set pieces. As noted in the _Core Rulebook_, the 3-action structure is your best friend. You might find yourself answering a lot of questions about actions and space, like "Can I get there this turn," or "How many of the gnolls can I catch in a _fireball_?" If you find yourself needing to repeatedly remind players of the physical features of the environment or enemy positioning, that might mean you're making your encounters too tactical for what a gridless game supports. This style works better to encourage imaginative, cinematic action and quick play without getting too hung up on details. - -### Special Battles and Movement -GMG p. 14 - -The _Core Rulebook_ covers the essential rules for mounted, aerial, and aquatic combat on page 478, but more complex battles can require specialized rules. - -#### Mounted Combat -GMG p. 14 - -The logistics of mounted combat take some extra work. - -If you know one is coming up, make sure the fight takes place in a location with plenty of space to move, since you'll likely be dealing with multiple larger creatures. For a fight in which only one side has mounts, you might want an environment with a few areas too small for mounts, so the side on foot can get a tactical advantage there to offset the other side's greater mobility. - -When the PCs are mounted, their enemies should focus most of their attacks on the PCs, not their mounts. Having foes target PCs' mounts too often gets really annoying, so have the enemies remember who the real threat is! When PCs fight mounted enemies, try to keep the mount's level fairly close to the PCs, rather than putting a 13th-level enemy on a 2nd-level war horse, use an 11th-level greater nightmare or something similar. This will fit better thematically and prevent the enemy from being dismounted too easily. If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls [prone](rules/conditions.md#Prone). Setting a simple expert DC of 20 often works well for such checks. - -Mounted combat on a grid is difficult for a running fight with both sides racing at full speed. For something like that, it can be better to no grid at all, though miniatures can still help for relative positioning and distances for ranged attacks. For such a race, consider using the chase subsystem instead (page 156) - -##### Different Types of Mounts -GMG p. 14 - -The mount rules are for common cases: humanoids riding quadrupedal animals. However, you might allow someone to ride a beast or other type of creature by making a few adjustments. For an intelligent mount (such as a pegasus or unicorn), use the standard rules for mounted combat, but instead of attempting a check to [Command an Animal](rules/actions/command-an-animal.md), the. - -rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether [Diplomacy](compendium/skills.md#Diplomacy) checks or the like are needed. It's recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted. - -#### Aerial Combat -GMG p. 15 - -Determining positioning in the air can be tricky, and it's often best to be more relaxed with movement rules, flanking, and so forth than you would be on a flat grid. - -Note that battles can get more spread out with flight. If any creature is flying, it's important to establish the height of potential obstacles in the area early. This way, no one's surprised to suddenly find out the ceiling is lower than they thought or tall trees create a barrier. Be careful about using aerial combat before PCs have magic that lets them fly. Be especially careful with flying foes who use ranged attacks, because PCs might have few good tools to fight them. - -The rules for flight say that a creature might need to attempt an [Acrobatics](compendium/skills.md#Acrobatics) check to [Maneuver in Flight](rules/actions/maneuver-in-flight.md) to pull off tricky maneuvers. You can generally use the same judgment you would for calling for [Acrobatics](compendium/skills.md#Acrobatics) checks when someone's moving on the ground. Trying to dive through a narrow space, make a sharp turn, or the like might require checks, usually with a simple DC. - -Falls can be deadly, and often happen when _fly_ or a similar spell gets dispelled. This is part of the risk of flying! Flying enemies might keep closer to the ground to avoid this danger, or have the _feather fall_ spell to prevent the damage or a _jade cat_ talisman to reduce it. - -#### Aquatic Combat -GMG p. 15 - -The rules in the _Core Rulebook_ are fairly generous to allow high-action battles underwater. Two significant challenges for non-aquatic creatures are breathing underwater (or holding their breath) and lacking a swim Speed. It's often best to save aquatic adventure until higher levels when PCs can get magical solutions for these problems, but you can instead give out such magic early, since it's not easy to exploit in land-based adventures the way flight magic can be. As with flight, dispelling can be deadly if someone relies on magic to breathe underwater. It's generally best to avoid having enemies who can breathe underwater dispel the water-breathing magic aiding PCs. Though PCs might be able to use _air bubble_ and quickly cast _water breathing_ again, having this happen repeatedly can be frustrating, and being forced to prepare an extremely high-level _water breathing_ spell to avoid it isn't much fun either. Lacking a swim Speed is easier to deal with, except for characters with poor [Athletics](compendium/skills.md#Athletics), who might need to strategize around their shortcomings. The DC to [Swim](rules/actions/swim.md) underwater shouldn't be very high—typically 15, or 13 in calm water. - -When someone gets knocked out underwater, they usually float up or sink down. You decide based on their buoyancy; most adventurers carry a heavy enough load to sink. - -When one group is in water and another outside it, note that the aquatic combat rules for attacks apply when _either_ party is in water. You might judge that a character in the water is [concealed](rules/conditions.md#Concealed) against someone outside it due to distortion, and vice versa. - -### Unexpected Difficulty -GMG p. 16 - -What do you do when an encounter ends up being far more or less challenging than you anticipated? If the encounter is unlikely to kill all the characters, it might be best to roll with it, unless the fight is so frustrating that no one really wants to continue it. If it is likely to kill everyone, strongly consider ways to end the encounter differently. The villain might offer the PCs the chance to surrender, consider their task complete and leave, or use their advantage to get something else they want. If the worst does happen, suggestions for dealing with a total party kill can be found on page 30. - -If a battle is too easy, it's often best to let the players enjoy their dominance. However, if you intended this to be a centerpiece battle, that might feel anticlimactic. Look for ways the enemy might escape or bring in reinforcements, but the PCs' success should still matter. Make sure the PCs feel the enemy's desperation—possibly have the enemy sacrifice something important to them to secure their escape. - -In both these cases, consider whether the discrepancy from your expectations is due to luck. One side benefiting from extreme luck is to be expected from time to time. - -However, if the challenge comes down to a factor you had control over as a GM—like unfavorable terrain making things hard for the PCs or a monster with an overpowered ability—it's more likely you should make adjustments. - -> [!pf2-brown] THREATS IN PUBLISHED ADVENTURES -> -> When you reach an encounter in a published adventure, it will give you an indication of the expected party level and what threat the encounter is for that level of party, such as "moderate 3" for an encounter that's a moderate threat to a 3rd-level party. If your party reaches the encounter at a different level, you could recalculate the XP for each enemy individually, or you can estimate the threat posed by adjusting a step down or up per level difference. For example, the moderate 3 encounter would be severe 2, extreme 1, low 4, or trivial 5. If you still think the group can take it on as-is, you can use that estimation for determining XP, maybe giving a little extra if it ended up being tougher than you expected. Or, if you think it would be better, you can adapt the particulars of the encounter to be a more reasonable challenge to your party, usually by adjusting the number of monsters or using the elite and weak adjustments. - -### Social Encounters -GMG p. 16 - -Sometimes you'll want to run a social conflict in encounter mode. The basic guidelines on how to do so appear on page 494 of the _Core Rulebook_, and this section expands on them with additional advice and examples. Social encounters still require opposition—typically an adversary arguing against you, but sometimes institutional opposition or strongly held beliefs. It's important to note that some NPCs are much more adept at certain types of social encounters than at combat. You can find guidelines on creating such NPCs on pages 72–73, and some examples in the NPC Gallery chapter. The _Core Rulebook_ suggests a few means of measuring success and progress in social encounters. If you want something more detailed, look at Victory Points on page 148 of this book, or the more specific rules for Influence on page 151. As noted in the _Core Rulebook_, social encounters don't usually use 6-second rounds. The time scale you use can be flexible. Usually, you'll want a participant to go on just long enough to make one salient point and attempt one check before moving to the next character in the initiative order. Be flexible and encouraging as you run a social encounter, and don't worry about nitty-gritty details like character movement except in extreme cases. Allow the PCs to share information about as freely as the players can around the table. If one character is watching the opponent for signs they're lying, assume they can easily convey that to other characters subtly. It's good to remind players of things their characters might know or be likely to notice even if the players, in the moment, don't have them in mind. Describe NPCs' mental states and ask for clarification about the PCs' attitudes when needed. The following list describes various types of social encounters that PCs may find themselves in. - -- Besting a rival bard in a battle of wits -- Brokering peace between warring groups -- Convincing a dragon not to eat the party -- Convincing a monarch to defend against an invasion -- Disproving a rival's scientific theories before an alchemists' guild assembly -- Ending a tense standoff -- Exposing a slippery villain's deception before a court of nobles -- Getting a desperate criminal to free a hostage -- Persuading a clan to trust their ancient rivals -- Petitioning for admittance to a magical academy -- Proving someone's innocence in front of a judge -- Securing a major contract over a rival -- Quelling an angry mob -- Swaying a fallen priest to return to the faith -- Tricking a charlatan into contradicting their past lies -- Turning a leader against their corrupted advisor -- Turning a low-ranking cultists against their leader -- Urging a lawmaker to grant clemency or a stay of execution -- Wining a debate about a contentious topic. - -## Running Exploration -GMG p. 17 - -The _Core Rulebook_ discusses running exploration mode starting on page 496 of that book, and this section supplements that information. If you want to run a session or adventure specifically focused on exploring and mapping uncharted wilds, consider using the hexploration subsystem on page 170. If you're looking for guidelines on managing initiative, see page 11 in the Running Encounters section. As you run exploration, keep the following basic goals in mind. You'll find more advice on many of these points in the sections ahead. - -- Evoke the setting with sensory details. -- Shift the passage of time to emphasize tension and uncertainty, and speed past uneventful intervals. -- Get players to add details by asking for their reactions. -- Present small-scale mysteries to intrigue players and spur investigation. -- When rolls are needed, look for ways to move the action forward or add interesting wrinkles on a failure. -- Plan effective transitions to encounters. - -### Evocative Environments -GMG p. 17 - -As the PCs explore, convey their surroundings by appealing to the players' senses. This sets the scene, gives them a better sense of their environment, and can be used to foreshadow what they might find ahead. - -When determining which details to cover, think about what's familiar versus novel. A new dungeon might have similar architecture to previous ones but feature ancient structures that set it apart. You can use the PCs' familiarity as a tool to single out what's new. When preparing for a game, imagine yourself in the environment and jot down a few notes about what you would sense. Conveying these details keeps the players on the same page about what they sense, even if each character responds to it differently. - -Keep in mind that the more you explain something, the more important it seems. This is valuable for you to drive interest, but can also be a mixed blessing, since describing something inconsequential to set the mood can lead players off on a tangent. Sometimes, the best solution is to find a way to make that unimportant thing as important as the players think it is! - -### Flow of Time -GMG p. 17 - -As noted in the _Core Rulebook_, you rarely measure exploration down to the second or minute. If someone asks how long something takes, the nearest 10-minute increment typically does the job. (For long voyages, the nearest hour might be more appropriate.) You convey the passage of time through your descriptions, but not just by addressing it outright. In a roleplaying game, information and time are linked. Time will seem to slow down the more detail you give. Think cinematically! A long voyage through a series of tunnels works well as a montage, whereas progress searching a statue for traps could be a relayed as a series of distressing details in quick succession, and would feel more tense due to that precision. - -With that in mind, when is it best to speed up or slow down the passage of game time? Usually, you'll slow down and give more description when you're establishing something or progressing the story. When the PCs enter a dungeon or a new area, describe how it feels, slowing down to give the players a sense of what's ahead. When a PC stops to do something important or makes a key decision, and slowing down gives that moment its desired weight. You can also adjust the flow of time to reflect PCs' mental states. As a PC returns home after decades away, you might pause to ask the player what their PC is feeling, matching time to the rush of memories and emotions filling that PC's thoughts. - -### Exploration Activities -GMG p. 17 - -As described starting on page 479 of the _Core Rulebook_, PCs will undertake exploration activities while they explore. The purpose of these activities within the game is to clarify what a PC focuses on as they explore rather than being able to unrealistically do all things simultaneously. - -This adds variety within the group's behavior and can show you where players want the story to go. For example, a player whose PC is Investigating carvings on the walls shows you that the player wants those to be informative. - -Exploration activities that happen continually as the group explores are meant to be narrative first and foremost, with the player describing to you what they're doing, and then you determining which an activity applies, plus any details or alterations for the situation. If a player says, "I'm [Avoiding Notice](rules/actions/avoid-notice.md)," add more detail by asking what precautions they're taking or by telling them which passages they think are least guarded. Likewise, if a player says they're looking for traps _and_ keeping their shield raised _and_ covering the group's tracks, ask them which is most important to narrow down the activity. Consider the advantages and disadvantages of an activity given current circumstances. For instance, someone [Scouting](rules/actions/scout.md) might encounter thin ice and fall through before their group can reach them, or someone [Investigating](rules/actions/investigate.md) ancient hieroglyphs might critically fail and lead the party in the wrong direction. This does not apply for exploration activities that are discrete and occur when the group is taking a pause or zooming in on a particular action, such as [Treat Wounds](rules/actions/treat-wounds.md). Characters can always drop out of a continual exploration activity to perform a discrete one (even if they are [fatigued](rules/conditions.md#Fatigued) and can't sustain an exploration activity as they travel), and they can change activities at any time. - -The _Core Rulebook_ covers how to adjudicate specific activities—[Detect Magic](rules/actions/detect-magic.md), [Follow the Expert](rules/actions/follow-the-expert.md), [Investigate](rules/actions/investigate.md), and [Search](rules/actions/search.md). - -#### More on Searching -GMG p. 18 - -The rules for [Searching](rules/actions/search.md) deliberately avoid giving intricate detail on how long a search takes. That's left in your hands because the circumstances of a search can vary widely. - -If the group isn't in any danger and has time for a really thorough search, that's a good time to allow them to automatically succeed, rather than bothering to roll, or you might have them roll to see how long it takes before they find what they're looking for, ultimately finding it eventually no matter the result. Conversely, if they stop for a thorough search in the middle of a dungeon, that's a good time for their efforts to draw unwanted attention! PCs might get to attempt another check if their initial search is a bust. But when do you allow them to try again? It's best to tie this to taking a different tactic. Just saying "I search it again" isn't enough, but if a PC tries a different method or has other tools at their disposal, it could work. Be generous with what you allow, as long as the player puts thought into it! If you know a search isn't going to turn up anything useful, make that clear early on so the group doesn't waste too much time on it. If they're determined to keep going—which they often are—you might have them find something useful but minor in the search. - -> [!pf2-brown] QUICK ENVIRONMENTAL DETAILS -> -> ### AQUATIC -> GMG p. 18 -> -> - **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 -> GMG p. 18 -> -> - **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 blizzard -> -> ### FOREST -> GMG p. 18 -> -> - **Sights.** towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted roots -> - **Sounds.** rustling leaves, snapping branches, animal calls -> - **Smells.** decomposing vegetation, flowering plants, pine trees, earthy mushrooms -> - **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 -> GMG p. 18 -> -> - **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 -> GMG p. 18 -> -> - **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 -> GMG p. 18 -> -> - **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 -> GMG p. 18 -> -> - **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 deposits -> - **Textures.** rough rock walls, erosion-smoothed stone, cobwebs -> - **Weather.** chill of underground air, geothermal heat - -#### More on Follow the Expert -GMG p. 19 - -[Follow the Expert](rules/actions/follow-the-expert.md) is a truly versatile activity that lets a PC who's lacking at a skill or exploration activity have a better chance to succeed. It's important that this doesn't become too rote. Let the players decide how one of them is helping out the other. The description can give you more to work with and add fun color to the exploration beyond just the mechanics. Also, if one PC helps another in the same way over and over, that could be a sign of the character being helped growing in a particular way. If the rogue has been helping the fighter [Avoid Notice](rules/actions/avoid-notice.md) over and over, the fighter is essentially receiving training in [Stealth](compendium/skills.md#Stealth) at that point and might want to consider taking or retraining a skill increase to make that true. Connections like these can breathe life into the characters and their relationships, and it can help promote camaraderie and interactions between characters. - -#### Improvising New Activities -GMG p. 19 - -The list of exploration activities isn't exhaustive. More appear in special subsystems and adventures, and you'll often need to create your own. When making your own, it's usually fine to just consider whether the amount of effort the PC has to put in is comparable to the other exploration activities and go from there. If you're having trouble, try finding a comparable activity. For example, if the PC are Swimming as they explore, consider that travel speeds are based on the equivalent of 1 action per 6 seconds, and that other exploration activities the PCs can keep up without getting tired are generally based on alternating between 2 actions per 12 seconds, averaging to 1 action per 6 seconds. ([Defend](rules/actions/defend.md), for example, is based on using 1 action to [Stride](rules/actions/stride.md) then 1 to Raise your Shield, which is why the PC moves at half Speed.) [Hustle](rules/actions/hustle.md) is a good example of an activity that can't be done indefinitely, so you can use it as a model for strenuous activities where the PCs are using the equivalent of 2 actions every 6 seconds. - -When improvising an exploration activity, have in mind some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities the rest of the party uses? If the new activity seems like it's a better option than other activities all or nearly all the time, chances are you might want to adjust it so it's more balanced. Eventually, you'll start to find which exploration activities your group enjoys the most. - -### Scenes Within Exploration -GMG p. 19 - -It can help you to think of exploration as a series of scenes, with encounters not just breaking up exploration, but functioning as subsections within it. Many of these are based on geography, for example, with exploring a series of dungeon corridors as one scene and entering the dungeon's great hall another. Other times, you'll break out of a scene at a point of interest. If the PCs decide to stop their travels and investigate a statue, think of that as a new scene. - -This gives you a good point to describe the transition between scenes. Describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, "You've been making your way through this long hallway, but after a moment of debate, you stop, your footsteps and voices still echoing down the hall. The stone statue before you is seven feet high, adorned with rubies. It represents... maybe a god? Its face is damaged and [broken](rules/conditions.md#Broken). What do you do?" When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed as you play. Also, it can be useful to go from PC to PC to avoid everybody talking at once. Start with someone who instigated the scene change, if possible, or perhaps the PC using the most relevant exploration activity, like a PC Investigating artwork or [Searching](rules/actions/search.md) for secrets in the example above. - -#### Hazards -GMG p. 20 - -The task of looking for and disarming hazards comes up frequently in exploration and is an example of a type of exploration scene. Hazards don't usually appear out of nowhere. A trap might be on a door's lock, at a specific bend in a corridor, or so on. You could have a pit trap in the middle of a large room, but a surprise that's entirely unexpected can be pretty unsatisfying. The same pit trap appearing in the middle of a 10-foot-wide, suspiciously featureless hallway can make the players say, "Okay, we should have seen that coming," with even that minimal amount of foreshadowing. - -When a complex hazard triggers, move to encounter mode. Simple hazards are usually dealt with in exploration mode, but that doesn't mean they should be glossed over. - -Give a clear picture of what action by a PC set off the hazard, what happens as the hazard activates, and any aftereffects. PCs have many ways to heal themselves, so keep in mind that a damaging hazard won't always have a [huge](rules/traits/huge-b1.md "Huge Size Trait") effect. They tend to work best if their activation might alert creatures in the area, lock the PCs out of an area, or cause a similar setback beyond just damage. - -If a PC detects a hazard and wants to disable it, slow down a bit. Ask the player to describe what the PC is doing and give concrete details about how their efforts pan out to make it feel more real. It's good if the player sweats a little bit! It's supposed to be a tense situation, after all. If a hazard requires multiple checks to disable, it's good to describe what happens with each success to show incremental progress. - -#### Investigations -GMG p. 21 - -The [Investigate](rules/actions/investigate.md) exploration activity is pretty broad and can lead into a more thorough investigation scene. Lead off with a definite clue that has details but clearly isn't the whole picture: "These runes look like ones used for arcane magic but are some kind of variant form," "As you assess the architecture of the room, you see the pillar caps are all made of granite, except for one that appears to be painted plaster," or "Each of the stained glass shows scenes of one of the god Norgorber's aspects, but there are only three windows, and Norgorber has four aspects." Then, if this piques a player's interest, you can go into a more detailed investigation. They might look at the runes more closely, chip away at the plaster, or search around for a representation of Norgorber's fourth aspect. Avoid calling for checks if it's not necessary. In the last example, you'd likely tell them which of the deity's aspects is missing without another [Religion](compendium/skills.md#Religion) check, and if the aspect is represented as a statue in the room, asking for a [Perception](compendium/skills.md#Perception) check to find it might short-circuit the investigation in an uninteresting way. - -To make the investigation feel real, it helps to talk the player through their character's thought processes by saying what clue inspired them to think of an important detail, explaining what the detail is, and possibly mentioning a further question that detail raises. Then let the player extrapolate rather than telling them their conclusion. Even if the investigation doesn't lead to a an unambiguous conclusion, the players should feel they're more informed than when they started. - -Though one person starts the investigation, getting others involved can help them become more interested and bring different skills to bear to get other types of information. Reward collaboration and clever ideas. - -### Getting Lost -GMG p. 21 - -When PCs are exploring the wilderness or twisting dungeon corridors, they might get lost. This is most likely if they fail to Sense their Direction using [Survival](compendium/skills.md#Survival) but can also happen based on the story, such as if they drop out of a portal in some strange land or come up from an underground passageway into a forest. Playing through the process of wandering in the wilderness and trying to find their way can be fun for a party, provided it's a fairly short interval. If a party is lost at the start of a session, they should usually have found their way and reached a significant destination by the end. - -The [Sense Direction](rules/actions/sense-direction.md) activity uses [Survival](compendium/skills.md#Survival) to find north. - -You can combine this with [Recalling Knowledge](rules/actions/recall-knowledge.md) about the area—typically using [Nature](compendium/skills.md#Nature) or [Society](compendium/skills.md#Society)—for the PCs to get their initial bearings. The DCs for these checks are normally trained or expert if the group is still fairly close to settlements or established nations but might be higher in deep wilderness. As the PCs try to find their way, think of ways to include notable landmarks they can seek out or stumble upon. Some of these might be useful, such as a great tree off in the distance they can climb to get a better vantage point or a mountain slope where multiple plumes of smoke billow up, indicating a settlement. Others might be mysterious or dangerous, such as haunted glades or animal hunting grounds. When the PCs first look around or scout, pick two or three landmarks to point out. - -Let the group decide on their course from there. - -If the trek takes multiple days, you can move through each day pretty quickly. - -You might need to have the group [Subsist](rules/actions/subsist.md) if they run out of food, and you might want to include some encounters if they're in a dangerous area. For these encounters, choose creatures that live in that type of environment. - -Remember that not all creatures attack on sight. [Friendly](rules/conditions.md#Friendly) or cautious creatures might approach, resulting in more interactive scenes that might even help the PCs. - -If the PCs get unlucky or are just awful at [Survival](compendium/skills.md#Survival), you might end up stuck with no way for them to reorient themselves. In these cases, have someone come to them! They might get captured by local humanoids or monsters or stumble upon a dangerous location. They've figured out where they are, even if it's not where they wanted to be! - -### Surprise Attacks -GMG p. 21 - -Page 499 of the _Core Rulebook_ covers the mechanics of how surprise attacks occur while PCs rest. Such surprise attacks should be used sparingly, even in dangerous areas. The fact that PCs are in a group scares away most animals and setting a watch can deter even more attackers. Surprise attacks are most likely if the PCs did something in advance that would lead to the ambush. For instance, they might be ambushed by bandits if they were flaunting their wealth or showing off expensive items earlier in the session, or they might be counterattacked by enemies if they attack the enemies first, only to retreat to rest. If the PCs set up camp hastily and decide not to set a watch, they might be in trouble if they're attacked. - -This should happen only in cases of extreme sloppiness, since if you take advantage of minor lapses, you might end up with a group that repeatedly spends an inordinate amount of time describing all their camping preparation to keep it from happening again. It's usually better to ask the PCs if they're setting up watches, rather than assume that their silence on the issue means they aren't. - -## Running Downtime -GMG p. 22 - -You can use downtime in a variety of ways that can streamline gameplay and flesh out the story, such as to: - -- Demonstrate changes to the setting that result from the PCs' previous achievements, giving them time to breathe and appreciate what they've accomplished. -- Emphasize the PCs' planning and the fruit it bears. -- Avoid bogging the game down, even if a great deal of time passes. Keep the number of rolls small. -- Bring back compelling NPCs or plot threads established in previous downtime or adventures. -- Interject interesting events and scenes related to what the PCs do to make the world feel more alive. -- Switch to encounter or exploration more as needed when actions spur a new scene or adventure. - -This section covers advice on how to fit downtime to suit your group. The amount and complexity can vary greatly depending on the game. You can find the basics of running downtime on page 500 of the _Core Rulebook_. - -### Depth of Downtime -GMG p. 22 - -Determine how involved your group wants downtime to be at the start of the game. If your players vary greatly in preference, you might need to find a middle ground, or some way to give the players least interested in downtime something they would find compelling. You can adjust downtime depth as the game goes along, and you might find it becomes more important to the players as their connection to the setting grows stronger. - -Pay attention to the amount of real-world time you spend in downtime and the level of detail. Downtime should rarely last a whole session. Usually, a half hour between significant adventures is about right, and 15 minutes for shorter lulls in the action, such as when PCs return to a town briefly in the middle of an adventure. You can extend this as needed for more detailed roleplaying scenes. - -For the level of detail, it's important to give more than just an overview, but often the basics will do. "A fleet of merchant ships arrives in the port, and an officer puts you to work unloading cargo" might do for using [Sailing Lore](compendium/skills.md#Lore) to [Earn Income](rules/actions/earn-income.md), and "Your shipment of iron arrives late, but you're able to complete the armor" could be enough for [Crafting](compendium/skills.md#Crafting). Go deeper if the player sets out to do something specific or asks questions you think have potential for an interesting story, but be careful with too much detail, as you run the risk of boring most of the table with minutiae. - -#### Group Engagement -GMG p. 22 - -One major challenge of downtime is keeping the whole group involved. When you can, combine multiple people's tasks into one. For instance, if one PC wants to [Earn Income](rules/actions/earn-income.md) with [Performance](compendium/skills.md#Performance) and another wants to offer their services as a medic, you might say that a traveling caravan is stopping briefly, seeking entertainment and treatment for diseases and injuries their group suffered on the road. That means you can put both PCs in the same scene. You can also look for downtime activities that affect multiple characters' interests. For instance, if the rogue's contact at the thieves' guild wants a special magical cloak, a different PC might [Craft](rules/actions/craft.md) that cloak. - -PCs can help each other more directly. For instance, if the barbarian's player doesn't plan to do anything in downtime, you might let the barbarian [Aid](rules/actions/aid.md) another character in crafting weapons—feeding the forge and working the bellows, for instance. - -If a player really isn't interested in downtime, they might not want to engage at all. In that case, it's best to shorten the time you spend on downtime and give their actions a one-sentence description. If other players want a deeper downtime experience, consider extending game sessions or running side sessions for just those players. - -#### Campaigns Without Downtime -GMG p. 22 - -There are two ways you might end up with a game that has no downtime: no time and no interest. In the first, the story moves along so quickly that the PCs don't really have time to engage with downtime. Think of it like a breakneck action movie, where the characters barely have time to breathe before they're on to the next challenge, and even the end of an adventure is a cliffhanger. - -In the second, you and the other players just don't care about downtime at all. It doesn't interest you. In this case, just summarize what happens between adventures and skip using any downtime rules. - -If you skip downtime, you might not need to adjust your game. The money PCs can earn during downtime is minor compared to what they can gain through adventures. - -However, the PCs will have less choice in what items they get if they don't [Craft](rules/actions/craft.md) or earn extra money to buy items. - -### Long-Term Goals -GMG p. 22 - -Downtime's more satisfying when the PCs work toward long-term goals rather than perform disconnected tasks. You can ask players what their PCs' goals are, and also look for storylines they're interested in that you can use as seeds for long-term goals. Long-term goals might include running a business, creating a guild, establishing an arcane school, returning a despoiled land to its natural splendor, reforming local politics, or rebuilding a ruin. Goals involving organizations are a good opportunity to use the leadership subsystem on page 168. If players don't have clear ideas for their goals, look at their backgrounds, NPCs they know, and things they've expressed interest in during adventures to develop some suggestions. Remember that you're not trying to get them to accept your exact suggestions, but to pick a goal they really like. Long-term goals should shape the game, and reinforcing their progress is key. Show changes, good and bad, that result from the PCs' efforts, both in downtime and on their adventures if applicable. This doesn't have to be subtle! You can directly say, "You've been trying to get the magistrate to allow you to buy this plot of land, but the fact that you entered the wizard's tower illegally seems to have soured him toward you." Think ahead in stages. For instance, if a PC wants to run a business, you might have them... - -- Start with a simple stand to sell their wares. -- Show they're drawing big crowds and need to expand. -- Build a storefront. -- Open to modest success. -- Get a small but loyal following. -- Hire employees to keep up with demand. -- Deal with supply issues or competition. -- Get enough interest in a nearby settlement that they might want to expand their business. - -And so on. You can deliver each of these details through a little vignette. For example, if you use the second bullet point, you might describe the throng of people crowded around the PCs' stand, and say they sold out of goods before half the people were served. Downtime goals are a great way to weave the PCs' agency into the story. - -#### Success and Failure -GMG p. 23 - -Success at a reasonable long-term goal should be likely, but not guaranteed. Give the player an expectation of how likely their goal is to work out based on how ambitious it is. Be clear about how much downtime it will take compared to the amount of downtime you expect the party will get during your campaign. Then let the player decide how to commit their downtime, and to which tasks. - -Repeated failures or outside problems could lead to the whole goal failing. It happens! But give the player a fair chance. Even if their goal is really hard to achieve—like driving the undead out of Ustalav—they might find a way. Don't undermine their efforts or ideas, but do make clear the magnitude of the task they've chosen. Remember that even if a goal fails, the effort was worthwhile. - -A failure or a success at a long-term goal can be a major emotional beat for the character. They've changed the world, after all! Don't shortchange it just because it happened in downtime. In fact, because it might have taken place over multiple sessions, the player might have been looking forward to the results for a really long time! - -### Buying and Selling -GMG p. 24 - -The game leaves it up to you to determine what items the PCs can and can't purchase, and the final market Price for them. Settlements the size of a town or bigger typically have at least one vendor for basic, common gear, and even magic and alchemical items of 1st level. Beyond that, it all depends on how much you want to allow the players to determine their abilities and how much verisimilitude you want in your game. You can set the specifics where you need, but let's look at three possibilities. - -**PCs can buy what they want where they want.** You gloss over the details of markets. PCs can sell whatever they want for half the Price and buy any item to which they have access at full Price. This approach is focused on expediency over verisimilitude and is likely to reduce the number of unusual or distinctive items the PCs have, as many players seek out the ones that most directly support their characters' strengths. This still means there's a limit on purchasing uncommon or rarer items, but you could even do away with rarity if your group wants, or add a surcharge instead (depending on your group's play style, that could be anywhere from 10% to 100% for uncommon items, and 25% to 500% if you also want to open up all rare items) - -**PCs can buy what they want but must put in additional effort.** If they want to sell or buy items, PCs must be in a location where the markets can support that. They can usually sell a single item for half its Price, but the Price for something already plentiful on the market could drop lower, typically to 25% or 10%, or be refused entirely if there's a glut. Buying an item usually costs the full Price; buying higher-level items (or uncommon items if they're available at all) requires seeking out a special vendor or NPC and can take extra time, representing a real investment by the PCs. They might be unable to find the item at all even after their time investment, based on the settlement's parameters. This approach allows PCs to determine some of their items, but forces them to really work to get more powerful items and discourages looting every enemy to sell off fairly ordinary armor. This can be the most work for you but can make the world feel diverse and complex. - -**Magical markets are rare or nonexistent.** PCs get what they find in adventures and can [Craft](rules/actions/craft.md) their own items, if you allow them to get formulas in some way. If you have magical marketplaces at all, their selections are small. They sell items at full Price and have difficulty attaining the funds to buy more items. They might purchase items for half of the Price but are far more selective about what they take. If you use this approach, PCs are far more likely to use strange items they find but might be dissatisfied or even underpowered depending on what items you give them. Even in this style of game, you might want to allow them to get weapons and armor with fundamental runes fairly easily, or make sure you award those on a regular basis. - -### Tasks and Events -GMG p. 25 - -Players will often look to you for tasks they might take on during downtime, especially if they're looking to [Earn Income](rules/actions/earn-income.md). 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](rules/actions/earn-income.md) 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. - -![EARN INCOME TASKS](rules/tables/earn-income-tasks-gmg.md) - -![DOWNTIME EVENTS](rules/tables/downtime-events-gmg.md) - -### Money in Downtime -GMG p. 26 - -While the amount of money the PCs can earn during short periods of downtime is significantly less than the value of the loot they gain adventuring, it can still serve as a satisfying bonus. The PCs might use their money to outfit themselves better, donate it toward a good cause, or pool it together to save for a major purchase. If you find that a PC tends to forget about their money or save it up more cautiously than they really need to, offer them rewarding opportunities to spend it. For instance, they might be approached to contribute to a charity in desperate need or sponsor an artist looking for a patron. - -The downtime system includes a guide for calculating the cost of living, using the values found in the _Core Rulebook_ on page 294. [Tracking](rules/actions/track.md) cost of living is usually best reserved for months or years of downtime since that's when someone might earn a substantial amount of money from downtime activities and find that costs really add up. You can usually ignore it if there are only a few days of downtime, though if a PC is roleplaying a fine or extravagant lifestyle, you might charge them during even short periods of downtime to reinforce the story they're telling. - -#### Investments -GMG p. 26 - -The downtime system isn't meant to deal with investing money, receiving interest, or the like just to make more money. Rather, investing should result in changes in the world. PCs might invest in founding a museum, and find on their return that the collection has grown. If they fund an expedition, they might get access to interesting trade goods later on. - -When characters are investing in a major endeavor, the amount of in-world time invested often matters more than the money. While spending additional money greatly increases the efficiency of [Crafting](compendium/skills.md#Crafting) an item, you can't build a fort in a day just because you have enough money to pay for the whole process. Downtime is a good opportunity for characters to start long processes that can continue in the background as the PCs adventure, provided they can find a trustworthy, competent person to run things in their stead. - -#### Money During Long Periods of Downtime -GMG p. 26 - -If the PCs have a very long time between adventures, especially years, they have the opportunity to collect a great deal of money through downtime. Use the guidelines for average progress and cost of living on pages 501–502 of the _Core Rulebook_ to figure out how much they get. - -Because you're trying to convey that a long time has passed, have them spend it before you jump to the end of downtime. What did they invest in during those years? What drew their interest? Did their fortunes rise or fall? Did they acquire interesting objects or hire compelling people? Consider this expenditure another way to show how the PCs impact the world. - -### Retraining -GMG p. 26 - -The rules and suggestions for retraining are covered thoroughly in the _Core Rulebook_ on page 502. Your primary responsibility here is to determine the time, instruction, and costs of retraining, as well as adjusting details to align cohesively with the story and world. - -Consider what effort each PC puts forth as they retrain, so you can describe how they feel their abilities change. - -What kind of research and practice do they do? If they have a teacher, what advice does that teacher give? You can run a campaign without retraining if you want the PCs to be more bound by their decisions or are running a game without downtime. However, if your campaign doesn't use downtime rules but a player really regrets a decision made while building or leveling up their character, you might make an exception for them. - -#### Teachers -GMG p. 26 - -Most of the abilities PCs gain come through adventuring. They're learning on the job! [Retraining](rules/actions/retraining.md), on the other hand, is dedicated study that might require a teacher's help. You don't have to use teachers, but it gives you a great way to introduce a new NPC or bring back an existing one in a new role. The role of a teacher could also be filled by communing with nature for a druid, poring through a massive grimoire for a wizard, and so on. The important part is the guidance gained from that source. The following list includes sample teachers. - -- Archwizard Koda Mohanz, wizard academy proctor -- Bagra Redforge, aged artisan -- Baroness Ivestia II, tutor in etiquette and social maneuvering -- Byren Effestos, Esquire, advisor in matters of law, politics, and finance -- Dr. Phinella Albor, professor of medicine and surgery -- Dr. Revis Enzerrad, mystic versed in the occult -- Grita the Swamp Sage, purveyor of strange draughts and cryptic riddles -- Jeballewn Leastfire, tutor in alchemical experimentation -- Kpunde Neverlost, retired veteran adventurer -- Lyra, teller of legends and master of handicrafts -- Major Venaeus, instructor of military tactics -- Mother Elizia, high priest and religious scholar -- Professor Kurid Yamarrupan, senior university lector -- Quintari Solvar, coach for fitness and healthy living -- Ragged Sanden, hermit and speaker for nature -- Silent Flame, Master of the Seventeen Forms -- Tembly the Daring, veteran acrobat and circus performer -- Twelve Fingers, experienced thief and spy -- Wen Hardfoot, well-traveled scout and naturalist -- Zuleri Gan, conductor, playwright, and music scholar. - -#### Extreme Retraining -GMG p. 27 - -By the default rules, PCs can't retrain their class, ancestry, background, ability boosts, or anything else intrinsic to their character. However, you might be able to find a way to make this happen in the story, going beyond the realm of retraining and into deeper, storybased quests. Class and ability modifiers are the simplest of these to justify, as they could come about solely through intense retraining. Especially at low levels, you might let a player rebuild their character as a different class, perhaps starting by retraining into a multiclass dedication for their new class and swapping into more feats from that dedication as partial progress towards the class change. - -Just be mindful that they aren't swapping over to switch out a class they think is great at low levels for one they think is stronger at high levels. [Retraining](rules/actions/retraining.md) a class or ability scores should take a long time, typically months or years. - -Changing an ancestry or heritage requires some kind of magic, such as reincarnation into a new form. - -This might take a complex ritual, exposure to bizarre and rare magic, or the intervention of a deity. For instance, you might require an elf who wants to be a halfling to first become trained in [Halfling Lore](compendium/skills.md#Lore), worship the halfling pantheon, and eventually do a great service for halflings to get a divine blessing of transformation. - -[Retraining](rules/actions/retraining.md) a background requires altering the game's story so that the events the PC thought happened didn't. - -That can be pretty tricky to justify! The most likely scenario is that they had their memory altered and need to get it magically restored to reveal their "true" background—the new retrained background. - -Of course, in all these cases you could make an exception and just let the player make the change without explanation. This effectively acknowledges that you're playing a game, and don't need an in-world justification for certain changes. For some groups it might be easier, or require less suspension of disbelief, to ask the group to adjust their ideas of what's previously happened in the game than to accept something like an elf turning into a halfling via magic. - -## Adjudicating Rules -GMG p. 28 - -You need at least some familiarity with the rules to run a game well. But you don't need to be the foremost expert on the rules. You don't even need to know the most about the rules at your table to be a great GM! There's a key difference between "knowing" the rules and "adjudicating" the rules. - -While GMing, strive to make quick, fair, and consistent rulings. Your rulings should encourage your group to work together to interpret the rules and to be creative with their characters' decisions and actions. If your group is satisfied with the interpretation, you've made the right adjudication! - -### Core Principles -GMG p. 28 - -These are the most important things to keep in mind. - -- Remember the basics of the rules. -- Be consistent with your past rulings. -- Don't worry if you don't have a specific rule memorized; it's OK to look it up! -- Listen to concise opinions from the other players. -- Make a call and get on with play. -- Review your decision after the session is over, if necessary. - -#### The Basics -GMG p. 28 - -Start by looking at the basic guidelines on page 491 of the _Core Rulebook_ for the fundamental principles that can help you make rulings quickly and fairly. You should also be familiar with the rules relevant to encounters, exploration, and downtime, as well as with the section in Chapter 10: Game Mastering in the _Core Rulebook_ on running those modes of play. - -#### Consistency and Fairness -GMG p. 28 - -As an arbiter of the rules and the person who's setting the scene for the action, it's in your best interest to appear fair at all times. Your main defense against appearing unfair is consistency in your rulings. - -Achieving consistency is as easy as explaining why you're ruling a certain way and comparing this ruling to past rulings you've made in a way that makes sense to your players. For example, you might say something like "When Torben swung from the chandelier and attacked the air elemental, I required an [Athletics](compendium/skills.md#Athletics) check as part of the action and gave a +1 circumstance bonus to the attack roll. Hanging from the rope bridge to attack the giant bat sounds similar, so why don't you roll an [Athletics](compendium/skills.md#Athletics) check." Do this any time it's applicable when you make a ruling, but don't feel compelled to do so for truly new rulings. - -Through the course of playing, your previous rulings will form a set of shared preferences and an understanding between you and your group—or even become formalized house rules. - -Over time, your players will think about these examples when planning their actions, which can improve consistency during play. - -#### Looking Up Rules -GMG p. 28 - -It is perfectly acceptable to refer to the rules during a session. However, you don't have to do this alone. - -If you're leafing through a book or searching an electronic reference, your players are idle. There are a few techniques that make these intervals more palatable for the players. Letting them know that you're looking something up might prompt some players to also read the rule. This can increase the chances of collaboration and sets expectations for the length of the pause. Alerting your players that you're going to take a minute and read the rules also lets them know that it's a good time to tend to away-from-the-table tasks like refilling a drink. - -#### Listen to the Players -GMG p. 28 - -The friends around your game table are perhaps your best tool for achieving quick, fair, and consistent rulings. Sharing the task of remembering the rules makes rules discussions collaborative rather than combative, greatly increases the chances of accurate and comprehensive recall of the written rules and your own past rulings, and is true to the shared storytelling spirit of Pathfinder. - -Asking if anyone knows how a specific rule rewards those players who have spent time mastering the rules and involves more people in the discussion. It signals to other players that you are willing to hear opinions before making a ruling, and it builds a more collaborative environment. - -In addition, for groups with access to a large number of sourcebooks or rules resources, you can ask different players to examine separate sources. This can greatly increase the speed and accuracy of a group's rulings. - -Approaching the rules as a group problem also means that you should never trivialize player concerns about a rule. You must also think about each player and assess how important the rules actually are to each player. Remember, though—while rules recall is a group challenge, making the final decision on the rules interpretation and getting the session moving again falls to you. - -#### Make the Call -GMG p. 29 - -Though all the above are great practices for making good rulings, often the best ruling is the one that keeps the game moving. Avoid getting so bogged down that it takes you several minutes to decide what ruling you'll proceed with. Take what's close enough and keep playing. If necessary, you can tell your group "This is how we're playing it now, but we can have more discussion between sessions." This gets you back in the action, puts a clear stamp on the fact that this is your decision in the moment, and empowers your players with permission to express their opinions on the ruling at a later time. - -When in doubt, rule in favor of the player's request, and then review the situation later. - -The best time to really go in-depth, possibly putting the group on a short break, is when a situation is life-or-death or has major consequences in a character's story. - -#### Take Time for Review -GMG p. 29 - -When you make a decision you're not sure about, look back over it at the end of a session or between sessions. - -You might change your mind—there's nothing wrong with that! If you change or clarify your original ruling, inform your players before the next session. No one likes being surprised by a rule change. Even better, include them in a rules conversation just like you might during a session. The guidance on discussing rules with your players still applies between sessions. Unlike at-the-table rules discussions, there's also much more time in these situations to read existing official rulings or sources. - -### Saying "Yes, But" -GMG p. 29 - -Some of the most memorable moments come from situations that inherently call for a rules interpretation, like when a player wants to do something creative using the environment. The variety of these situations is limited only by the imagination of your players. It's usually better to say "yes" than "no," within reason. For example, imagine a player wants to do something borderline nonsensical like grabbing a spider and squeezing it to force it to use its web attack. But what about a player who wants to use a fire spell to deliberately ignite a barrel of oil? Surely that should have some effect! This is where you can use a variant of the well-known improv "Yes, and," technique: you can say "Yes, but." With "Yes, but," you allow the player's creative idea, but tie it into the world and the game rules via some sort of additional consequences, potentially adding the uncertainty of an additional roll. Here are some simple ways you might implement this tool. Almost all of these require an action or are part of another action. - -- Get a fleeting benefit without a roll. Example: dip a sword into a burning brazier to add 1 fire damage on the next attack against a troll. -- Require a check, then apply a circumstance bonus to the PC's action. Example: swing from a chandelier above a foe. -- Require a check, then apply a circumstance penalty or condition to a foe. Example: throw a barrel over a monster's head. -- Require an attack roll or skill check to deal minor damage and gain another benefit. Examples: jump from a higher elevation down onto a foe for a small amount of damage, potentially knocking the foe [prone](rules/conditions.md#Prone); throw sand in an opponent's eyes. -- Require a directed attack against an object, then allow foes to attempt saving throws against the object's effect at a DC you choose. Example: cast a _produce flame_ spell at a barrel of explosives. - -Another powerful tool you can use to help you say "Yes, but" when you're unsure of the game impact is to allow the idea to work just this once, letting your players know that this is part of your decision. For instance, maybe you think a PCs attempt to [Grapple](rules/actions/grapple.md) a spider to aim its web attack at another foe is so fun you have to let them do it, but you're worried that the effect would be so powerful that the PCs would just carry around a spider to shoot webs for the rest of the campaign. By making it a one-time effect, you can have fun but don't have to worry about whether you're setting a disruptive precedent for later on. - -### House Rules -GMG p. 29 - -You and your players will inevitably come across a rule you disagree with, or that runs counter to the theme of your game. You might even decide to add a specific rule to an area not covered by the written rules. Collectively, these rulings, changes, and additions are known as house rules. It's a good idea to record them in a place where the group can easily access and refer to them, and where a potential new player could find them. Such record-keeping is a great thing to delegate to a player! The best rule of thumb in these situations is to be slow to change the written rules and quick to revert a problematic ruling or house rule. The simple reason for this is that sticking to the written rules is the easiest way to remain fair and consistent. However, the more you learn your group's play style, the more often you'll find times where you and your group feel it's correct to institute a house rule of some sort. You might take a look at Chapter 4: Variant Rules to get started! - -## Resolving Problems -GMG p. 30 - -When dealing with problems at the table, keep in mind the primary reason to play Pathfinder is to have fun. And that's true for everyone—player or GM. Don't "solve" a problem by reducing everyone's enjoyment of the game or their ability to forge a path for their characters. Of course, sometimes your solution might not make everyone deliriously happy. Play style is a highly personal, individual thing, rarely does a group agree on all things all the time. - -Solving problems can be as collaborative as the rest of the game. Only a foolish GM ignores the players' opinions—but that said, the final decision in resolving a problem rests with you. - -Issues at the table arise occasionally. Broadly, such problems can be separated into four main categories: distractions, total party kills, problematic players, and power imbalances. The first of these is covered in detail on page 491 of the _Core Rulebook_, and guidance for the others appears here. - -### Total Party Kills -GMG p. 30 - -Perhaps the most feared of any outcome of a gaming session, a total party kill (TPK) can spell the end of an adventure or campaign. In a TPK, every member of the party dies. Think in advance about how comfortable you are with TPKs and discuss them with the other players. This can provide valuable insights into not only how you should handle one but also the implied level of lethality the players expect. - -TPKs are rarely unavoidable. Usually it becomes evident at some point during the session, whether to everyone or only to you, that disaster looms. - -What the players do with this insight is up to them, but you have more control and can take steps to avoid the TPK. For example, perhaps the PCs' foe gets distracted by something, an ally arrives to help the heroes, or the villain captures them instead of slaying them outright. The simplest path is to just allow a clear escape route the PCs can take—perhaps with a few characters still falling along the way. It's not entirely your responsibility to defuse the TPK, but offering such opportunities gives players more say in their characters' fates. - -Should a TPK occur anyway, the kind of game you're running should influence your approach to the situation. - -For example, in a campaign centered around dungeon crawling, a TPK is less of a problem—the players simply form a new adventuring party and take up where the dead ones left off. If you are running a story-intensive game in which each PC has a personal stake in defeating the villain, saving the town, or the like, a TPK could demolish multiple plot threads. Here, you might use the story you have in place, having the NPCs take up arms to find or avenge the slain group—or raise them from the dead. - -Note that the game should continue only if the players want it to. The premature end of an adventure or campaign isn't always a bad thing. If the group is interested in moving on, there's nothing wrong with ending the campaign and starting something different. - -### Problematic Players -GMG p. 31 - -Most players who cause problems do so unintentionally—perhaps bringing out-of-game issues and stresses to the table. You shouldn't immediately jump on every instance of problematic play—everyone has a bad night on occasion. However, if someone disrupts the game on an ongoing basis, you owe it to all the players to deal with the problem. If you don't, bad feelings, grudges, and even ruined friendships could result. Handling a problematic player requires tact: making demands in front of the rest of the group is rarely the best way to resolve the problem. Attempt to handle the problem privately away from the game, or call a break to have a private conversation if the situation is really urgent. As with all emotionally charged conversations, email, text messages and the like can lose the subtlety of speech—it's better to meet the player face to face, if possible. Here are some problematic behaviors that often come up and might require you to intervene. - -- Obsessing over the letter of the rules. -- Constantly "helping" other players make the optimal choice on their turn. -- Making their character the center of attention, without allowing space for other players. - -Other behaviors are unacceptable and must be dealt with firmly and decisively. These can be severe enough to pause the game in progress. Such actions speak to a deeper problem and require more drastic action to solve. - -- Repeatedly arguing with decisions made by other players or the GM. -- Ignoring other players' opinions. -- Deliberately derailing the adventure's plot. -- Being deliberately rude or cruel to other players—especially if it's on the basis of their ethnicity, gender, sexual orientation, political or religious affiliation, the color of their skin, or the like. - -#### Safety Tools -GMG p. 31 - -Introducing and using safety tools at your table can help head off some problematic behaviors. The X-Card and Lines and Veils tools described on page 485 of the _Core Rulebook_ allow anyone who feels uncomfortable or unsafe to express their discomfort, with clear guidance on how the rest of the table should respond. This clarity sets obvious boundaries to help enforce the social rules of the table. - -#### Ejecting a Player -GMG p. 31 - -Ultimately, there is no place for a serially or deliberately disruptive player in your gaming group. Such behavior is not fair to you or the other players, and the problem player needs to either modify their behavior or leave the group. - -> [!pf2-brown] CHEATING -> -> Players rarely cheat knowingly, so if you suspect a player of cheating, it's safe to assume first that they're unaware of—or simply forgot—how an aspect of the rules works. A gentle reminder of how the rule, spell, or ability in question functions is usually enough to move past the situation. Every once in a great while, you'll encounter a player who is deliberately cheating. The spirit of roleplaying is one of cooperative storytelling and overcoming challenges together, so one player cheating steals fun from every other player at the table. It's natural to feel some anger in this situation, so make sure you let some time pass between when you discover that a player is cheating and when you address it with them. -> -> Ultimately, it will fall to you as the GM to gently make it clear that this behavior must stop. To do this well, think carefully about why the player is cheating before approaching them. The reason behind the cheating often points to a reasonable solution. When discussing the matter with your player, do your best to remain calm and inquisitive rather than accusatory. - -Before meeting with the problem player, discuss the situation with the other players in private to ensure you make the right call, and figure out what repercussions you expect and whether the game should continue at all. - -When you break the news to the problem player, be compassionate but firmly state the decision is final and restate which behaviors are responsible. If parts of having the player in the game were rewarding or you want the player to remain a friend, make that clear and decide if a player's behavior merits other changes to your relationship. - -### Power Imbalances -GMG p. 31 - -You might end up with one PC who outshines everyone else. - -Perhaps the player is a rules expert with a powerful character, other players are less experienced or more focused on the story of their characters, or there's just a rules combination or item that's stronger than you expected. In any case, this imbalance might mean you have other players who feel ineffective, or the overpowered character's player becomes bored because they aren't challenged during gameplay. - -Talk to the player between sessions, and make it clear that no one at the table is to blame in this situation. Most players have no problem making some concessions for the happiness of the group. If the problem results from rules options, offer an easy way to retrain. If the imbalance resulted from an item, come up with a way that item might need to be lost or sacrificed, but in a satisfying way that furthers the narrative. - -If you meet resistance from the player, listen to their counterpoints. If you're still convinced they need to change, you might need to be more firm. - -It's worth stating that players might still have fun, or even enjoy an instance of power imbalance. You don't have to do anything to address it unless it limits fun at your table. - -## Narrative Collaboration -GMG p. 32 - -While some players like to sit back and let the Game Master control everything, most players want their contributions to shape the campaign's story. This is central to the concept of player agency—making players feel like the choices they make really matter, and that the world is a living place they can change through their decisions. In some games, the players can step beyond the traditional divide between GM and players to directly influence how the story progresses. Below are three methods you can use to balance the narrative control of your game. - -### Idea Farm -GMG p. 32 - -Coming up with ideas for a campaign can sometimes feel overwhelming. This is where your players come in handy! You can solicit direct feedback from them and implement their ideas into the game. This style of narrative control preserve your authority over the game while giving players the chance to incorporate elements into the game you know they want to see. It doesn't venture beyond the traditional structure of a fantasy roleplaying game. - -Plan for a few checkpoints throughout the campaign where you touch base with your players to get their ideas. The most crucial comes at the start of the game. It's best to take this step before you even set to work on crafting the world or plot, so that player input can define what's important in the game world. Later, checkpoints can coincide with major story milestones. For example, if the players set off across the sea, you might ask where they want their voyage to end and what sites, if any, they'd like to explore along the way. - -### Creative Collaboration -GMG p. 32 - -You might have players develop the stories of some of the regions or NPCs, while your contributions serve as the glue that makes it all work together. This breaks somewhat with traditional RPG structures, in that you might not be the expert on all areas of the setting and plot. - -Your collaboration will depend on the interests of you and the other players. Maybe one draws a city map, another makes the stats and personality for an NPC, another controls some monsters in combat, and a fourth doesn't want to do anything beyond playing their character. There's a trade-off here, because while you'll be off-loading some of your work, you'll also need to ensure consistency across these multiple sources of ideas. It can really help to keep a log of which player is in charge of each part of your setting. - -If you expect one of a player's specialties to appear in an upcoming session, let them know ahead of time so they can prepare or discuss their ideas in advance with you. - -### Decentralized Storytelling -GMG p. 32 - -So what if you want to go all the way and completely break down the walls between the GM and other players? What if you want to preside over a game in which anyone can speak for any of the NPCs, and when someone tries to determine what's down the next hallway, it's just as likely to come from another player as from you? Now we're talking about decentralized storytelling, the least traditional approach we'll cover here. - -In this approach, one of your biggest jobs is asking questions or giving prompts. "When you open the door, what's beyond?" "How does the king react to Lem's taunt?" You can direct your questions to individual players, leave them open to all, and put forth your own suggestions. - -This approach works best when players are comfortable with one another and willing to both take responsibility in building the story and accept that some of their ideas will go unused. It's well suited for shorter campaigns, or ones in which players take turns in the GM's seat. - -### Challenges -GMG p. 32 - -The largest risk of putting narrative control in multiple people's hands is losing a cohesive story. When multiple people have conflicting ideas about the tone of the game or particulars of the setting, you can end up with something that doesn't satisfy anyone. One of your tasks as GM is to recap events to clarify and reinforce the shared narrative. - -Shared narrative control also complicates planning ahead. The group might need to improvise an encounter, take a break while you (and maybe other players) prep to go in a new direction, or even revise their plans. It helps to limit yourself to creatures that you can quickly find stats for in a Bestiary volume or in the NPC Gallery of this book to avoid spending hours of work on creatures you won't use. - -Also, don't lose sight of your own enjoyment! You shouldn't sacrifice how much fun you have for others. - -### Story Points -GMG p. 32 - -If you prefer, you can give players a number of Story Points at the start of each session (typically 2 or 3). They can cash these in to determine what happens next in the story. Having a currency like this means you can keep your steady hand on the tiller while allowing other players to interject when it's important to them. For most groups, a Story Point should allow the player to suggest a plot twist that can be resolved quickly, or to establish a relevant fact or NPC attitude. It can't determine the outcome of an entire scene or vastly alter the reality of the setting. - -## Special Circumstances -GMG p. 33 - -### Pathfinder Society Organized Play -GMG p. 33 - -The Pathfinder Society Organized Play campaign is a thriving, worldwide organization of players and GMs. - -While most home campaigns provide long-running stories with a consistent group, Pathfinder Society provides adventures designed to be completed in a single game session, so that players can continue their characters' stories whenever and wherever works best for them. To allow this flexibility while maintaining a fair experience, the Pathfinder Society campaign handles some tasks that are normally in the GM's purview, such as selecting which rules options are available to PCs. Pathfinder Society GMs are expected to stay true to the adventure as it is written but are encouraged to allow players to apply creative solutions to the situations they face. For example, PCs may be able to use illusions, bribery, or social skills to bypass a challenge that is presented in the scenario as a combat encounter. You can decide for yourself which alternative solutions seem reasonable based on the context of the adventure, consulting the Difficulty Classes section on page 503 of the _Core Rulebook_ to set appropriate DCs for challenges. For more about playing, running, and organizing games for Pathfinder Society Organized Play, visit **PathfinderSociety.club (http://PathfinderSociety.club)** - -### Unusual Group Sizes -GMG p. 33 - -The standard group size for Pathfinder assumes four players and a GM. Page 489 of the _Core Rulebook_ gives instructions for how to adjust for other group sizes, but additional changes may be helpful. - -#### Small Groups -GMG p. 33 - -Small-group games focus more intently on the interests of the players and their characters, allowing for an experience that can be more customizable for each individual. However, they can also run into trouble when the PCs have gaps in their abilities. In many cases, the easiest way to adjust for a small group is to add additional characters. This could come in the form of allowing each player to play two characters or adding hirelings and support NPCs to the party to shore up roles that the PCs don't fill. When adding GM-controlled NPCs to the party, it's important to be sure that the PCs remain the stars of the show. In general, GM-controlled characters shouldn't make major decisions, and they shouldn't outshine PCs at their primary skills or roles (see page 9 for more information about GM-controlled NPCs). You can also use variant rules like dual-class characters, free archetypes, or even just a few extra trained skills to help improve the PCs' overall flexibility. - -If you don't add additional characters to the party or modify the PCs, it's a good idea to tailor challenges and storylines to their abilities as well as player interest. For example, if you have two players, a rogue and a bard, a heist could be a good fit. In combats, carefully consider how the PCs will fare against each opponent. Some monsters are particularly likely to incapacitate a single PC; in small groups, use such creatures carefully and consider raising the encounter difficulty and XP awards beyond what a creature of that level is normally worth. Meanwhile, creatures that depend on affecting or damaging large numbers of PCs at once might be less effective. - -#### Large Groups -GMG p. 33 - -Large-group games bring together the creativity and enthusiasm of many players, and they lend themselves to combat at a grand scale. However, they also divide the GM's attention. Large groups also need to set ground rules for how many players need to be present for the game to run when some players are missing. Recaps at the beginning of each session are crucial to keep everyone on the same page. Delegation is one of your most powerful tools to keep the session running smoothly. For example, you can put the players in charge of recapping the events from the previous session, handling initiative, managing the party's treasury, looking up rules, or helping with accessories like props and music. (For information on even greater degrees of player delegation, check out page 32.) Also consider which tasks really need to be taken care of while everyone is there. For example, you could ask your players to handle selling items, deciding which common items they want to buy, and leveling up between sessions instead of at the table. - -Each additional player adds to the length of combat twice: once for their own turn, and once for the additional foes on the field. By encouraging players to pay attention to the battle when it isn't their turn and to plan their actions as their turn approaches, you can shorten each player's turn and keep the battle moving swiftly. - -Inevitably, there will be situations and circumstances that don't involve the whole group. In a sufficiently large group, splitting the party is not necessarily dangerous. If the party splits up for more than a short stint, you can call for separate sessions to determine what happens to the two halves of the group, allowing them to reunite and share their findings afterward. Whether or not the party splits, having more players means less active time for each character. Look for opportunities to highlight each PC by providing challenges that play to their strengths or tie in story elements to which they are particularly connected. - -### Player Needs -GMG p. 34 - -Sometimes, making your game accessible and fun for everyone at the table requires making some adjustments to your typical GMing style or setup. The first step is open communication so you can learn what the players need, what accommodations would be [helpful](rules/conditions.md#Helpful), and what type of assistance players do and don't want to receive. - -#### Sensory Differences -GMG p. 34 - -Players may have differences in the way that they process sensory information, as well as which senses they use. For players who are hard of hearing or who struggle to process large amounts of sensory information at once, selecting a quiet gaming venue and establishing ground rules about table talk (such as asking players not to interrupt each other) can make the game more accessible. Such players can also often benefit from handouts they can consult during the session. Keep in mind the way your players perceive the world when describing locations. For example, if you have a blind or visually impaired player at the table, instead of simply describing what a location looks like, describe how it sounds and smells, the temperature of the room, the feeling of the breeze, and other aspects of the scene that they can identify with. - -#### Attention Span -GMG p. 34 - -It's not uncommon for people to struggle to maintain their attention for hours on end, especially for young players. If keeping attention is an issue at your table, add breaks to the game. Whether you're just taking a break to stretch and chat or enjoying a full meal in the middle of the game, switching up the context helps players refresh their focus. Some players remain more engaged if they have something else to do while playing, such as doodling or pacing. Maintaining attention can be particularly challenging for some players when their character is not engaged, such as when the party splits or when they have just finished their turn in a large combat. You can allow players to engage in other activities during the session, such as texting, reading, or playing other games, and then draw them back into the game when their character is active. - -## Rarity in Your Game -GMG p. 35 - -This section supplements the Using Rarity and Access sidebar on page 488 of the _Core Rulebook_ - -### The Four Rarities -GMG p. 35 - -Let's first review the default usage for the four rarities in the game and how these already start to tell a story about your world. - -- **Common** elements are prevalent enough, at least among adventurers, that a player is assumed to be able to access them provided they meet the prerequisites (if any). -- **Uncommon** elements are difficult to access, but a PC can usually find them eventually with enough effort, potentially by choosing a specific character option or spending substantial downtime tracking them down. -- **Rare** elements are lost secrets, ancient magic, and other options that PCs can access only if you specifically make them available. -- **Unique** elements are one of a kind. You have full control over whether PCs can access them. Named NPCs are unique creatures, though that doesn't mean their base creature type is unique. For instance, an orc named Graytusk is unique, but that doesn't mean it would be any harder for a PC encountering her to tell she's an orc—just to discern specific information about her. - -### Different Contexts -GMG p. 35 - -Just because something is common or uncommon in one context doesn't necessarily mean it's the same in others. This is specifically true when comparing the commonality of a creature and an ancestry. For instance, while hobgoblins are a relatively common monster for adventurers to encounter and are a common creature, in most settings they are still far less prevalent than humans or elves and would be an uncommon ancestry. - -Because uncommon elements are available in certain circumstances, it often varies by locale, even within the same setting. For instance, a katana is uncommon in the _Core Rulebook_ and in the Inner Sea region of Golarion, but in Asian fantasy–inspired Tian Xia, a katana would be common and some western weapons might be uncommon. Similarly, in an elven kingdom, uncommon elven weapons like the elven curve blade might be common. - -#### Access Entries -GMG p. 35 - -Uncommon elements sometimes have an Access entry in their stat block. A character who meets the specifications listed there has access to that option just like they would to a common option, even though it's uncommon. These entries include a statement such as "follower of Shelyn," "member of the Pathfinder Society," or "from Absalom." - -### Starting Elements -GMG p. 35 - -Elements like ancestries, backgrounds, classes, and heritages that a character must select at character creation can still be uncommon or rare. Obviously, there's no opportunity for the character to search for them during play, but these rarities still indicate the prevalence of adventurers with those elements in the world. You can decide to allow them on a case-by-case basis depending on the campaign and the story your group wants to tell. For instance, a game set in the lizardfolk empire of Droon might have lizardfolk (normally uncommon) as a common ancestry while the typical common ancestries are less common. An official player's guide for a Pathfinder Adventure Path might have uncommon backgrounds that you can access by playing the Adventure Path. - -### Storytelling -GMG p. 35 - -You might craft a quest involving an uncommon or rare subject. For instance, players might encounter a door that requires a rare spell to open, and need to travel to an academy to learn it. If a player has their heart set on an option that's not common, look for ways to build a story in which their character acquires that option. - -### Worldbuilding -GMG p. 35 - -With the rarities at your fingertips, you and your group can start building a unique world using rarity as a tool. Imagine a world where one or more of the core classes are rare. - -Maybe the gods rarely answer the call of the faithful and a PC cleric is one of the only clerics in the world. Perhaps sorcerers are rare and feared by wizards' guilds, which have a stranglehold on spell access. For a grittier feel, you could make abilities that can remove afflictions uncommon or rare. You could even create a low-magic setting where all magic and magic items are uncommon or rare. - -You can add, remove, or alter Access entries to fit your world. For instance, if in your world the goddess of death guards the secrets of resurrection, you might add an Access entry to _raise dead_ and _resurrection_ for characters who worship that goddess. - -These are just a few ideas to help get you started. The number of ways you can vary rarities to adjust your setting, story, and game are nearly unlimited. - -## Campaign Structure -GMG p. 36 - -A campaign interweaves multiple stories: the events of each adventure, the personal triumphs and failures of each PC, and the stories of NPCs who appear throughout. - -That means a campaign can become more than the sum of its parts. When you start out, you'll likely have a core structure in mind for your campaign, but through play it can—and should—grow and evolve. - -### Basic Structures -GMG p. 36 - -When building your campaign, you can use these structures as a starting point. The Adventure Design section explains various styles of adventures on pages 41–43 that, after creating your basic campaign structure, can be used to inspire the creation of the adventures in your campaign. - -#### One-Shot -GMG p. 36 - -An adventure lasting one session, a one-shot works well for a highly themed adventure using characters or concepts that are novel, but that players might not want to stick with long-term. - -- 1, typically a dungeon crawl, horror, intrigue, or mystery -- 1, but often starts at a higher level -- 1 session. - -#### Brief Campaign -GMG p. 36 - -This structure is meant for a brief, self-contained campaign. It can be ideal for introducing new players to Pathfinder, and can be extended to a longer campaign if the group wishes. - -- 2, typically one dungeon crawl followed by one high adventure; this format also works well for horror adventures -- 4–5 -- 3 months weekly, 6 months biweekly. - -#### Extended Campaign -GMG p. 36 - -An extended campaign works well for a dedicated group that might want to switch to a new campaign or a different game after a year or so. It allows for significant character and plot development but doesn't reach the higher levels of the game. - -- 5, typically with multiple adventures fitting the main theme of the campaign (such as high adventure or gritty adventure), with other adventure styles for variety. -- 11–13 -- 1 year weekly, 1-1/2 years biweekly. - -#### Epic Campaign -GMG p. 36 - -An ambitious and complex game, the epic campaign takes PCs all the way to level 20, pitting them against the greatest threats in the world and beyond. This can be challenging in terms of time commitment and complexity, but it lets PCs develop into true legends, and the players will likely remember it for years. - -- 6 long adventures, typically starting with high adventure or a dungeon crawl and including military adventure, planar adventure, and romantic adventure -- 20 -- 1-1/2 years weekly, 3 years biweekly. - -### Linking Adventures -GMG p. 36 - -In a campaign that includes multiple adventures, a smooth transition from one adventure to the next ties the story together. You might use NPCs who could appear in both adventures, a treasure or clue found in one adventure that becomes important in a later one, or even fallout from one adventure that causes the next adventure to take place. Related locations can help, too. Adventures that take place in neighboring regions, or both in the same region, have an inherent link. If they take place in two different places, you'll need a reason the PCs should travel between the two, and you can use this journey as a short, interstitial adventure. - -#### Adventure Themes -GMG p. 36 - -Consider how each adventure's theme plays into the campaign as a whole. You might want to keep similar or recurring themes, especially if each adventure is part of one overarching storyline. On the other hand, this can feel repetitive, and some groups prefer variety and seeing their characters play off of different situations. To convey shifting themes, you can show established parts of the world changing to reflect the new theme. For instance, if you're switching from an adventure about subjugation to one of mayhem, the PCs could take down a villain who wants to enslave the populace, but then face opportunistic brigands who loot and pillage once order breaks down. - -### Player Goals -GMG p. 36 - -Ask what you and the other players enjoy and would like to see in the game. You can use these ideas as touchstones to build off of. When you get into the campaign itself, the PCs' goals come to the forefront. Find out what each character wants to achieve and look for opportunities you can place in the game world and adventures. Consider which part of the game most closely ties to each goal. A PC who wants to build an institution will need money and interpersonal connections, so you can use treasure and NPC interactions to give them the resources they need. For a character whose purpose is to help people in danger, build some encounters that include people who need to be rescued. - -Look for good times to recap the state of a character's goals and remind the player how their character has progressed, particularly when something changes in relation to their goals. The Long-Term Goals section on page 22 gives you more details on how you can use goals in downtime. - -### Changing the World -GMG p. 37 - -As the group moves through the campaign, the events of their adventures and downtime should change the world around them. Show this through the responses the characters get from other people, the scenery they see around them, and their environment. You might be able to anticipate some changes, but most will come up in play and require you to make adjustments later on. - -#### Power Level -GMG p. 37 - -As the game progresses, the power level of the PCs and their foes increases. Going up in level brings new, stronger abilities into the game, and likewise adventures bring in new monsters with commensurate capabilities. - -Higher-level adventures should present new challenges appropriate to the PCs' abilities, such as areas that can be accessed with flight at 7th level or higher. Beyond just the rules, PCs should compel different reactions from the people they meet, as their reputation spreads and they exhibit abilities beyond what most people have ever seen. - -### Recurring Villains -GMG p. 37 - -Consider including villains who can appear multiple times over the course of several adventures. They don't necessarily need to be masterminds. Imagine an unscrupulous mercenary who works for major villain after major villain. When you create a recurring villain, it's best not to make them too integral to the story, since the PCs might take them down earlier than you expect! Have some contingency plans in place. - -The advice about Portraying NPCs on page 9 applies especially to these recurring villains. As they reappear throughout the campaign, they should change in some of the same ways PCs do. Think about how previous run-ins with the PCs have shaped the recurring villain's emotions and plans. Which PC do they have the biggest grudge against and why? Do they bear scars from previous battles? Have they developed a countermeasure against a PC's spells or tactics? - -#### Villain Goals -GMG p. 37 - -Just as PCs have goals, so do your villains. A recurring villain might have a vision for what the world should be and a step-by-step plan to get there. A plan gives you a clear way to progress the plot, and an underlying goal guides you in deciding what the NPC does if their plan goes awry. It can be especially [helpful](rules/conditions.md#Helpful) to contrast the villain's goals with those of the PCs. If a PC wants to establish a trade network, maybe a villain plans to get rich robbing caravans or merchant ships. If a PC plans to found churches to a deity, a villain could worship one of that god's adversaries. Just like with PCs' goals, show how the villain's goal has impacted the world, even in small ways. Try to find ways the villain can make a difference even if the PCs are successful against them. A villain will look ineffective if the PCs foil every single plot or plan. For instance, the villain might turn a memorable NPC to their cause, set an institution ablaze, or invade a village. All of these outcomes can have memorable, long-lasting effects even if the villain's ultimate plan fails. - -### Rewards -GMG p. 38 - -The _Core Rulebook_ explains (on page 507) three types of concrete rewards covered by the rules: Hero Points, Experience Points, and treasure. Experience Points and treasure are the bedrock of progress in a campaign, since attaining a higher level and acquiring magic items let PCs take on more challenging adventures. - -#### Experience Points -GMG p. 38 - -In a standard game, Experience Points come from encounters of low threat or higher, and from accomplishments. Try to be consistent about what is worth accomplishment XP and what isn't, and give out at least some accomplishment XP every session. If two PCs pull off the same magnitude of task, they should get an equal amount of accomplishment XP. That doesn't mean you should allow XP "farming," however. Part of the assumption of accomplishment XP is that the accomplishment is novel and the result of something challenging. If someone got accomplishment XP for snatching a dragon's egg from a lair, someone collecting another egg wouldn't necessarily get accomplishment XP. - -You might find that accomplishment XP doesn't work well for your game, especially if you're running a dungeon crawl or other game with less interaction with NPCs or fewer quests. In this case, you can remove accomplishment XP and use fast advancement speed (800 XP to level up) to move at the standard advancement speed. - -#### Treasure -GMG p. 38 - -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 by Encounter on page 51. 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 (page 196) to eliminate the need for core items. - -##### Selling Items -GMG p. 38 - -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. - -### Starting the Campaign -GMG p. 39 - -Before your first session begins, communicate back and forth with the players about the following details to make sure you've planned your campaign to fit their preferences, then recap and communicate your final decisions. - -- Establish the expected schedule and generally how long you expect the campaign to last. It's okay if you don't know the total length for sure, but you should still give an estimate. -- Inform the players when and where the first session will take place, what they should prepare in advance, and what materials to bring. If you're running a session zero to create characters first (page 7), let them know. You might also need to tell them whether to bring food, drinks, and other supplies beyond what they'll use for the game itself. -- Let the players know any restrictions or extra options for character building. Even if you plan to run a session zero, give them a heads-up before the session starts. -- Tell the players where in the game world the first session will take place. -- Give the players a basic idea of the genre or theme. - -#### At the First Session -GMG p. 39 - -If you're running a session zero, read the Session Zero section on page 7 for advice on your first session. For the first time you play through an adventure, follow these bits of advice. - -- Recap the basics of the campaign you established earlier, particularly where it starts and any themes you feel will be important for the players to understand as they roleplay. -- Have the players introduce their characters. If they have detailed backstories, it's usually best that they start out just describing what the other PCs could learn with first impressions. If they want to go deeper into their backstory during play, they can do so later. -- Ask questions about the characters. Note down anything you think will be significant, so you can adjust your plans for later sessions. You'll want to keep doing this throughout play. -- Begin the adventure, using the Starting a Session steps on page 490 of the _Core Rulebook_. For your first adventure, find a good place for the PCs to meet and a reason for them to be together. - -#### Starting at a Higher Level -GMG p. 39 - -A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level. - -The [Character Wealth](rules/tables/character-wealth.md) table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want. - -### Ending the Campaign -GMG p. 39 - -A campaign might have a well-planned, emotionally resonant ending that executes perfectly, or the group might die in a ridiculous fashion at the worst time possible. It's important that the ending follow the story, wherever it has gone, even if it doesn't match the idea you had in your head at the start. Check in with your group, especially when you're getting close to the end of each adventure, to see how long they want the campaign to go on. Check in with yourself, too, and express your opinion to the other players. Ideally, you know at least a session in advance that the end is coming, allowing you to prepare for a thrilling conclusion. You might plan for the final session's gameplay to be a bit shorter—possibly just one big showdown—to allow time for an epilogue and for the group to reminisce and decompress at the end. - -An epilogue can make the end of a campaign more fulfilling. First, let the group finish out their roleplaying in the final moments of the adventure until they're content. Then tell the group the results of what they accomplished in broad terms, with concrete details of what happens to certain places or allied NPCs. Ask the players what their characters do after the adventure. You might want to narrate a few short scenes, such as a PC tracking down an escaped villain and bringing them to justice. When your epilogue is done, thank everyone for playing. If the campaign ended in success for the PCs, give yourselves a round of applause. A victorious ending warrants celebration! - -#### Dealing with Failure -GMG p. 39 - -If a campaign ends prematurely, get a sense from the players of whether they want to continue. The advice on Total Party Kills on page 30 should be [helpful](rules/conditions.md#Helpful). If the campaign ended in a stranger way than a total party kill—say, a PC handing over the powerful relic the villain needed to complete a master plan—you can still look for ways the campaign might continue. Maybe the PCs struggle to survive in the world after the calamity, or maybe they have just enough time they might still be able to stop the plan. - -#### The Next Campaign -GMG p. 39 - -If the group plays another campaign in the same world that takes place after your previous campaign, think through the repercussions of the last campaign and change the world as needed. You might introduce new elements into the world that call back to the previous campaign: newly powerful factions, new settlements, or new options for player characters such as backgrounds, all based on the impact the previous PCs made on the world. - -## Adventure Design -GMG p. 40 - -Creating an adventure for your players can be one of the most fulfilling parts of being a GM. Get started with the basic tips on adventure building on page 487 of the _Core Rulebook_, then flesh out your adventure using the following adventure recipes to quickly outline an adventure based on your chosen theme. Reading other adventures is a great way to get ideas, whether they're published adventures or ones your friends have written. You can borrow ideas and structures if they work for your game, and tweak as needed. - -### Player Motivations -GMG p. 40 - -One of your most important and rewarding tasks is getting to know your players and what makes them tick, then implementing plot hooks that speak to their motivations. - -If your players all like similar things (maybe they all like epic storylines, or all prefer tactical combat), your job will be a bit easier. But for most groups there's a mix, and you'll want to put in a detailed NPC who appeals to one player's love of social scenes, a powerful villain to engage a player who loves stories of winning against overwhelming odds, and exotic animals that attract a player who's into having animal friends. If you're not sure what your players enjoy, ask them in advance what they'd like to see in the game! Considering player motivations doesn't mean assuming you know what the players or their characters will do! It can be risky to expect PCs to react in certain ways or take certain paths. Knowing their motivations gives you a way to put in elements you expect will appeal to your players, but their decisions will still take the adventure in unexpected directions. The important thing is getting the players engaged, not predicting the future. - -### Keeping It Varied -GMG p. 40 - -You can give players variety through the types of challenges the group faces (combat, social, problem-solving, and so on), the locations they explore, the NPCs they meet, the monsters they face, and the treasure they acquire. Even if you're building an enclosed dungeon, you don't want to place a combat in every room, or exploration will quickly become stale. - -Think in terms of sessions. If your group gets through five scenes per session, how do you make one game session feel different from another? Maybe two of the scenes in each are fairly basic combat encounters, but if you make the other scenes significantly different, or even if you set the encounters in different environments, the sessions won't feel repetitive. Also think about the tools used to solve each situation. Maybe one requires complex negotiations, another brute force, and a third sneaking about. Aim to give everybody something compelling, and ideally targeted at their motivations. This translates to mechanical details, too. Inching across a balance beam requires different skills than rebuilding a [broken](rules/conditions.md#Broken) key. - -### Theme and Feeling -GMG p. 40 - -Think about the emotional and thematic touchstones you want to hit during play. Good games elicit strong emotions, and planning for them can give an emotional arc to an adventure in addition to the narrative arc. Consider what you want players to feel as they play. Is it triumph? Dread? Sadness? Optimism? None of these will be the _only_ emotions to come out, but they will inform how you build the settings and NPCs. Adventure Recipes (below) gives steps to effectively implement theme and feeling. - -### Adventure Recipes -GMG p. 40 - -These procedures help you build an adventure skeleton or outline. You'll then go through and flesh out the details of the adventure, including adversaries and locations. As you play, you'll keep adjusting to fit the events of the game. Anything you haven't already introduced can be changed as needed. Just like with any recipe, you're meant to adjust the details to fit your group's preferences. You might stray far from your starting point, and that's OK! These recipes use six steps. You might want to look ahead to your future steps and make choices out of order based on what's most important for you to convey. The catch-all term "opposition" refers to the various adversaries and obstacles the PCs will face. The opposition should be thematically consistent, but not necessarily monolithic. It might contain multiple individuals or groups, who might not get along with one another. - -- **Styles (page 41):** The overall vibe of your game, such as a gritty game, dungeon crawl, or high adventure. These frameworks offer guidelines for the number of sessions and types of encounters that work best. -- **Threats (page 43):** Thematic dangers to incorporate into your game, and ways to evoke them as you play. The style and threat are the core parts of your recipe. -- **Motivations (page 44):** Determine more specifically what the opposition's goals and motivations are. -- **Story Arcs (page 44):** This section gives you guidance on how to construct story arcs that will play out over your adventure and maybe beyond. -- **NPCs and Organizations (page 45):** The characters and factions you include should fit the theme. -- **Mechanics (page 45):** Your last step is adding in the individual creatures, hazards, treasure, and so on. - -#### Styles -GMG p. 41 - -These frameworks for building your adventure include some basic elements to get you started outlining an adventure. Slot ideas from the threats section (page 43) into this structure, then customize as you see fit. - -##### Dungeon Crawl -GMG p. 41 - -- 3–4 -- 1 long voyage to reach the dungeon; 3 voyages through long, trapped hallways or mazes; 1 secure cave or other staging area; 2 secret passages or rooms -- 2 trivial, 4 low, 6 moderate, 6 severe. Many encounters can be bypassed through secret routes. -- 4 conversations with dungeon creatures; 1 negotiation to establish a truce -- Cramped quarters, short lines of sight, and poor lighting conditions, with occasional vaulted chambers and flooded crypts. Traps and puzzles. - -##### Gritty Adventure -GMG p. 41 - -- 5–7 -- 1 long voyage, plagued by attacks; 2–3 voyages through urban environments; 1 prison break, heist, or other test of skill -- 2 trivial, 4 low, 7 moderate, 8 severe; possibly 1 extreme. Foes are often other humanoids. -- 2 battles of wits, 2 chances to bypass opponents with deception or threats, 2 opportunities to gather information and rumors -- Stakes are often more personal, such as the PCs clearing their names from a false accusation or being paid to eliminate a problem. Betrayal, ambushes, and other duplicity. Town fires, weather conditions, unfriendly crowds. The _Pathfinder Critical Hit Deck (https://paizo.com/products/btq024tn?Pathfinder-Critical-Hit-Deck)_ is particularly appropriate. - -##### High Adventure -GMG p. 41 - -- 6–8 -- 2 long voyages, often by sea or air, punctuated with combat; 1 trapped dungeon, tournament, or other test of skill -- 16 moderate, 8 severe. Avoid low- and trivial-threat battles. -- 2 battles of wits; 4 conversations with bizarre creatures -- Unique environments and terrain for dynamic battles. Swinging from balconies on curtains, fighting atop high wires, racing chariots, and so on. Use difficult terrain sparingly, coupled with creative ways to get around it. Large groups of low-level troops the PCs can defeat with ease. - -##### Horror -GMG p. 41 - -- 1–2 -- 1 short voyage on foot; 2–4 creepy areas to investigate, like haunted mansions or dark forests -- 2 moderate, 1 severe, possibly 1 extreme. Avoid trivial- and low-threat encounters, except as moments of relief in a longer adventure. Extreme-threat encounters against overwhelming foes are excellent in horror one-shots. -- 2 battles of wits; 4 conversations with bizarre creatures -- Surprising and jarring encounters, making it hard for the PCs to feel safe. Encounters that feel overwhelming, even when they're not. Retreat is often the right option (include a reasonable way for the PCs to escape) - -##### Intrigue -GMG p. 41 - -- 2–3 -- 1 long voyage, often by land or sea; 3–4 competitions, performances, or other test of skill; 1–2 infiltrations or escapes -- 2 trivial, 2 low, 4 moderate, 1 severe. Severethreat encounters should be reserved for major reveals of the ongoing intrigue—an ally is revealed to be a foe, a schemer is exposed and must call on his guard, and so on. -- 2–3 battles of wits; 2 political or courtroom scenes; 1 conversation with a cryptic source; 2 opportunities to gather information and rumors -- Urban environments, including fights atop runaway carriages, around (and atop) banquet tables, and running over rooftops. Ambushes in apparently safe social settings. Assassination attempts. - -##### Military Adventure -GMG p. 42 - -- 2–3 -- 1 long march and 2–3 short marches, or a tour of the defenses for a siege; 2–3 trapped enemy campsites and secret spy redoubts -- 4 low, 4 moderate, 1 severe. Most combat encounters should be made up of 2–4 foes, typically humanoid soldiers with a range of capabilities. -- 1–2 skill challenges to convince neutral parties to become allies or raise troops' morale -- Fortified battlegrounds, with moats, walls, defensive towers, and siege weapons. Victory conditions that are goal or deadline oriented—holding a gate for 10 minutes while reserves rush to defend it, setting fire to an enemy catapult, rescuing prisoners, and so on. - -##### Mystery -GMG p. 42 - -- 2–3 -- 2–3 trapped rooms, concealed hideouts, or other tests of skill; 2 puzzles or investigations -- 2 trivial, 4 low, 6 moderate, 6 severe. Solving the mystery uncovers an advantage over the most powerful foe. -- 1 battles of wits, 1 conversation with a bizarre creature, 1 opportunity to gather information and rumors, 1 gathering to reveal the answer to the mystery -- Encounters come naturally during investigations or upon discovering some element of the mystery. Multiple clues can send PCs to the same locations; if the mystery stalls, some creature that doesn't want the PCs to solve the mystery can attack to move the plot forward. - -##### Planar Adventure -GMG p. 42 - -- 6–8 -- 3–4 long voyages through different planes, often by [gate](compendium/spells/gate.md), spells, or planar vessel, punctuated by combat; 1–2 scouting a demiplane, planar city or fortress, or other planar stronghold -- 12 moderate, 12 severe. Avoid trivial- and low-threat encounters, except as set dressing to introduce a new plane. -- 6 conversations with bizarre creatures, including some with alien ways of thinking; 2 opportunities to gather information and rumors -- Fights showcasing otherworldly environs—on the sides of glaciers, in limitless oceans, on chunks of rock floating along rivers of lava, atop bottomless pits, or on the chains of 100-foot-tall gates. - -##### Romantic Adventure -GMG p. 42 - -- 4–6 -- 1 tour of a kingdom or other central locale; 1 adventure into the wilds on a hunting trip or bandit hunt; 1 tournament to prove a PC's love or worth -- 3 low, 6 moderate, 3 severe. Emphasize emotional stakes and battles that end with the loss of honor or pride, not life. -- 2 battles of wits, 1 grand ball, 1 entreaty before a ruler, 2 scenes of relaxation or carousing with unexpected import -- Duels—social or combat—against romantic rivals. PCs and their foes fight only for a purpose or cause. Savvy enemies have strong connections to the PCs - -> [!pf2-brown] ADVENTURE PRESENTATION -> -> When you're writing up your own adventure, you don't need to go into the same level of detail you'd see in a published adventure. You might be able to get by with just an outline, some bullet points for each NPC, a breakdown of encounters, and a few rough maps. Or maybe for your style of running games, you prefer to have some text written about each scene, or even particular lines of dialogue. If you're creating your first adventure, it can be good to write out a little more than you need. Just keep in mind that things might change in play. If you prepared more than you actually used, that's normal! Detailing NPCs or locations in particular can be useful, especially if they're going to appear again. But in many of these cases, you'll add details at the table and can jot down those notes for later. -> -> ### RUNNING YOUR OWN ADVENTURE -> GMG p. 41 -> -> It's often easier to run an adventure you made yourself, but that's not true for everybody. If you notice as you run your adventure that your notes don't have enough for you to go on, you can be more thorough next time. And if something ended up inconsistent, there's nothing wrong with telling your players you want to revise something you previously said. -> -> Because this is your own creation, it's closer to your heart. If the adventure doesn't go well, it can sting. Sometimes this is because of random chance, sometimes due to unforeseen decisions, and occasionally because you made a mistake. Those are all normal parts of the game! One of the things you'll internalize the more you run games is that you're a part of the creative process and don't need to be perfect. - -#### Threats -GMG p. 43 - -Think of each type of threat as the deep, visceral danger the enemies represent. NPCs should be avatars of the threat, whether they're enemies who represent different aspects of the threat or allies and bystanders damaged by it. Each threat entry gives a brief description, followed by some bullet points you can use to guide you in expressing the consequences of the threat. This is followed by monsters that typify this theme. As always, you can come up with your own thematic threats too! - -##### Corruption -GMG p. 43 - -The opposition wants to weaken or even change the motivation of a place, person, institution, ideal, or group. - -- Show the effects of corruption on people and places, especially those closely connected to the PCs. Once-safe areas become less [friendly](rules/conditions.md#Friendly) and present threats, allies become unable to help or even turn against the PCs. -- Make enemies subtle; patient; and willing to allow rumors, lies, diseases, and poisons time to take effect. In battle, they may be satisfied to curse PCs and their allies or otherwise inflict long-term afflictions, then retreat. -- Contrast the corruption with education, healing, and working towards betterment. -- When the PCs make progress, allow them to expose agents of corruption, and inoculate allies and neutral parties against the growing threat or educate them about it. - -**Foes** alghollthu, fiends, undead. - -##### Devastation -GMG p. 43 - -The opposition wants to destroy or lay waste to a place, person, institution, ideal, or group. - -- Show the effects of destruction on people and places, especially those the PCs hold dear. Show them desperate, devoid of resources, and psychologically changed. -- Make enemies hard to reason with and overwhelming in number. In battle, they want not just to win, but to kill, maim, or devour. -- Contrast devastation with forces of preservation and order. -- When the PCs make progress, show the slow recovery from devastation. - -**Foes** chromatic dragons, demons, orcs. - -##### Extremism -GMG p. 43 - -The opposition seeks a massive change—one they think is for the better. Their violent means of achieving it put them in conflict with the PCs. - -- Demonstrate the ruthlessness of the enemy, especially the discrepancy between their care for their cause and their ambivalence or hatred toward everything else. -- Have enemies focus purely on their goal. Have them fall back on their rhetoric or dogma to justify themselves. -- If something about the extremists' cause is just—such as preserving the natural world or protecting their people—reveal the foes' sympathetic side. Demonstrate the horror of what they're fighting against in addition to the horror of the way they fight it. -- When the PCs make progress, show uncertainty or demoralization in their foes, possibly even desertion. - -**Foes** cultists, revolutionaries. - -##### Mayhem -GMG p. 44 - -The opposition is a force for mayhem, without any greater plan or long-term goal. It may be a mindless force of violence such as a [wounded](rules/conditions.md#Wounded) beast, or a thinking foe that simply revels in causing chaos and damage. - -- Mayhem is easy to track and find, often leaving a trail of destruction in its path. Show how the senseless violence causes uncertainty and fear, disrupting both settlements and the natural order of things. -- A single powerful foe is a common source of mayhem, but a pack, herd, cult, or secret society could also be to blame. The source of the mayhem may be the result of the natural order being out of balance, or might be a distraction set off by a different foe looking to use it to further its own goals. -- Emphasize the cascading effects of unchecked mayhem. Normal trade, farming, migration, and similar systems are disrupted, causing problems far from the immediate location of violence and disruption. -- When the PCs make progress, show how resilient systems can recover from massive disruptions but may need additional help or protection. - -**Foes** beasts, dinosaurs, drakes, giants. - -##### Subjugation -GMG p. 44 - -The opposition wants to rule over a group, location, or even the world. Their ultimate objective is to control and rule. - -- Show how groups submit to subjugation rather than suffer the consequences of resistance. The PCs see elements of culture destroyed to ensure subjugation—are religions and churches destroyed, subverted, or replaced? Are lackeys put in place to keep oppressed populations in line? -- Make enemies self-righteous, focused, and in control of groups they have previously subjugated. Fights aren't just for the sake of violence, but steps towards greater control. -- Show opposition: open conflict, rebellion, secret groups, sabotage, and countercultural art. Give PCs the opportunity to support or participate in each. -- When the PCs make progress, have previously cowed or neutral parties be moved to rebel. - -**Foes** chromatic dragons, devils, hags, hobgoblins, rakshasas. - -#### Motivations -GMG p. 44 - -Think about your opposition, and what their goals and motivations are. The motivation of the opposition needs to match your threat. If you have multiple adversaries, their motivations should all work toward your theme, but they might have different goals and act more as rivals or enemies. Motivations should be more than one dimensional. There should be a reason for every action the opposition takes—not necessarily a good one or a smart one, but a believable one. Be true to each character! Consider these questions so you can use the answers when deciding what the opposition will do. - -- What does the opposition want? -- Who or what does the opposition fear? (And no, "the PCs" isn't an answer.) -- Why is the opposition sure to succeed? If the PCs don't do anything, what makes the opposition unstoppable? -- What are the opposition's weaknesses? How can they be bribed or tricked? What's something they ignore that might be used against them? - -#### Story Arcs -GMG p. 44 - -Keep several story arcs in mind. Most of these will be driven by the opposition in the early going, but PCs might initiate their own story arcs. Think of what the beginning, middle, and end of each arc might look like. Imagine a logical end point the arc would reach if nothing else changes. Then, adjust it based on events in the game. As changes occur, revisit the end point you've imagined. If the adversary's plan has been derailed, what might they do instead? Story arcs should reflect the theme of the adventure and be well-positioned to show off motivations. Many arcs will last only for the duration of one adventure, but others build up and recur across the whole campaign. Include some of each so you have variety. This also provides closure, as the players can see some storylines wrapped up in the short term and others over a long period. Too many dangling plot threads can result in some being forgotten or make players feel overloaded. Touchstones like the ones below make a story arc adaptable, not too restricted to specific scenes or characters. - -- **Use motifs.** Use repeated thematic elements, visuals, phrases, and items to reinforce the connection between one adventure or segment of the story and another. The motif can also build in complexity as you move further along in the overarching story. -- **Follow character growth.** Respond to how the PCs changed in previous adventures. Their next undertaking should reflect who they are now. -- **Escalate!** Build on the previous story and show that the next threat is scarier. The first adventure may endanger a village, the next a city, the next a whole nation, and so on. -- **Bring in recurring characters.** A recurring character is especially strong if they appear in similar circumstances each time. For instance, a merchant who travels the world might appear in the campaign only when she wants the PCs to undermine her rivals. -- **Make each adventure count.** While developing an arc, don't diminish individual adventures by making what happened in them inconsequential compared to the larger story. Illustrate the consequences of such adventures so the players feel a sense of accomplishment for completing one before they move onto the next. Each adventure needs some sort of denouement to show immediate and lingering effects of the PCs' victory or defeat. - -> [!pf2-brown] BUILDING A SANDBOX -> -> In a "sandbox" game, you give the players a sizable location to explore and let them decide how to go about it. A sandbox doesn't have as many time-sensitive events as a directed adventure, and the flow of the game is driven more by the players than by the opposition. You can put self-contained dungeons or other locations within the sandbox, but it's up to the players when and how to visit them or deal with them. -> -> To make a sandbox, create about triple the number of encounters and spread them out among multiple locations or factions. You can expect the PCs won't deal with all of them. In most cases, you'll want to determine where the PCs are headed next before the end of a session so you can prepare for the next session. Depending on the size and complexity of the location, the number of encounters might be much higher. Treat each sub-area as a kind of mini-adventure, and only loosely sketch it until you know what the PCs' plans are. - -#### Npcs and Organizations -GMG p. 45 - -Allied, neutral, and adversarial NPCs and organizations can all contribute to the theme. You'll want most to follow the theme directly, like the examples in Threats on page 43. However, you can add a few counterpoints to the theme. For example, a horror game might include one or two NPCs who are more hopeful, either to grant respite from the dread or to kill off to show just how bad things are. Including NPCs who aren't adversaries makes the world feel more real. It also increases the stakes, as PCs have people to care about, protect, and socialize with. You'll often find that NPCs you create will become more or less important than you expected. - -You can "demote" an NPC if the players don't find them interesting or "promote" them if the PCs like them more than expected. - -#### Mechanics -GMG p. 45 - -Last of all, you'll fill out specific encounters, NPCs, treasure hoards, maps, and so on. For many games, you can save most of this work for between later sessions, spreading out your preparations over the course of the game. You can find more detail on these in the _Core Rulebook_: - -- Treasure guidelines (page 508) -- Accomplishment XP (page 507) -- Environments (page 512) -- Building Encounters (page 488) -- Hazards (page 522) You can also find more information on these in this book: -- Building your own creatures (page 56) -- Building your own hazards (page 74) -- Building encounters (page 46) - -## Encounter Design -GMG p. 46 - -Encounters play a fundamental part in roleplaying games, but it can be tricky to know where to start when building them. This section covers ways to expand on the basics provided on page 489 of the _Core Rulebook_ to make your encounters an exciting and integral part of the plot. - -Encounter design goes hand in hand with location, map, and adventure design. You might set an adventure in a swamp and populate it with swamp creatures and environmental features. Or you might have a dungeon denizen in mind, and structure a section of your dungeon to fit that creature. - -When you're starting out, straightforward encounters of low or moderate threat can let you get your bearings. Then, you can increase complexity as you get more confident and as the PCs collect more tools to use against their foes. The more encounters you build, the more comfortable you'll get with your own personal style. You can always come back here to get more ideas or advice on executing a certain type of encounter. - -### Variety -GMG p. 46 - -Variety in encounters is essential to let players try new tactics and give different PCs chances to shine as they face foes with weak points they're uniquely suited to exploiting. Consider the following forms of encounter variety. - -- **Theme:** Look for ways to include varied creatures and locations. Even if the PCs delve into a dungeon inhabited by drow, they should encounter other creatures, too! All creatures should have a justification for fitting in, but no place needs to be uniform. -- **Difficulty:** A string of moderate-threat encounters can feel flat. Use low- and even trivial-threat encounters to give PCs chances to really dominate, and severethreat encounters for especially powerful enemies. Extreme-threat encounters should be used sparingly, for enemies who match the threat posed by the PCs and have a solid chance of beating them! -- **Complexity:** Use high complexity judiciously, saving it for important or memorable fights. -- **Encounter Composition:** The number of creatures per encounter and their levels should vary. Higher-level single enemies, squads of enemies, and large numbers of lackeys all feel different. -- **Setup:** Not all encounters should start and end the same way. PCs might sneak up on unprepared enemies, get ambushed by foes hunting them, enter into a formal duel, or find a diplomatic overture fails and turns into a fight. On the other side, enemies might all be taken out, retreat, beg for mercy, or even shift the encounter to a chase or other phase. -- **Information:** Uncertainty can increase the tension and sense of danger the players feel. Ambushes, fights against unknown foes or foes behind battlements, and other scenarios can create this basic uncertainty. - -### Encounter Locations -GMG p. 46 - -Choose compelling settings for your encounters. When encounters take place in a building or lair, the most significant environmental features originate from the occupants, both past and present. Think about their tastes, biology, or wealth. These features could be natural, such as the sickening reek of decay in the lair of a great predator. - -They could also be alchemical, such as a cloud of poisonous gas, or magical, such as a strange electric current that arcs through the walls and occasionally leaps out at passersby. - -In some cases, you'll have a location in which an enemy always appears, and you can design your location to suit that specific creature. Other times, an encounter might appear in a variety of places, such as a guard patrol or wandering monster. In these cases, you'll need several terrain and structure options so there's something interesting about the environment no matter where the battle takes place. - -#### Maps and Terrain -GMG p. 46 - -Features on the map have a substantial impact on the flow of combat. Three considerations to keep in mind when designing a map are maneuverability, line of sight, and attack ranges. Even empty rooms and corridors can provide variety based on their size and shape. Narrow passageways make natural choke points. In particularly small rooms, space is at a premium, favoring melee combatants and making area effects hard to aim without [friendly](rules/conditions.md#Friendly) fire. By contrast, huge areas lend themselves to spread-out combat, which gives plenty of room to use all manner of abilities but poses challenges for ones with limited range. To make large rooms more interesting, add furniture, stalagmites, or other features the PCs and their foes can duck behind for cover. - -#### Inhabitant or Intruder? -GMG p. 46 - -In most cases, the PCs enter territory that's far more familiar to their foes than it is to them. NPCs and monsters who live in an area are likely to be adapted to its dangers, either because they know where they are and how to avoid them, or because they are unaffected by them. A kobold in their lair might bait a PC into walking into a trap the kobold avoided. Marshland may be troublesome terrain for most PCs, but it poses little inconvenience to amphibious creatures. When using creatures with the ability to burrow, climb, or swim, consider incorporating features such as mazelike corridors, high walls with platforms, or rivers. - -If the foes are smaller or larger than the PCs, consider including paths, cubbyholes, staircases, or narrow passages that one side of the fight can use more effectively. - -Sometimes, though, the PCs must defend their own base from intruders. In these situations, you're flipping the script, so give the PCs time to trap and ward the area. Watching the invaders fall prey to hazards and ambushes can be a delightful change of pace for your players. - -#### Wild Weather -GMG p. 47 - -On a bright, sunny day, the PCs see clearly and fight without obstruction, but adding wind, precipitation, or fog creates additional challenges. Rain creates sloshy, muddy ground that slows movement, and cold weather introduces the threat of slippery patches of ice. Only the most extreme temperatures have a direct impact on the PCs during an encounter, but a slog through blistering heat or freezing cold can leave the PCs worn out and more vulnerable to foes. Light levels play a key role in both outdoor and indoor encounters. Although [torches](compendium/equipment/items/torch.md) are plentiful, their reach is limited, and lights are sure to draw attention in dark areas. - -#### Budgeting for Terrain -GMG p. 47 - -If you include terrain that's tricky to navigate or takes extra work to deal with, consider whether it should count toward the encounter's XP budget. A fight that requires Climbing, Swimming, or pushing through difficult terrain can be much tougher—especially if the enemies have strong ranged attacks. Think about the impact of the terrain in advance, especially if the battle would already be a severe threat, or you might kill the party. You can pick an equivalent monster level for your terrain and factor that into your budget, or just assign extra XP at the end if the threat without terrain is on the low or moderate end. - -### Enemy Motivations -GMG p. 47 - -Every encounter should happen for a reason. Consider a creature's motivation to fight. Is it defending its lair? Robbing to enrich itself? Following sadistic impulses? Simply being paid to fight? You may realize a creature doesn't have a compelling motivation, or that the PCs have done something that eliminates the impetus to fight. In that case, the encounter doesn't need to happen! Your game might be more satisfying if the PCs' clever actions avoid the fight—provided you award them XP accordingly. - -#### Morale -GMG p. 47 - -Think how an enemy reacts when a fight is going poorly for them—or well! Enemies who do something other than fight to the death make an encounter more dynamic and believable. While PCs occasionally encounter truly fanatical zealots or single-minded creatures that would never back down from a fight, most creatures—even nonsapient creatures like animals—back down from a battle they're obviously losing. This normally means foes [fleeing](rules/conditions.md#Fleeing) at a certain point, potentially ending the encounter, but if the PCs need to capture those opponents, it could add a secondary objective and split their focus. Look at how differences in morale between participants impact the fight. - -For instance, after the necromancer's living allies surrender to the PCs, she might activate a latent magic she implanted within them, killing them and merging their bodies into an enormous undead abomination. An enemy's morale could even change the encounter from combat to social, as the PCs enter negotiations over a surrender or try to convince their foes of the errors of their ways. - -### Dynamic Encounters -GMG p. 48 - -While you can certainly create enjoyable encounters by placing a group of opponents in a square room with little else, you have numerous tools to create encounters that are more interactive and dynamic. These tools can challenge your players to invent new strategies, inspire interesting character decisions, and make your setting richer. - -No encounter needs to use all of the elements presented here, and not all encounters need more than one or two. The more complex a dynamic encounter is, the longer it takes to run and the more demanding it is. In general, these tools are perfectly suited for boss encounters, for memorable foes, and as a spice to add throughout your campaign however often works best for you and your players. - -#### Hazards in Combat -GMG p. 48 - -In isolated encounters where the PCs have plenty of time to recover from hazards' effects, simple hazards can feel more like speed bumps than true challenges. But when combined with other threats, even simple hazards can prove perilous. - -A noisy explosion can draw attention, allowing foes to burst through the door for a dramatic start to the encounter. - -Simple hazards can also be an active part of an encounter, particularly if the foes know how to avoid triggering them. - -As their name suggests, complex hazards are a more powerful tool for encounters. Because they continue to act, they are an ongoing presence in the fight. When combined with hostile creatures, complex hazards offer the PCs plenty of choices for what they want to do next. This is particularly true if foes benefit from the hazard. Should the PCs first disable the array of pipes spewing magical fire into the room, or should they prioritize the fire elemental growing stronger with exposure to the inferno? There's no right answer, and the PCs' choices have a clear impact on the obstacles they face. Hazards in combat shine when they give the PCs ways to contribute meaningfully other than dealing damage to a creature. Interesting actions to disable a hazard are a fun way to give several PCs something fresh and different to do rather than piling on damage. - -#### Evolving Battlefields -GMG p. 48 - -While some battlefields are relatively static, allowing the PCs and foes to clobber each other until one side wins, complex or evolving battlefields can lead to far more memorable encounters. One of the most straightforward ways to create an evolving battlefield is with dynamic environmental features. Maybe the floating platforms that make up the room's floor shuffle around on their own turn each round, or various points teleport creatures to different locations—possibly between two rooms where separate battles take place simultaneously. These dynamic features have some overlap with complex hazards, though they don't tend to be an opposition or obstacle specifically threatening the PCs. - -Similarly, a third party in the encounter, perhaps a rampaging monster or a restless spirit, could pose a danger to both sides but potentially benefit either. For instance, perhaps the PCs or their foes could harness this third party as a dangerous but powerful ally with a successful skill check of some kind or by making a risky bargain. - -Sometimes the evolving battlefield is more of a state change, or series of state changes, and less of a constant presence. For instance, defeating a ritualist and ending his ritual could cause the foes to lose a powerful beneficial effect but unleash a demon that crawled through the remains of the botched ritual, or cause part of the room to collapse from the magical backlash. Major physical changes to the environment, like such a collapse, portions of the room rising or falling, or water beginning to rush in and fill the room, can force the PCs to rethink their plans to handle the new situation. Sometimes the evolving battlefield is more of an unexpected plot twist that occurs in the middle of the encounter. Perhaps the evil tyrant reveals that they were a dragon all along, or reinforcements arrive for whichever side was outmatched. Whatever you choose, make sure it changes things up and makes the encounter feel more dynamic and different. For instance, raising up a portion of the battlefield that isn't particularly relevant when neither the PCs nor their foes are likely to care is less interesting than raising up the pedestal holding the jewel the PCs and their enemies are trying to recover. - -> [!pf2-brown] 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 - -#### Combining and Separating Encounters -GMG p. 49 - -Picture this: the PCs storm a castle. They choose to eschew stealth in favor of a direct approach. On the ramparts, a guard spots them and raises an alarm. The sound of horns and whistles blare throughout the keep as each defender ensures that everyone is ready for a fight. And then, they politely wait in whatever room they were already standing in for the PCs to come and attack them. It sounds pretty unrealistic, and it feels unrealistic at the table. Many players find it far more satisfying when their foes take reasonable actions and countermeasures against them. - -This means moving to defensible positions or banding together with allies. Taken to an extreme, combining encounters can quickly lead to fights that are unwinnable, so be careful. In the castle example, some guards may come out to attack the PCs, while others cluster around the central keep. Perhaps each individual patrol of guards around the castle is a trivial-threat encounter, but as they gather together, they form groups of gradually escalating threat. Such groups give the PCs a sense of how challenging their opposition is, so that if a fight against six guards is a challenge, they won't try to pick a fight with 30. When the PCs' foes amass into an overwhelming force, give the PCs fair warning and a chance to retreat and try again another day. Of course, if the PCs come back after the alarm has been raised, the guards are likely to change their rotations to better secure the keep. - -The most common reason to separate an encounter into multiple pieces is to set up a combined encounter, like when an injured foe retreats to gather reinforcements. This provides the PCs with a choice: do they ignore the fleeing enemy and focus on the battle in front of them, or do they split their own forces, weighing the risk of being led into a dangerous encounter against the chance of stopping later foes from preparing for their approach? An encounter might also separate into pieces because of dramatic changes to the battlefield, such as a collapsing ceiling or a magical wall that prevents those on each side of the barrier from accessing the other without spending actions to bypass the obstruction. - -#### Time Pressure -GMG p. 49 - -Time pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging, satisfying, and memorable. After all, while low- and trivial-threat encounters have an incredibly low chance of defeating the PCs, the opposition can usually hold on long enough to make the PCs spend a few rounds to defeat them unless the PCs expend more resources than they normally would on such foes. Time pressure is often related to a secondary objective in the encounter, though it could be a countdown directly related to the encounter itself. For instance, if the ritual will grant a lich its apotheosis in 4 rounds, the heroes need to defeat the lich before then! - -#### Secondary Objectives -GMG p. 50 - -One of the simplest and most exciting ways to create a dynamic encounter, even if the combat itself is not so difficult, is to add a secondary objective beyond simply defeating foes. Perhaps the villains are about to burn captives in a fire, and some of the PCs need to divert their efforts to avoid a pyrrhic victory. Encounters with a parallel objective that require PCs to take actions other than destroying foes can keep those foes around long enough to do interesting things without inflating their power level. It also makes PCs skilled in areas related to the side mission feel amazing when they handle it quickly or well. - -Sometimes a secondary objective might present a time limit, like if the PCs need to prevent evidence from being burned, either by fighting quickly or actively protecting the documents. Another type of secondary objective relates to how the PCs engage in combat with the primary opposition. The PCs might need to use nonlethal attacks against guards who mistakenly believe the PCs are criminals, or they might need to prevent slippery scouts from retreating to alert others. Options like these highlight mobile characters like the monk. You could even create truly off-the-wall secondary objectives that require the PCs to lose the encounter in order to succeed. The PCs might need to put up a believable fight but retreat and let foes steal their caravan in order to follow the foes back to their lair. - -Secondary objectives are a great way to highlight different abilities in combat and make for a memorable encounter, but—like all of these tactics—they can become annoying if overused. - -#### Opponent Synergy -GMG p. 50 - -Most encounters assume that the PCs' opponents work together to oppose the PCs, but when groups of foes have been collaborating and fighting together for a long time, they can develop additional strategies. Consider giving each member of these tightly knit teams a reaction triggered by their allies' abilities, or another benefit they gain based on their allies' actions. Just as a team of PCs learns how to best position the rogue to flank enemies and minimize the harm they take from the wizard's _fireball_ spell, NPCs can learn to complement each other's strategies and avoid interfering with each other. On the opposite end of the spectrum, opponents with poor coordination make the fight much easier for the PCs. Poor coordination between mindless creatures is common, and PCs can use clever tactics to run circles around these foes. When intelligent creatures accidentally (or deliberately) harm each other or pursue conflicting strategies, particularly if they engage in banter with each other as they fight, it can make for an amusing break in the typical rhythm of combat. - -When taken to its extreme, synergy can represent the actions of a hive mind or a single massive creature. These synergistic components can be creatures, hazards, or both. - -For example, instead of representing a kraken the size of a warship as a single foe, you could represent each of its tentacles as an individual opponent. Perhaps the kraken can sacrifice actions it would otherwise use to crush PCs in its maw to use its tentacles more freely. In this case, you could model a field of tentacles as a complex hazard that mainly reacts to the PCs moving within it, but allow the kraken's head to act with a few tentacles directly. - -#### Misdirection -GMG p. 50 - -Sometimes, a bit of misdirection can add a lot of interest to an encounter, especially against offense-heavy groups. - -Rather than amping up the opposition to match the PCs' firepower and creating opponents whose own offenses are too powerful for the PCs' defenses, consider a little sleight of hand. For instance, a villain might have an illusory or disguised decoy target with just enough durability to take a few hits while the true villain is hiding nearby, ready to emerge and attack. Spells like _project image_ can allow a foe to attack from a safer position, and _possession_ grants the foe a disposable body unless the PCs brought along _spirit blast_ or similar magic. Sometimes you can even hide the villain in plain sight: for instance, in an encounter with three goblins with similar-looking gear and an ogre, one of the goblins might be the biggest threat, but the PCs are likely to target the ogre first. - -Care when setting up the battle map can also go a long way to misdirect your players—or at least avoid accidentally telegraphing what an encounter will be. For instance, if you always put out statue minis whenever there are statues in the room, the PCs might at first be overly suspicious of ordinary statues, but they will be more surprised later on when a statue turns out to be a construct than if you place minis only when the statue is actually a construct. - -> [!pf2-brown] PITFALLS -> -> This section arms you with a wide variety of useful tricks to add interest to your encounters, but you should keep an eye out for some common pitfalls of encounter building. -> -> - **Don't Make Every Encounter Complex:** There are many ways to make complex and dynamic encounters, but making every single encounter complex will become exhausting for you and your players. Some encounters should be simple, both because it will make the world feel more real and because it's a good way for the group to relax without as much to keep track of. -> - **Avoid Flat Difficulty:** Ensure that not too many of your encounters fall at the same threat level. Having some lowand even trivial-threat battles adds variety, and it's great to throw in a few severe encounters beyond just bosses. -> - **Beware of Unexpected Difficulty:** You might end up with creatures that have abilities that fit well together, making them extremely powerful as a combo, or that are particularly well-suited against your PCs. Compare the creatures and what you know about your PCs in advance, especially if the encounter is already a severe threat by the numbers. Page 16 has suggestions for what to do if you find a spike in difficulty during an encounter rather than in advance. -> - **Watch for Overpowered Terrain:** As noted under Budgeting for Terrain, some features of the environment can increase the danger drastically. Consider your creature and the environment, and see whether the creature has a massive advantage compared to PCs in that terrain, such as a monster with powerful, long-range attacks when PCs are stuck at a distance. If so, you might want to adjust. - -#### Recurring Villains -GMG p. 51 - -Not every villain dies the first time the PCs defeat them in combat. Some may escape, perhaps through teleportation, misdirection, or with other ploys. When a villain escapes and lives to fight the PCs again another day, it's good to have that foe learn from their past failures. In their next encounter with the PCs, give them additional minions, spells, or other defenses designed to counteract the strategies the PCs used against them previously. Even if the villain doesn't escape, they might have other tricks up their sleeves, rising again to oppose the PCs. They could well return later in the adventure—or they might come back immediately for a second battle, so long as there is a proper justification for doing so. For example, a previously living necromancer might rise again as an undead monstrosity bent upon destroying the PCs, or defeating an otherworldly villain's outer shell might reveal its terrible true form. - -### Social Encounters -GMG p. 51 - -The setup for a social encounter tends to be less detailed. For the NPCs involved, you'll just need statistics for their social skills, [Perception](compendium/skills.md#Perception), and Will. If you're making your own, you can find guidelines under Non-Combat Level on page 72. - -You also need to decide the objective or consequences of the social encounter—what the PCs can achieve and what happens if they fail—and the form of the challenge. It might be a public debate, a private audience with a powerful person, or some kind of contest. Just like with combat encounters, think about the environment, with a particular eye toward the other people around. Is there a crowd the PCs can sway? Are they in an imposing, luxurious throne room or at a city gate? Is the atmosphere oppressive? Hopeful? You might find the PCs' goal ends up being quite different from what you initially thought they would be. Fortunately, social encounters can be pretty adaptable. Thinking of their likely objective helps you construct the scene in your mind more easily but shouldn't limit you. - -The basics of social encounters are on _Core Rulebook_ page 494, and page 16 of this book has more advice. - -### Treasure by Encounter -GMG p. 51 - -The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table below. It takes the treasure budget for each level from Table 10–9 on page 509 of the _Core Rulebook_ and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. - -The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this. - -| Level | Total Treasure per Level | Low | Moderate | Severe | Extreme | Extra Treasure | -|-------|--------------------------|-----|----------|--------|---------|----------------| -| 1 | 175 gp | 13 gp | 18 gp | 26 gp | 35 gp | 35 gp | -| 2 | 300 gp | 23 gp | 30 gp | 45 gp | 60 gp | 60 gp | -| 3 | 500 gp | 38 gp | 50 gp | 75 gp | 100 gp | 100 gp | -| 4 | 850 gp | 65 gp | 85 gp | 130 gp | 170 gp | 170 gp | -| 5 | 1,350 gp | 100 gp | 135 gp | 200 gp | 270 gp | 270 gp | -| 6 | 2,000 gp | 150 gp | 200 gp | 300 gp | 400 gp | 400 gp | -| 7 | 2,900 gp | 220 gp | 290 gp | 440 gp | 580 gp | 580 gp | -| 8 | 4,000 gp | 300 gp | 400 gp | 600 gp | 800 gp | 800 gp | -| 9 | 5,700 gp | 430 gp | 570 gp | 860 gp | 1,140 gp | 1,140 gp | -| 10 | 8,000 gp | 600 gp | 800 gp | 1,200 gp | 1,600 gp | 1,600 gp | -| 11 | 11,500 gp | 865 gp | 1,150 gp | 1,725 gp | 2,300 gp | 2,300 gp | -| 12 | 16,500 gp | 1,250 gp | 1,650 gp | 2,475 gp | 3,300 gp | 3,300 gp | -| 13 | 25,000 gp | 1,875 gp | 2,500 gp | 3,750 gp | 5,000 gp | 5,000 gp | -| 14 | 36,500 gp | 2,750 gp | 3,650 gp | 5,500 gp | 7,300 gp | 7,300 gp | -| 15 | 54,500 gp | 4,100 gp | 5,450 gp | 8,200 gp | 10,900 gp | 10,900 gp | -| 16 | 82,500 gp | 6,200 gp | 8,250 gp | 12,400 gp | 16,500 gp | 16,500 gp | -| 17 | 128,000 gp | 9,600 gp | 12,800 gp | 19,200 gp | 25,600 gp | 25,600 gp | -| 18 | 208,000 gp | 15,600 gp | 20,800 gp | 31,200 gp | 41,600 gp | 41,600 gp | -| 19 | 355,000 gp | 26,600 gp | 35,500 gp | 53,250 gp | 71,000 gp | 71,000 gp | -| 20 | 490,000 gp | 36,800 gp | 49,000 gp | 73,500 gp | 98,000 gp | 98,000 gp | - -## Drawing Maps -GMG p. 52 - -If you're worried that you don't have the kind of artistic mastery to create a map, don't be! Fundamentally, your maps should serve your purposes, framing the flow of action and story in a way that allows you to track the campaign's action and possibilities. No one expects you to create stunning maps that look as professional as those in published adventures. Just follow some best practices to make your maps both interesting and clear. So, grab the following supplies and let's get started. - -- Sheets of graph paper -- Scratch paper -- A pencil, preferably with H or 3H lead to leave a soft mark that's easy to erase -- An eraser -- Ink pens (optional) -- Ruler and compass (optional) In all stages of mapmaking, don't be frustrated by missteps. You can always fix them later—the eraser is your friend! Drawing or erasing too much can weaken the paper, but you can always throw out a draft and start again. Remind yourself that this doesn't need to be the most exquisite piece of art ever made—all it needs to be is a tool for you to keep your story straight. - -### Create a Legend -GMG p. 52 - -Begin by making a list of the features your adventure site should contain—from geographic features to the types of rooms in a building to the monsters and traps the PC will face—and deciding the map's scale and orientation. The scale, orientation, and a key for any symbols you use to indicate features will go in the map's legend. - -The scale for your adventure maps is usually the easiest to decide. If the map is meant to be usable for combat on a grid, where 1 inch equals 5 feet, you can assume each square of your graph paper equals 5 feet. If you are mapping a larger area, you could use each square to represent 10 feet or even more. - -For the orientation, draw an arrow toward the north, write an "N" above the arrow's point, and you're done. - -The key of the various details your map depicts is less predictable. Once you've decided what features your map should include—such as monsters, secret doors, and traps for a dungeon, or settlements and ruins for a regional map—think of a symbol to represent each feature on the map. You can also use the symbols in the sample map. - -### Start Sketching -GMG p. 52 - -Now that you have your legend, it's time to start the map. Grab a pencil and begin sketching your adventure site. - -If you're drawing a dungeon complex, start by detailing the corridors and rooms. If you're creating an outdoor area, begin with any bodies of water, rivers, and topography. No matter what you are drawing, do so with soft lines so you can easily erase—you might make mistakes, or you might have better ideas later in the process. As your map starts to take shape, start populating it with features matching the symbols you've designated in your map key. - -Try not to overcomplicate your maps. Keeping your map as simple as possible will make sure important details stand out and aids in the map's legibility. - -When sketching your maps—especially when drawing areas of wilderness or buildings—pull inspiration from the real world. An internet search will turn up reference images that can help when you're deciding the placement of trees and shapes of canyons and streams, or when you're replicating ancient, medieval, renaissance, or fantasy architecture. Basing your terrain and buildings on these references will help your creation seem more natural and believable. - -When you draw dungeons and similar adventure sites, remember the size of the creatures that live in your complex, and give them enough room to live and move around. In other words, make sure the ancient black dragon fits through the entrance to its lair! Second, avoid empty rooms, and don't put rooms in just to have them. Each room should have a purpose. Maybe it's an abandoned purpose, but each time you create a chamber, ask yourself, "Why was this room built?" Lastly, avoid symmetrical or just plain dull structures. Part of the fun of exploring is being surprised by what you find, and needless symmetry and repetitive layouts can ruin that surprise. - -### Number Encounter Areas -GMG p. 52 - -The next step is to number the encounter areas. You can then use that numbering system in your encounter notes. - -If you are designing multiple sites, or many levels of a massive dungeon, consider adding a letter designation before your numbering. The first area of your first site can be A1, while the first area of your next site can be B1, and so on. - -### Add Definition -GMG p. 52 - -With your map sketched and keyed, you can solidify your sketches with either darker pencil strokes or ink. This allows you to preserve your map so you can rerun the adventure or reuse the map for a different adventure. If you're feeling artistically inspired, you can color your map with colored pencils, marker, or paint. \ No newline at end of file diff --git a/content/Mechanics/Rules/gamemastery-guide/chapter-2-tools.md b/content/Mechanics/Rules/gamemastery-guide/chapter-2-tools.md deleted file mode 100644 index 70245212b..000000000 --- a/content/Mechanics/Rules/gamemastery-guide/chapter-2-tools.md +++ /dev/null @@ -1,2863 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["chapter-2-tools"] ---- -# Chapter 2: Tools -GMG p. 55 - -> [!pf2-sidebar] BUILDING VERSUS MODIFYING -> -> Many times, a small adjustment to an existing creature, item, adventure, or other part of the game can serve you just as well as building something brand new. Before you delve into creating your own new content, ask yourself a few questions. First, does something similar already exist? When answering this question, look beyond the surface level. Maybe you want a 5th-level clawed centipede creature that can make Attacks of Opportunity and that regenerates unless hit by acid or fire damage. It might not look very much like a troll on the surface, but the statistics for a troll are going to get you most or all the way there. Ask yourself what you'll need to change between your idea and the existing material. This will help you decide between using the original rule with minimal modification, using the original with adjustments, starting with the original as a framework to build your own, or just starting from scratch. Finally, ask yourself how much time you have to prepare the content, what overall impact you expect it to have in your campaign, and how important any discrepancies from existing material are to the core concept. The less important an element is to your game, or the less time you'll be using it at the table, the more likely you should modify something that already exists. - -This chapter provides a variety of tools to help you quickly and easily build your own elements for your game, as well as some special types of rules you can incorporate in your game, such as more hazards and strange magic items. This chapter is organized into the following sections. - -- **Building Creatures** (page 56) demonstrates a top-down approach for quickly and easily constructing the creatures and NPCs you want or need for any possible situation in your game. -- **Building Hazards** (page 74) gives rules and advice for creating your own brand-new hazards. -- **Building Items** (page 82) teaches you how to create new pieces of treasure to delight your PCs. -- **Item Quirks** (page 86) introduces simple but memorable quirks that you can use to quickly personalize an item and make its nature seem just as unique and exciting as its special abilities. -- **Intelligent Items** (page 88) includes rules for creating items with a mind of their own that are characters in their own right, as well as several examples to get you started. -- **Cursed Items** (page 90) examines items that have a nasty drawback or might be altogether unpleasant. The section includes specific cursed items and a list of curses you can add to an existing item, akin to a rune. -- **Relics** (page 94) are special magic items that increase in power along with the PCs, and that you and your players work together to build and enhance. -- **Artifacts** (page 106) are the most powerful and story-rich magic items in the game, and can only be destroyed in a specific way. -- **Gems and Art Objects** (page 114) expands the diversity of monetary awards given to PCs and includes 100 sample art objects. -- **Afflictions** (page 116) provides a plethora of curses, diseases, and drugs for use in your games, as well as drug and addiction rules useful in creating your own afflictions. -- **Building Worlds** (page 122) explains how to go about building your own entire world or setting from scratch. This section leads into the next three, which provide tools to help you flesh out the finer details of specific parts of your game world. -- **Nations** (page 130) includes a system to quickly encapsulate a nation in a stat block that contains all the information you need. -- **Settlements** (page 132) covers everything from tiny villages to incredible metropolises. The section explains the settlement's role in a game and provides a system to describe a settlement in a stat block with all the important information. -- **Planes** (page 136) includes the various planar traits you can use to build your own planes, and explores all the planes of reality in the Age of Lost Omens setting as well. - -It's up to you to determine how much of your game you want to customize. Many GMs use the default rules and creatures, and set their adventures on Golarion or another published game world. Other GMs devise and incorporate all-new creatures and places with strange themes that don't fit in the standard Pathfinder game or world. Unless you're building your entire game world from scratch, you can usually wait to implement any new rules creation until you think you'll need it for your next session. - -## Building Creatures -GMG p. 55 - -Creatures aren't built the same way PCs are. The rules for building them are more flexible, and their statistics are based on benchmark final numbers rather than combining each individual modifier together. This is called top-down design, in which you consider the design process as a whole and select the details that reflect your intended result, rather than building statistics from the bottom up and hoping the finished creature matches your vision. - -This guide provides a step-by-step process to build creatures, but as you get more comfortable with creature creation, you may prefer to use different methods. You could start with one ability you think is cool, or you might look to create a spellcaster of a certain type. There's no wrong starting place or wrong way to compile and present your creation; some GMs prefer to generate a stat block that is as similar to an official _Bestiary_ entry as possible, while others prefer to compile just a brief set of notes. - -### Develop the Concept -GMG p. 56 - -To begin making a creature, you should first come up with its concept. You likely already have the basic idea. As you add details to the general idea, taking notes can help keep your creature on track. Consider the parts of your creature you find most compelling and that you want to emphasize when the creature hits the table. For example, in the _Bestiary_, demons are creatures of sin, and are designed to have weaknesses against specific virtues that oppose them. Harpies enchant creatures by singing, represented by their centerpiece ability, Captivating Song. Note your creature's core aspects, and if you feel uncertain later, you can look back and ask yourself, "Does this emphasize a core aspect or not?" Next, look at the creature's role in your game. - -Is it meant to be a combatant? A social creature? A trusted ally? Figuring this out will help you determine whether to give it strong combat abilities or to focus on skills, spells, and special abilities. Think about how the creature might behave if it's in a fight, if someone tries to talk to it, or if it's in a social situation. Does it work better alone or with allies? What sort of character should be best at facing it or be particularly weak against it? Consider also the complexity of the creature. This matters most when you plan to use a large number of creatures of that type. If you'll use five at the same time, you'll want their turns to move swiftly and avoid complex special actions. A creature likely to face a group of PCs alone can have more abilities, and it might need a more versatile set of defenses against PC tactics. Cut complexity as much as you can while retaining your desired theme. - -Now, how do you want an encounter with this creature to feel? Should it be scary? Mobile? Confusing? A mystical duel or a knock-down, drag-out fight? What can you give your creature to convey those characteristics? Note that much of this feel will come from your choice of the creature's special abilities or spells, rather than its raw numbers. - -With all this in mind, think about the specific abilities your creature should have. Take a few notes now, and get to the details later. You can use abilities from the _Bestiary_ or feats in the _Core Rulebook_, adjusting as needed, to save yourself time. It helps to think of a creature that's similar to yours and see what makes it tick—and what you can steal from it. Maybe you can just reskin that creature (page 58), instead of making a new one from scratch. - -Now that you understand your creature's concept, it's time to get to the statistics. Remember that you can always change your concept later on. Your creation might evolve and transform as you go, so be open to change and revisions. - -> [!pf2-brown] BUILDING CREATURES OVERVIEW -> -> This section details the creature-building process using the following steps. -> -> - **Develop the Concept (page 56)** Think about your creature, and make notes you can use in future steps. -> - **.** **Build the Stat Block** Pick all the statistics for the creatures, going through the list below. - - - Level (page 58) - - Alignment, Size, and Traits (page 58) - - Ability Modifiers (page 59) - - Perception and Senses (page 60) - - Languages (page 60) - - Skills (page 60) - - Items, if necessary (page 61) - - AC (page 61) - - Saving Throws (page 62) - - Hit Points (page 62) - - Immunities, Weaknesses, and Resistances (page 63) - - Speed (page 64) - - Strikes, including their damage (page 64) - - Spells, if necessary (page 65) -> - **Design Abilities (page 67)** Create the special abilities your creature can use. -> - **Review Holistically (page 69)** Step back, take stock of your creature as a whole, and tweak as needed. -> -> ### TRAIT ABILITIES (PAGE 70) -> GMG p. 57 -> -> This section provides the abilities conveyed by certain traits, such as demon, dragon, and undead. You'll also find abilities typical of creatures with those traits to help guide you as you plan your creatures. -> -> ### DESIGNING NPCS (PAGE 72) -> GMG p. 57 -> -> Sometimes you'll design a creature that's meant to have abilities or characteristics similar to those of a PC. Maybe you need a bold champion, a sly rogue master criminal, or a wizened druid elder for your game. You also might need a common baker, who has little combat ability but great skill with dough and an oven. This section provides ways you might modify aspects of the creature-building process to fit those needs. - -### Understanding and Choosing Statistics -GMG p. 57 - -Most of the statistics in this section use a scale of extreme, high, moderate, and low—some use terrible values as well. - -**Extreme:** The creature is world class in this statistic and can challenge almost any character. Most creatures have no extreme statistics or only one extreme statistic, although some creatures might have additional extreme statistics and weaker related statistics elsewhere (a common example being a creature trading accuracy for extreme damage). Examples from the _Bestiary_ include the succubus's [Diplomacy](compendium/skills.md#Diplomacy) and the lich's spell DC. - -**High:** Extremely capable but not world class, the creature presents a challenge for most characters. Just about all creatures have at least one high value. Most combat-focused creatures have high AC and either a high attack bonus and high damage, or a merely moderate attack bonus but extreme damage. An ogre warrior's attack bonus and a kobold scout's [Stealth](compendium/skills.md#Stealth) are high values. - -**Moderate:** A middle-of-the road statistic can cover anything unremarkable about the creature. Use this one often. - -**Low:** The creature is actively bad at this. Choose these intentionally to represent the creature's weak points. - -Most creatures should have at least one low statistic; an example is the goblin pyro's Will save. - -**Terrible:** Some statistics can dip even lower than low, to terrible. This indicates a truly awful statistic that still isn't game-breakingly bad. A spider's Intelligence is terrible, as is a dero stalker's Will save. - -#### Push and Pull -GMG p. 57 - -When it comes to statistics, a creature should be balanced overall. That means if you're giving a creature an extreme statistic, it should have some low or terrible statistics to compensate. For example, if you were making a creature extremely hard to hit by giving it an extreme AC, you'd likely give it lower saving throws or low HP. If a creature is great at spellcasting, it might need several low statistics to be a balanced challenge. There's no perfect system for making these decisions. If you've made a creature that has four high stats and nothing low, or vice-versa, take another look. A creature's strengths and weaknesses change the PCs' strategies for dealing with it, and that's what makes playing the game fun! - -> [!pf2-brown] RESKINNING A CREATURE -> -> Sometimes you need a creature with abilities that are almost exactly the same as those of a published creature. In that case, it can be more efficient to simply "reskin" the old creature rather than design a new one—that is, to change the description but keep the abilities mostly the same. Occasionally reskinning requires small mechanical adjustments. For instance, a fire cat that has immunity to fire, an aura that deals fire damage, and the ability to light people on fire with its jaws to deal [persistent fire damage](rules/conditions.md#Persistent%20Damage) could be reskinned as a caustic animate tree that has immunity to acid, an aura that deals acid damage, and branch attacks that smear acidic sap on a creature's body when they hit, dealing [persistent acid damage](rules/conditions.md#Persistent%20Damage). - -#### Extreme Increases -GMG p. 58 - -At the higher levels of the game, PCs have more tools at their disposal, so the creatures they face need to hit back harder! At higher levels, give each creature more extreme statistics. Having one extreme statistic becomes typical around 11th level. A creature of 15th level or higher typically has two extreme statistics, and one of 20th level or higher should have three or four. Keep in mind that these should be relevant to the encounters you expect them to have—extreme social skills aren't much use to a combatfocused creature. Be careful about giving multiple extreme statistics that are closely linked: a creature with extreme damage and Fortitude saves is one thing, but having an extreme attack bonus and extreme damage allows the creature to apply both extreme statistics to each attack. - -### Level -GMG p. 58 - -For most creatures you build, their level depends on the level of the party who will encounter it. Look at other creatures you think are similar in power to yours to determine its level. Note that level represents a creature's combat ability, so a creature that's more social might have, for example, 3rd-level combat statistics and 6th-level skills but remain a 3rd-level creature. Most such creatures are NPCs; for more information on this distinction and how to use it, see Non-Combat Level on page 72. - -Some abilities are hard for PCs to deal with at low levels. For instance, creatures that can fly and have ranged attacks should typically appear around 7th level, when PCs gain access to flight. Natural invisibility or at-will _invisibility_ as an innate spell should come at around 6th level, when PCs are more likely to prepare _see invisibility_ in lower-level spell slots, or 8th level, when some PCs get the Blind-Fight feat. - -The tables in this chapter go up to 24th level—the highest-level extreme encounter a party might face. - -### Alignment, Size, and Traits -GMG p. 58 - -Fill out the trait line of your creature's stat block. The alignment can be whatever suits your story, though some types of creatures must be or tend to be certain alignments. - -Creatures can be whatever size you need them to be, though you seldom find Large creatures below 1st level, Huge creatures below 5th level, or Gargantuan creatures below 10th level. Generally, you don't automatically adjust statistics for size, except for an exception to Strength modifiers for Large and bigger creatures, which you'll find in Ability Modifiers on the next page. - -Your creature will almost certainly have one of the following traits to define its type: aberration, animal, astral, beast, celestial, construct, dragon, elemental, ethereal, fey, fiend, fungus, giant, humanoid, monitor, ooze, plant, or undead. If you're making a creature from an existing category of a type, such as demon, it also has that category as a trait. Creatures with a close affinity to elements—air, earth, fire, and water—or types of energy—like acid, cold, and electricity—have those traits. - -Some abilities typical of creatures with the traits listed above can be found in Trait Abilities on page 70. As with the other steps, looking at similar creatures will give you an idea of what traits to use. - -Add any traits that have detailed rules attached to them, like amphibious, aquatic, incorporeal, mindless, and swarm. You can add traits related to the creature category, such as dinosaur or werecreature, but most of these traits are pretty self-evident in play. If at any point you realize during play that you didn't add a trait the creature really should have, you can usually apply it retroactively. - -> [!pf2-brown] BASE ROAD MAPS -> -> You can use the following suggestions to set the baseline when creating your road map. For example, use brute for a big, tough creature like an ogre, and skirmisher for a darting enemy. Each entry is a starting point you can customize as you see fit. Any core statistic that isn't listed should typically use moderate numbers. You can set ability modifiers and add additional abilities as needed. To make a creature that resembles a character of a certain class, see Class Road maps on page 73. -> -> **Brute** low [Perception](compendium/skills.md#Perception); high or extreme Str modifier, high to moderate Con modifier, low or lower Dex and mental modifiers; moderate or low AC; high Fortitude, low Reflex or Will or both; high HP; high attack bonus and high damage or moderate attack bonus and extreme damage -> -> **Magical Striker** high attack and high damage; moderate to high spell DCs; either a scattering of innate spells or prepared or spontaneous spells up to half the creature's level (rounded up) minus 1 -> -> **Skill Paragon** high or extreme ability modifier matching its best skills; typically high Reflex or Will and low Fortitude; many skills at moderate or high and potentially one or two extreme skills; at least one special ability to use the creature's skills in combat -> -> **Skirmisher** high Dex modifier; low Fortitude, high Reflex; higher Speed than typical -> -> **Sniper** high [Perception](compendium/skills.md#Perception); high Dex modifier; low Fortitude, high Reflex; moderate to low HP; ranged [Strikes](rules/actions/strike.md) have high attack bonus and damage or moderate attack bonus and extreme damage (melee [Strikes](rules/actions/strike.md) are weaker) -> -> **Soldier** high Str modifier; high to extreme AC; high Fortitude; high attack bonus and high damage; [Attack of Opportunity](rules/actions/attack-of-opportunity.md) or other tactical abilities -> -> **Spellcaster** high or extreme modifier for the corresponding mental ability; low Fortitude, high Will; low HP; low attack bonus and moderate or low damage; high or extreme spell DCs; prepared or spontaneous spells up to half the creature's level (rounded up) - -### Ability Modifiers -GMG p. 59 - -Next, figure out your creature's ability modifiers, since these will suggest what their other statistics should be. - -You don't have to determine the exact numbers, but it's good to avoid creating creatures whose ability modifiers are at odds with their abilities, like creatures with a terrible Wisdom modifier and very high [Perception](compendium/skills.md#Perception). Most of the time, you'll just be using ability modifiers for untrained skills, so they're useful as a guide but not crucial. - -Table 2–1 shows some benchmarks for your creatures. - -Use high for the creature's best ability modifiers, moderate for ones they're okay at, and low for the rest. - -If a creature has a truly bad ability, you can go as low as –5. That's the terrible range for ability modifiers, and doesn't really change by level. This is most common with animals, which have an Intelligence modifier of –4 (for dogs, dolphins, and such) or –5 (for more instinctual animals like spiders), and for mindless creatures, which have a –5 Intelligence modifier. - -Few creatures use the extreme column. A powerful, dedicated spellcaster might use an extreme spellcasting statistic, or a preternaturally charming creature like a succubus or nymph might have an extreme Charisma modifier. However, the most common way extreme numbers are used is for really big, really strong creatures. - -This happens with only Large or larger creatures from 1st to 5th level, only Huge or larger creatures from 6th to 9th level, and only Gargantuan creatures from 10th to 15th level. Beyond that level, a creature doesn't gain an extreme Strength modifier from size alone. - -| Level | Extreme | High | Moderate | Low | -|-------|---------|------|----------|-----| -| –1 | — | +3 | +2 | +0 | -| 0 | — | +3 | +2 | +0 | -| 1 | +5 | +4 | +3 | +1 | -| 2 | +5 | +4 | +3 | +1 | -| 3 | +5 | +4 | +3 | +1 | -| 4 | +6 | +5 | +3 | +2 | -| 5 | +6 | +5 | +4 | +2 | -| 6 | +7 | +5 | +4 | +2 | -| 7 | +7 | +6 | +4 | +2 | -| 8 | +7 | +6 | +4 | +3 | -| 9 | +7 | +6 | +4 | +3 | -| 10 | +8 | +7 | +5 | +3 | -| 11 | +8 | +7 | +5 | +3 | -| 12 | +8 | +7 | +5 | +4 | -| 13 | +9 | +8 | +5 | +4 | -| 14 | +9 | +8 | +5 | +4 | -| 15 | +9 | +8 | +6 | +4 | -| 16 | +10 | +9 | +6 | +5 | -| 17 | +10 | +9 | +6 | +5 | -| 18 | +10 | +9 | +6 | +5 | -| 19 | +11 | +10 | +6 | +5 | -| 20 | +11 | +10 | +7 | +6 | -| 21 | +11 | +10 | +7 | +6 | -| 22 | +11 | +10 | +8 | +6 | -| 23 | +11 | +10 | +8 | +6 | -| 24 | +13 | +12 | +9 | +7 | - -### Perception -GMG p. 60 - -[Perception](compendium/skills.md#Perception) is a fairly straightforward statistic. Use Wisdom as a guide for setting it, and adjust to the high side if your creature has acute senses or extra training. If your creature has low Wisdom, for example, it would probably have a low [Perception](compendium/skills.md#Perception) modifier, or moderate if it's supposed to be a great hunter. Don't make your creature's [Perception](compendium/skills.md#Perception) higher just because it's often used for initiative; creatures with poor [Perception](compendium/skills.md#Perception) could use a skill check for initiative instead, such as [Stealth](compendium/skills.md#Stealth). - -#### Senses -GMG p. 60 - -Choose or design any special senses for your creature, such as [low-light vision](rules/abilities/low-light-vision.md), [darkvision](rules/abilities/darkvision.md), or [scent](rules/abilities/scent.md). If you're making a sense from scratch, simply decide what it senses, whether it has a range limit, and whether it's precise or imprecise. - -For example, a sinspawn has "sin scent (imprecise) 30 feet." This means it can smell creatures bearing its associated sin if they're within 30 feet, and the sense is imprecise—about as acute as human hearing. - -| Level | Extreme | High | Moderate | Low | Terrible | -|-------|---------|------|----------|-----|----------| -| –1 | +9 | +8 | +5 | +2 | +0 | -| 0 | +10 | +9 | +6 | +3 | +1 | -| 1 | +11 | +10 | +7 | +4 | +2 | -| 2 | +12 | +11 | +8 | +5 | +3 | -| 3 | +14 | +12 | +9 | +6 | +4 | -| 4 | +15 | +14 | +11 | +8 | +6 | -| 5 | +17 | +15 | +12 | +9 | +7 | -| 6 | +18 | +17 | +14 | +11 | +8 | -| 7 | +20 | +18 | +15 | +12 | +10 | -| 8 | +21 | +19 | +16 | +13 | +11 | -| 9 | +23 | +21 | +18 | +15 | +12 | -| 10 | +24 | +22 | +19 | +16 | +14 | -| 11 | +26 | +24 | +21 | +18 | +15 | -| 12 | +27 | +25 | +22 | +19 | +16 | -| 13 | +29 | +26 | +23 | +20 | +18 | -| 14 | +30 | +28 | +25 | +22 | +19 | -| 15 | +32 | +29 | +26 | +23 | +20 | -| 16 | +33 | +30 | +28 | +25 | +22 | -| 17 | +35 | +32 | +29 | +26 | +23 | -| 18 | +36 | +33 | +30 | +27 | +24 | -| 19 | +38 | +35 | +32 | +29 | +26 | -| 20 | +39 | +36 | +33 | +30 | +27 | -| 21 | +41 | +38 | +35 | +32 | +28 | -| 22 | +43 | +39 | +36 | +33 | +30 | -| 23 | +44 | +40 | +37 | +34 | +31 | -| 24 | +46 | +42 | +38 | +36 | +32 | - -### Languages -GMG p. 60 - -Think about what languages the creature would need to communicate with other creatures in its home. For instance, many intelligent undead speak Necril, and many creatures from the Darklands speak Undercommon. If you want your creature to be able to speak to the PCs, be sure it has Common; for a creature with no reason to speak the common tongue of your setting (such as most extraplanar creatures in a typical campaign), be sure it doesn't. Some creatures can understand language but can't vocalize; in this case, you can state that they can't speak any language. For creatures that need to be able to infiltrate and communicate wherever they go, you might give them [tongues](compendium/spells/tongues.md) or a similar ability as a constant innate spell. - -### Skills -GMG p. 60 - -You have lots of flexibility in setting your creature's skills. - -Pick some skills you think are appropriate, and consider how good the creature is at them. High skills are roughly on par with a specialized PC of the creature's level, though they could be a little lower or higher. Most creatures have at least one high skill, but no more than three. The best skills should go with the best ability modifiers, and you might even want to estimate the creature's proficiency rank for these skills. Some skills can get a high bonus for free to fit the creature's theme, particularly [Lore](compendium/skills.md#Lore) skills. - -> [!pf2-brown] CONVERTING FIRST EDITION CREATURES -> -> If you're converting creatures from First Edition, you won't find a direct numerical conversion. Instead, use the original statistics to create your road map, giving a better AC to a creature that had a good AC in First Edition, and so on. -> -> Here are the main areas of difference that you'll want to keep in mind for your conversion. -> -> - Ability modifiers scale differently, so don't copy them over exactly. The highest modifiers tend not to get as high in Second Edition. You'll rarely see a +10 Strength modifier, for example. Creatures also tend to get better low statistics at higher levels than they used to, particularly for Dexterity and Wisdom. This is most evident in high-level First Edition creatures with awful Dexterity. -> - Low-Intelligence creatures, particularly animals, tend to have more special actions than they would have in First Edition. This is to make encounters with them more dynamic and distinct. Compare dinosaurs between the editions for good examples. -> - When converting spell-like abilities to innate spells, you might need to make some substitutions. Some spells will appear as heightened versions of spells (such as greater dispel magic now being heightened dispel magic), but others will require you to find something different. Also, don't feel like you need to keep every spell; focus on the most thematic and potent ones. The Spells section on page 65 has more advice on this subject. -> - Damage reduction has been replaced with two options: resistance to all damage (possibly with exceptions), or more HP and a weakness. Immunities, Weaknesses, and Resistances on page 63 describes the distinction. -> - If you want to convert spell resistance, you can give the creature a +1 status bonus to all saves against magic, or +2 if it had abnormally high spell resistance for its level. - -Most creatures don't have an extreme skill unless they are world class for their level, like a succubus's [Diplomacy](compendium/skills.md#Diplomacy). Having an extreme skill is less impactful than an extreme AC or attack bonus, but still might warrant a sacrifice elsewhere, especially if the creature also has more high skills than usual. There's no need for terrible skill modifiers, since an untrained skill usually represents that. - -| Level | Extreme | High | Moderate | Low | -|-------|---------|------|----------|-----| -| –1 | +8 | +5 | +4 | +2 to +1 | -| 0 | +9 | +6 | +5 | +3 to +2 | -| 1 | +10 | +7 | +6 | +4 to +3 | -| 2 | +11 | +8 | +7 | +5 to +4 | -| 3 | +13 | +10 | +9 | +7 to +5 | -| 4 | +15 | +12 | +10 | +8 to +7 | -| 5 | +16 | +13 | +12 | +10 to +8 | -| 6 | +18 | +15 | +13 | +11 to +9 | -| 7 | +20 | +17 | +15 | +13 to +11 | -| 8 | +21 | +18 | +16 | +14 to +12 | -| 9 | +23 | +20 | +18 | +16 to +13 | -| 10 | +25 | +22 | +19 | +17 to +15 | -| 11 | +26 | +23 | +21 | +19 to +16 | -| 12 | +28 | +25 | +22 | +20 to +17 | -| 13 | +30 | +27 | +24 | +22 to +19 | -| 14 | +31 | +28 | +25 | +23 to +20 | -| 15 | +33 | +30 | +27 | +25 to +21 | -| 16 | +35 | +32 | +28 | +26 to +23 | -| 17 | +36 | +33 | +30 | +28 to +24 | -| 18 | +38 | +35 | +31 | +29 to +25 | -| 19 | +40 | +37 | +33 | +31 to +27 | -| 20 | +41 | +38 | +34 | +32 to +28 | -| 21 | +43 | +40 | +36 | +34 to +29 | -| 22 | +45 | +42 | +37 | +35 to +31 | -| 23 | +46 | +43 | +38 | +36 to +32 | -| 24 | +48 | +45 | +40 | +38 to +33 | - -#### Special Modifiers -GMG p. 61 - -You can also add special, thematic modifiers for certain skill uses. For instance, you might give a creature that secretes adhesive "[Athletics](compendium/skills.md#Athletics) +7 (+9 to [Climb](rules/actions/climb.md) or [Grab](rules/abilities/grab.md))." This special bonus should still remain at or below the extreme number, especially if it has a combat purpose like the Grab bonus above. - -### Items -GMG p. 61 - -If you gave a creature gear equivalent to a PC, your PCs would gain a huge amount of treasure by defeating a large group of them. Using Table 2–4: Safe Items can help you avoid that. A creature can have a single permanent item of the listed level without issue. For example, if a 6th-level creature has a _+1 weapon_, that item's not worth so much that the PCs would be massively rich if they encountered many creatures of that type and sold everything they found. You can give a creature several lower-level items too. Just pay attention to your overall treasure as measured against the guidelines on pages 508–510 of the _Core Rulebook_. At the lowest levels, a creature can certainly have multiple level 0 items, even though normally a creature should have only one item of the level listed in the Safe Item Level column. - -Specific creatures or NPCs have more leeway to break these guidelines because you can plan the rest of your adventure's loot around them. Also, giving a boss villain a powerful magic item makes the fight and its aftermath more interesting. - -| Creature Level | Safe Item Level | -|----------------|-----------------| -| 3 or lower | 0 | -| 4—5 | 1 | -| 6 | 2 (+1 weapon) | -| 7 | 3 | -| 8 | 4 (+1 striking weapon) | -| 9 | 5 (+1 armor) | -| 10 | 6 | -| 11 | 7 | -| 12 | 8 (+1 resilient armor) | -| 13 | 9 | -| 14 | 10 (+2 striking weapon) | -| 15 | 11 (+2 resilient armor) | -| 16 | 12 (+2 greater striking weapon) | -| 17 | 13 | -| 18 | 14 (+2 greater resilient armor) | -| 19 | 15 | -| 20 | 16 (+3 greater striking weapon) | -| 21 | 17 | -| 22 | 18 (+3 greater resilient armor) | -| 23 | 19 (+3 major striking weapon) | -| 24 | 20 (+3 major resilient armor) | - -### Armor Class -GMG p. 61 - -Because AC is one of the most important combat stats, you need to be more careful with setting this number for any creature you expect will end up in a fight. Low AC typically fits spellcasters, who compensate with their selection of powerful spells. Most creatures use high or moderate AC—high is comparable to what a PC fighter would have. Reserve extreme AC for a creature that is even better defended; these values are for creatures that have defenses similar in power to those of a champion or monk. - -| Level | Extreme | High | Moderate | Low | -|-------|---------|------|----------|-----| -| –1 | 18 | 15 | 14 | 12 | -| 0 | 19 | 16 | 15 | 13 | -| 1 | 19 | 16 | 15 | 13 | -| 2 | 21 | 18 | 17 | 15 | -| 3 | 22 | 19 | 18 | 16 | -| 4 | 24 | 21 | 20 | 18 | -| 5 | 25 | 22 | 21 | 19 | -| 6 | 27 | 24 | 23 | 21 | -| 7 | 28 | 25 | 24 | 22 | -| 8 | 30 | 27 | 26 | 24 | -| 9 | 31 | 28 | 27 | 25 | -| 10 | 33 | 30 | 29 | 27 | -| 11 | 34 | 31 | 30 | 28 | -| 12 | 36 | 33 | 32 | 30 | -| 13 | 37 | 34 | 33 | 31 | -| 14 | 39 | 36 | 35 | 33 | -| 15 | 40 | 37 | 36 | 34 | -| 16 | 42 | 39 | 38 | 36 | -| 17 | 43 | 40 | 39 | 37 | -| 18 | 45 | 42 | 41 | 39 | -| 19 | 46 | 43 | 42 | 40 | -| 20 | 48 | 45 | 44 | 42 | -| 21 | 49 | 46 | 45 | 43 | -| 22 | 51 | 48 | 47 | 45 | -| 23 | 52 | 49 | 48 | 46 | -| 24 | 54 | 51 | 50 | 48 | - -#### Compensating with Hp and Saves -GMG p. 62 - -You might adjust your creature's HP, AC, and saves in tandem. Almost no creature has great defenses in all areas, as such creatures often result in frustrating fights. A creature with higher AC might have fewer HP and weaker saves, and one that's easy to hit could have more HP and a strong Fortitude to compensate. This depends on the theme of the creature. An extreme AC might mean reducing the creature's HP to the next lowest category, or reducing its HP by a smaller amount and making another reduction elsewhere. - -> [!pf2-brown] IMPROVISING A CREATURE -> -> As you get more experienced, you might find that you don't need to build some creatures in advance. In many cases, especially for simple creatures, you can just select values from the relevant tables on the fly and track its HP. When you do, track which value you used as it came up. For instance, let's say you're improvising a 2nd-level kobold soldier. When it's time for initiative, you decide it has moderate [Perception](compendium/skills.md#Perception) and jot down "Per +8." Your group's fighter beats it at initiative and attacks. You decide the soldier has high AC—looking at Table 2–5, you see that's 18—and add this information to your note. -> -> The fighter's [Strike](rules/actions/strike.md) hits, and you select the low end of high HP: 36. Well, now it's 25. Your note says "Per +8, AC 18, HP 25." If it gets to take a turn, you can give it a [Strike](rules/actions/strike.md) then. - -### Saving Throws -GMG p. 62 - -You can often set saves quickly by assigning one high, one moderate, and one low modifier. Some creatures might vary from this, either because they have poor AC but better saves or because they should thematically have multiple good saves and compensate elsewhere. You have more flexibility with saves, and having one save off the listed number by 1 is rarely a big deal. Pay attention to the creature's Con, Dex, and Wis modifiers—these don't have to correspond to the creature's saves exactly, but should inform your choices. - -Extreme saves often pair with extreme or high ability modifiers. Almost no creature should have more than one extreme save, even at high levels. Assign terrible saves to creatures that have a clear weak point—for example, a nearly immobile creature would have a terrible Reflex save. - -| Level | Extreme | High | Moderate | Low | Terrible | -|-------|---------|------|----------|-----|----------| -| –1 | +9 | +8 | +5 | +2 | +0 | -| 0 | +10 | +9 | +6 | +3 | +1 | -| 1 | +11 | +10 | +7 | +4 | +2 | -| 2 | +12 | +11 | +8 | +5 | +3 | -| 3 | +14 | +12 | +9 | +6 | +4 | -| 4 | +15 | +14 | +11 | +8 | +6 | -| 5 | +17 | +15 | +12 | +9 | +7 | -| 6 | +18 | +17 | +14 | +11 | +8 | -| 7 | +20 | +18 | +15 | +12 | +10 | -| 8 | +21 | +19 | +16 | +13 | +11 | -| 9 | +23 | +21 | +18 | +15 | +12 | -| 10 | +24 | +22 | +19 | +16 | +14 | -| 11 | +26 | +24 | +21 | +18 | +15 | -| 12 | +27 | +25 | +22 | +19 | +16 | -| 13 | +29 | +26 | +23 | +20 | +18 | -| 14 | +30 | +28 | +25 | +22 | +19 | -| 15 | +32 | +29 | +26 | +23 | +20 | -| 16 | +33 | +30 | +28 | +25 | +22 | -| 17 | +35 | +32 | +29 | +26 | +23 | -| 18 | +36 | +33 | +30 | +27 | +24 | -| 19 | +38 | +35 | +32 | +29 | +26 | -| 20 | +39 | +36 | +33 | +30 | +27 | -| 21 | +41 | +38 | +35 | +32 | +28 | -| 22 | +43 | +39 | +36 | +33 | +30 | -| 23 | +44 | +40 | +37 | +34 | +31 | -| 24 | +46 | +42 | +38 | +36 | +32 | - -### Hit Points -GMG p. 62 - -Give a creature HP in the moderate range unless its theme strongly suggests it should use another range. Spellcasters, for example, often have low HP. Brutish creatures usually have high HP, compensating with lower AC, weaker saves, few tactical options, or other limitations. As mentioned in the Armor Class section above, you don't want a creature with extreme AC to have high HP too. - -Hit Points are closely tied in with immunities, weaknesses, and resistances, so if your creature has any of those, look at that section before finalizing HP (page 63) - -#### Regeneration and Healing Abilities -GMG p. 62 - -Your creature might have regeneration, fast healing, or some other ability to heal itself. These healing abilities can greatly affect the flow of a fight. Regeneration or fast healing heals some number of hits each round—usually one to one and a half hits. To determine the number of Hit Points it should restore, look at the high damage value on Table 2–10: [Strike](rules/actions/strike.md) Damage (page 65) and multiply that value by the number of hits healed. For instance, if the high damage is 20, regeneration between 20 to 30 makes sense. The value should be higher if the regeneration is easy to overcome—and remember that most regeneration gets easier to overcome at higher levels. Also, you might want to decrease the creature's total HP by double its regeneration value. Fast healing follows the same rules, but because it can't prevent a creature's death and there isn't always have a way to deactivate it, you might want to give the creature more HP instead of fast healing to keep things simple. - -If a creature can use an ability that heals it, that ability typically restores more HP since it costs actions. An at-will healing ability should be based on a _heal_ spell 2 levels lower than the highest-level spell a creature of that level could ordinarily cast (for example, an 11th-level creature can typically cast up to 6th-level spells, so you would base its healing ability on a 4th-level _heal_ spell). If the ability both deals damage and heals, use that same baseline scale from above but with _vampiric touch_ instead of _heal_ - -| Level | High | Moderate | Low | -|-------|------|----------|-----| -| –1 | 9 | 8–7 | 6–5 | -| 0 | 20–17 | 16–14 | 13–11 | -| 1 | 26–24 | 21–19 | 16–14 | -| 2 | 40–36 | 32–28 | 25–21 | -| 3 | 59–53 | 48–42 | 37–31 | -| 4 | 78–72 | 63–57 | 48–42 | -| 5 | 97–91 | 78–72 | 59–53 | -| 6 | 123–115 | 99–91 | 75–67 | -| 7 | 148–140 | 119–111 | 90–82 | -| 8 | 173–165 | 139–131 | 105–97 | -| 9 | 198–190 | 159–151 | 120–112 | -| 10 | 223–215 | 179–171 | 135–127 | -| 11 | 248–240 | 199–191 | 150–142 | -| 12 | 273–265 | 219–211 | 165–157 | -| 13 | 298–290 | 239–231 | 180–172 | -| 14 | 323–315 | 259–251 | 195–187 | -| 15 | 348–340 | 279–271 | 210–202 | -| 16 | 373–365 | 299–291 | 225–217 | -| 17 | 398–390 | 319–311 | 240–232 | -| 18 | 423–415 | 339–331 | 255–247 | -| 19 | 448–440 | 359–351 | 270–262 | -| 20 | 473–465 | 379–371 | 285–277 | -| 21 | 505–495 | 405–395 | 305–295 | -| 22 | 544–532 | 436–424 | 329–317 | -| 23 | 581–569 | 466–454 | 351–339 | -| 24 | 633–617 | 508–492 | 383–367 | - -### Immunities, Weaknesses, and Resistances -GMG p. 63 - -If it's highly thematic for a creature to have an immunity, weakness, or resistance, consider adding it. Table 2–8 lists the ranges for weaknesses and resistances by level. - -Immunities are generally reserved for creatures made of an unusual substance (like a fire elemental being immune to fire). You can also give an immunity if a creature's biology or construction would logically cause it to be unaffected (like a mindless creature's immunity to [mental](rules/traits/mental.md "Mental Effect Trait") effects) - -If the creature should be hard to affect with something but the conditions above aren't true, give it a resistance instead. For instance, a giant octopus isn't actually made of cold water, so it wouldn't be immune to cold, but its life in the ocean depths make it resistant to cold. You'll typically use the lower end of the value on Table 2–8 for a broad resistance that applies to a wide range of effects, like "physical 5 (except silver)" and the higher end for something narrower, like a single damage type. A creature with a resistance, especially a broad resistance or a physical resistance, usually has fewer HP. - -Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of additional HP might depend on how tough the creature should feel if the PCs don't exploit its weakness; a tough creature might have additional HP equal to quadruple the weakness value. - -A creature with a hard-to-exploit weakness might have additional HP equal to the weakness value or less. - -| Level | Maximum | Minimum | -|-------|---------|---------| -| –1 | 1 | 1 | -| 0 | 3 | 1 | -| 1 | 3 | 2 | -| 2 | 5 | 2 | -| 3 | 6 | 3 | -| 4 | 7 | 4 | -| 5 | 8 | 4 | -| 6 | 9 | 5 | -| 7 | 10 | 5 | -| 8 | 11 | 6 | -| 9 | 12 | 6 | -| 10 | 13 | 7 | -| 11 | 14 | 7 | -| 12 | 15 | 8 | -| 13 | 16 | 8 | -| 14 | 17 | 9 | -| 15 | 18 | 9 | -| 16 | 19 | 9 | -| 17 | 19 | 10 | -| 18 | 20 | 10 | -| 19 | 21 | 11 | -| 20 | 22 | 11 | -| 21 | 23 | 12 | -| 22 | 24 | 12 | -| 23 | 25 | 13 | -| 24 | 26 | 13 | - -The combination of more HP and a weakness has a different feel from standard HP with resistances. If the creature being an impervious tank really fits its theme, use a resistance with an exception, such as "physical 5 (except silver)." If, however, it makes more sense for normal hits to get through and the creature to simply have great staying power, use more HP and a weakness. Skeletons and zombies are a good example of the difference between these styles. Skeletons have resistances because they're bony and hard to hurt. Zombies, on the other hand, have more HP and a weakness to slashing damage—they're tougher, but their bodies aren't built to deflect weapon attacks, and slashing attacks can rip them up quickly. - -### Speed -GMG p. 64 - -Your creature's Speed should be 25 feet if it moves like a human. Beyond that, you can set the Speed to whatever makes sense. Remember that the creature can move up to triple this number if it spends its whole turn moving, so if you want the PCs to be able to chase the creature, its Speed can be only so high. Creatures at higher levels need ways to deal with flying PCs, speedy PCs, and PCs with more efficient actions that let them engage and retreat more easily. This might mean adding a fly Speed, giving the creature ranged attacks, and so forth. - -Creatures can have climb and swim Speeds even at low levels. While you can give your creature a fly Speed at those low levels, it's better to wait until around 7th level (when PCs gain access to _fly_) to give your creature a fly Speed if it also has ranged attacks or another way to harry the PCs from a distance indefinitely. - -### Strikes -GMG p. 64 - -When building your creature's selection of [Strikes](rules/actions/strike.md), use the following sections to set the [Strike](rules/actions/strike.md)'s attack bonus and damage. Give the attack all the normal traits if it's a weapon; for unarmed attacks or weapons you invent, give whatever traits you feel are appropriate. Note that these traits might influence the damage you give the [Strike](rules/actions/strike.md). - -You might want to make sure a creature has an unarmed attack if you think it's likely to get disarmed. At 7th level and higher, PCs might have the ability to fly, which makes it more important for creatures to have decent ranged [Strikes](rules/actions/strike.md) to make sure they aren't totally hopeless against flying PCs (though they could instead have fast fly Speeds or something similar) - -#### Strike Attack Bonus -GMG p. 64 - -Use a high attack bonus for combat creatures—fighter types—that also usually have high damage. A creature could have a higher attack bonus and lower damage, or vice versa (for instance, a moderate attack bonus and extreme damage might fit a creature that's more like a barbarian), instead of having a poor statistic in another category. Spellcasters typically have poor attack bonuses, potentially in exchange for extreme spell DCs. - -| Level | Extreme | High | Moderate | Low | -|-------|---------|------|----------|-----| -| –1 | +10 | +8 | +6 | +4 | -| 0 | +10 | +8 | +6 | +4 | -| 1 | +11 | +9 | +7 | +5 | -| 2 | +13 | +11 | +9 | +7 | -| 3 | +14 | +12 | +10 | +8 | -| 4 | +16 | +14 | +12 | +9 | -| 5 | +17 | +15 | +13 | +11 | -| 6 | +19 | +17 | +15 | +12 | -| 7 | +20 | +18 | +16 | +13 | -| 8 | +22 | +20 | +18 | +15 | -| 9 | +23 | +21 | +19 | +16 | -| 10 | +25 | +23 | +21 | +17 | -| 11 | +27 | +24 | +22 | +19 | -| 12 | +28 | +26 | +24 | +20 | -| 13 | +29 | +27 | +25 | +21 | -| 14 | +31 | +29 | +27 | +23 | -| 15 | +32 | +30 | +28 | +24 | -| 16 | +34 | +32 | +30 | +25 | -| 17 | +35 | +33 | +31 | +27 | -| 18 | +37 | +35 | +33 | +28 | -| 19 | +38 | +36 | +34 | +29 | -| 20 | +40 | +38 | +36 | +31 | -| 21 | +41 | +39 | +37 | +32 | -| 22 | +43 | +41 | +39 | +33 | -| 23 | +44 | +42 | +40 | +35 | -| 24 | +46 | +44 | +42 | +36 | - -#### Strike Damage -GMG p. 64 - -Table 2–10 on the next page gives the damage a creature should deal with a single [Strike](rules/actions/strike.md). You might use a lower category if the creature has better accuracy, or a higher category if its accuracy is lower. - -A creature that's meant to be primarily a combat threat uses high damage for its melee [Strikes](rules/actions/strike.md), or moderate for melee [Strikes](rules/actions/strike.md) that have the [agile](rules/traits/agile.md "Agile Weapon Trait") trait. Ranged attacks more typically use the moderate value, or even low. A creature that's meant to be highly damaging uses the extreme damage values, but might then have a moderate attack bonus. As with most statistics, extreme damage is more likely at higher levels. You can also use the extreme value for special attacks that the creature can use only a limited number of times or under circumstances that aren't likely to happen every round. - -More versatile creatures, such as ones that can cast some spells and aren't meant to primarily get their damage through [Strikes](rules/actions/strike.md), go one category lower: moderate for their main melee [Strikes](rules/actions/strike.md), low for agile and ranged [Strikes](rules/actions/strike.md). - -Spellcasters and other creatures that aren't meant to be competent in a direct fight might use the low damage value, or even less if they completely don't care about their [Strikes](rules/actions/strike.md). - -On Table 2–10, you'll find a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like `1d6` fire from flaming attacks, that counts toward its total damage per [Strike](rules/actions/strike.md). Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that uses d10s or d12s for damage. On the other hand, a dagger uses only d4s, so a dagger wielder would need something like sneak attack to deal extreme damage, or you might compensate for the dagger's lower damage per [Strike](rules/actions/strike.md) by giving the creature the ability to attack more efficiently or use other tricks. - -| Level | Extreme | High | Moderate | Low | -|-------|---------|------|----------|-----| -| –1 | `1d6+1` (4) | `1d4+1` (3) | `1d4` (3) | `1d4` (2) | -| 0 | `1d6+3` (6) | `1d6+2` (5) | `1d4+2` (4) | `1d4+1` (3) | -| 1 | `1d8+4` (8) | `1d6+3` (6) | `1d6+2` (5) | `1d4+2` (4) | -| 2 | `1d12+4` (11) | `1d10+4` (9) | `1d8+4` (8) | `1d6+3` (6) | -| 3 | `1d12+8` (15) | `1d10+6` (12) | `1d8+6` (10) | `1d6+5` (8) | -| 4 | `2d10+7` (18) | `2d8+5` (14) | `2d6+5` (12) | `2d4+4` (9) | -| 5 | `2d12+7` (20) | `2d8+7` (16) | `2d6+6` (13) | `2d4+6` (11) | -| 6 | `2d12+10` (23) | `2d8+9` (18) | `2d6+8` (15) | `2d4+7` (12) | -| 7 | `2d12+12` (25) | `2d10+9` (20) | `2d8+8` (17) | `2d6+6` (13) | -| 8 | `2d12+15` (28) | `2d10+11` (22) | `2d8+9` (18) | `2d6+8` (15) | -| 9 | `2d12+17` (30) | `2d10+13` (24) | `2d8+11` (20) | `2d6+9` (16) | -| 10 | `2d12+20` (33) | `2d12+13` (26) | `2d10+11` (22) | `2d6+10` (17) | -| 11 | `2d12+22` (35) | `2d12+15` (28) | `2d10+12` (23) | `2d8+10` (19) | -| 12 | `3d12+19` (38) | `3d10+14` (30) | `3d8+12` (25) | `3d6+10` (20) | -| 13 | `3d12+21` (40) | `3d10+16` (32) | `3d8+14` (27) | `3d6+11` (21) | -| 14 | `3d12+24` (43) | `3d10+18` (34) | `3d8+15` (28) | `3d6+13` (23) | -| 15 | `3d12+26` (45) | `3d12+17` (36) | `3d10+14` (30) | `3d6+14` (24) | -| 16 | `3d12+29` (48) | `3d12+18` (37) | `3d10+15` (31) | `3d6+15` (25) | -| 17 | `3d12+31` (50) | `3d12+19` (38) | `3d10+16` (32) | `3d6+16` (26) | -| 18 | `3d12+34` (53) | `3d12+20` (40) | `3d10+17` (33) | `3d6+17` (27) | -| 19 | `4d12+29` (55) | `4d10+20` (42) | `4d8+17` (35) | `4d6+14` (28) | -| 20 | `4d12+32` (58) | `4d10+22` (44) | `4d8+19` (37) | `4d6+15` (29) | -| 21 | `4d12+34` (60) | `4d10+24` (46) | `4d8+20` (38) | `4d6+17` (31) | -| 22 | `4d12+37` (63) | `4d10+26` (48) | `4d8+22` (40) | `4d6+18` (32) | -| 23 | `4d12+39` (65) | `4d12+24` (50) | `4d10+20` (42) | `4d6+19` (33) | -| 24 | `4d12+42` (68) | `4d12+26` (52) | `4d10+22` (44) | `4d6+21` (35) | - -> [!pf2-brown] MANUFACTURED WEAPONS -> -> As noted in Items on page 61, most creatures have less treasure than PCs, so those that rely on manufactured weapons are significantly weaker if you don't adjust the weapons' damage to compensate. The method for determining [Strike](rules/actions/strike.md) damage on page 64 abstracts over the sources of damage so you don't have to worry about adjusting the weapon's damage. If you do decide to calculate the weapon's damage, give your creature weapon specialization or greater weapon specialization much earlier than a PC would get it. You might also need to add sneak attack or similar abilities to make the creature deal more damage. -> -> On the flip side, you might want to use a one-off creature as a source of a particularly high-level piece of treasure, such as a magic weapon. In these cases, you might want to make the attack bonus higher for the potency rune or the damage higher for a potent striking rune so the PCs feel the weapon's effect before they obtain it. This will make the treasure feel more powerful, since they've already been on the receiving end. - -### Spells -GMG p. 65 - -Your creature might have magical abilities that are best represented by spells. If you're making a highly spellcasting-themed creature, give it prepared or spontaneous spells. For a creature that has spells due to its magical nature, especially if that magic isn't its core focus, consider giving it some innate spells instead. - -How many spells you should give a creature depends on how you expect it to spend its actions in combat. If it's primarily going to be making [Strikes](rules/actions/strike.md), it might not have any spells, or it might just have a few to help it move around better or protect against certain types of magic. - -When choosing spells, lean hard into the creature's theme. While many PCs choose spells to cover a wide variety of situations, creatures are more evocative the more focused they are. Consider selecting about three-quarters of the spells based on relevance to the theme and the remainder for other things. However, make sure the spells aren't one note—selecting _fireball_ for most of a creature's spell slots doesn't make for a compelling fire creature in the way a diverse selection of fire spells would. - -When choosing spells, some spells won't be very useful if cast at an extremely low level compared to the creature's levels. Most notably, damaging spells drop off in usefulness for a creature that's expected to last only a single fight. A damaging spell 2 levels below the highest level a creature of that level can cast is still potentially useful, but beyond that, don't bother. Spells that have the [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") trait should be in the highest level slot if you want the creature to potentially get their full effect against PCs. - -#### Spell Dc and Spell Attack Roll -GMG p. 65 - -Set the creature's spell DC and spell attack roll using Table 2–11 on page 66. Most creatures use the same DC for all their spells, even if they have multiple types, such as a creature with both prepared spells and innate spells. - -Use the high numbers for primary casters, and the moderate numbers for creatures that have some supplemental spells but are focused more on combat. - -At 15th level and higher, the extreme numbers become standard for spellcasters. A few creatures might use the extreme numbers at lower levels, but they tend to be highly specialized, with very weak defenses and [Strikes](rules/actions/strike.md). - -Secondary spellcasters can go up to high numbers if they're above 15th level and have offensive spells. There is no low value—the creature shouldn't have any spells in the first place if it would be that bad at using them! - -#### Prepared and Spontaneous Spells -GMG p. 66 - -Spell slots work best for creatures that are meant to play like PC spellcasters. Choose the magical tradition best suited to the creature. You aren't strictly limited to that tradition's spell list, though sticking close to it will make your creature's connection to that tradition more clear. The decision to use prepared or spontaneous spellcasting should align with the creature's theme: a spontaneous spellcaster fits well as a one-off creature, since spontaneous spellcasting grants greater flexibility in the middle of battle, while a prepared spellcaster makes for a great recurring character who can change their spells between appearances. - -For a creature that can cast as many spells as a PC spellcaster, the highest spell level the creature can cast is half its level rounded up. It gets five cantrips. If the creature's level is odd, it gets two spell slots of the highest spell level (plus three spell slots of each lower level), or three spell slots of that level (plus four spell slots of each lower level). If its level is even, it gets three spell slots of the highest spell level (plus three spell slots of each lower level), or four spell slots of that level (plus four spell slots of each lower level) - -Because creatures tend to be "on stage" for only a short time, you usually don't need to fill every spell slot. You can often fill just the top three levels of spells, pick cantrips, and slot in a few thematic backup spells in the fourth level down. - -For a recurring foe, you might give it a full complement. - -#### Innate Spells -GMG p. 66 - -Unlike prepared and spontaneous spells, innate spells can be of higher level than half the creature's level rounded up, and you can choose how often they're used—they can even be used at will or be constant effects. The most notable innate spells tend to be top-level ones that make a big impact but can be used only once, at-will spells that strongly reinforce the creature's theme, and constant spells that give it an ongoing benefit. A spell that's usable a limited number of times and falls at a lower level than the top tier is typically less likely to come up in combat; however, that's a great spot for utility and recovery spells, such as _dispel magic_ or _restoration_ - -Sometimes a strongly thematic innate spell is of a higher level than the creature would normally be able to cast, but it's so fitting that it belongs there. Be careful when doing this, as PCs might not have access to the appropriate countermeasures for the spell. This option works best for support, action denial, or battlefield control spells that change the odds of a fight without outright killing anyone, such as the succubus's _dominate_ spell. These should make the fight more interesting, not end it. Keep the number of such spells very low, typically just one. - -Though you can achieve all sorts of things with innate spells, always start with the theme and an idea of how you want the creature spending its actions. And though you could give the creature a tool to counter every kind of PC attack or trick, remember that the players chose those options to enjoy using them, rather than to be constantly foiled by an effectively invincible creature. - -| Level | Extreme DC | Extreme Spell Attack Bonus | High DC | High Spell Attack Bonus | Moderate DC | Moderate Spell Attack Bonus | -|-------|------------|----------------------------|---------|-------------------------|-------------|-----------------------------| -| –1 | 19 | +11 | 16 | +8 | 13 | +5 | -| 0 | 19 | +11 | 16 | +8 | 13 | +5 | -| 1 | 20 | +12 | 17 | +9 | 14 | +6 | -| 2 | 22 | +14 | 18 | +10 | 15 | +7 | -| 3 | 23 | +15 | 20 | +12 | 17 | +9 | -| 4 | 25 | +17 | 21 | +13 | 18 | +10 | -| 5 | 26 | +18 | 22 | +14 | 19 | +11 | -| 6 | 27 | +19 | 24 | +16 | 21 | +13 | -| 7 | 29 | +21 | 25 | +17 | 22 | +14 | -| 8 | 30 | +22 | 26 | +18 | 23 | +15 | -| 9 | 32 | +24 | 28 | +20 | 25 | +17 | -| 10 | 33 | +25 | 29 | +21 | 26 | +18 | -| 11 | 34 | +26 | 30 | +22 | 27 | +19 | -| 12 | 36 | +28 | 32 | +24 | 29 | +21 | -| 13 | 37 | +29 | 33 | +25 | 30 | +22 | -| 14 | 39 | +31 | 34 | +26 | 31 | +23 | -| 15 | 40 | +32 | 36 | +28 | 33 | +25 | -| 16 | 41 | +33 | 37 | +29 | 34 | +26 | -| 17 | 43 | +35 | 38 | +30 | 35 | +27 | -| 18 | 44 | +36 | 40 | +32 | 37 | +29 | -| 19 | 46 | +38 | 41 | +33 | 38 | +30 | -| 20 | 47 | +39 | 42 | +34 | 39 | +31 | -| 21 | 48 | +40 | 44 | +36 | 41 | +33 | -| 22 | 50 | +42 | 45 | +37 | 42 | +34 | -| 23 | 51 | +43 | 46 | +38 | 43 | +35 | -| 24 | 52 | +44 | 48 | +40 | 45 | +37 | - -#### Rituals -GMG p. 67 - -Since rituals happen during downtime, giving them to a creature is usually a purely thematic choice. You can skip even looking at rituals in most cases. If you decide a creature needs to have a ritual for your story, add in the ritual whenever you need it. - -> [!pf2-brown] FOCUS SPELLS -> -> Some creatures have focus spells, especially when those focus spells clearly fit a creature's theme. Simply give the creature the focus spells you like and between 1 and 3 Focus Points (you can also allow your creature to cast focus spells using spell slots). Use the same DC and spell attack roll as any other spell. -> -> A creature that has just 1 Focus Point is likely to cast a focus spell only once, unless it's a recurring enemy. If the creature has plenty of spells already, you might want to skip focus spells altogether, as they aren't as strong as top-level spell slots. - -### Design Abilities -GMG p. 67 - -In this step, you'll take the ideas for abilities you noted when you developed your concept and design these abilities for your creature. You can look at existing creature abilities from the _Bestiary_ and feats from the _Core Rulebook_ and use them as is or modify them to fit your needs. - -When choosing abilities, think about both the number of abilities and the diversity of abilities. Having a large number of similar abilities can make the creature tougher to run, and it probably can't use them all anyway. Diversity of abilities gives the creature different ways to act in different situations, and helps guide you as the GM. For instance, a combat creature might have one ability it uses to get into position, another to use when it wants to focus damage on a single enemy, and a third that's more defensive. - -#### Basics of Ability Design -GMG p. 67 - -There are a few principles of ability construction that you'll want to keep in mind. Some guidance for specific types of abilities will come later, but these apply to everything. - -- Respect the action economy. -- Make sure abilities are level appropriate. -- Avoid "invisible" abilities. - -##### Action Economy -GMG p. 67 - -Understanding a creature's action economy is key for making it work in play. Remember how short the lifespan of a typical combat creature is. Including a bunch of combat abilities might mean you spend time building actions the creature will never have time to use. Narrow your selections down to the smallest and most compelling set that makes sense. Also keep in mind that special actions will compete for time with any combat spells you gave the creature. - -Reactions can help, giving the creature a way to act when it's not its turn. See Reactive Abilities on page 69 for advice on designing these tricky abilities. - -Because of PC capabilities at higher levels, creatures at those levels should get more abilities that improve their action economy. For instance, creatures that grapple should have [Improved Grab](rules/abilities/improved-grab.md) instead of Grab, Speeds should be higher, and many abilities that would have cost an action at a lower level should be free actions. - -##### Level Appropriateness -GMG p. 67 - -The effects of an ability should be appropriate to the creature's level. For damaging abilities, that means they follow the damage guidelines on page 68. For others, take a look at spells and feats with a similar effect to see if they're level appropriate. For instance, say you're considering giving a 6th-level creature the ability to teleport a short distance. _Dimension door_ is comparable—that's a 4th-level spell, normally cast by a 7th-level or higher creature. That means 6th level probably isn't too low, but the creature shouldn't be able to use the ability more than once. You can also compare your creature to those in a _Bestiary_ volume to see if the special abilities seem similar in power to those of other creatures of the same level. - -##### Invisible Abilities -GMG p. 68 - -Avoid abilities that do nothing but change the creature's math, also known as "[invisible](rules/conditions.md#Invisible) abilities." These alter a creature's statistics in a way that's [invisible](rules/conditions.md#Invisible) to the players, which makes the creature less engaging because the players don't see it using its abilities in a tangible or evocative way. For example, an ability that allows a creature to use an action to increase its accuracy for the round with no outward sign (or worse, just grants a passive bonus to its accuracy) isn't that compelling, whereas one that increases its damage by lighting its arrows on fire is noticeable. - -These both work toward the same goal—dealing more damage this round—but one is far more memorable. - -#### Active Abilities -GMG p. 68 - -Abilities a creature uses on its turn have the most flexibility and scope. You can use Table 2–11 to determine active ability DCs as well as spell DCs. You can have an ability use 1 to 3 actions as needed (or be a free action in rare cases) and use just about any type of tactic. Feats, spells, and existing creature abilities provide a wide variety of examples, so look for something similar to your idea to use as a basis. - -Consider how you want your creature to spend its turns. - -Two-action activities pretty much define the creature's turn, and single actions work best for supplemental benefits or normal [Strikes](rules/actions/strike.md). And as you build out your idea of a creature's turn, don't forget about movement! A creature often needs to spend actions getting into position, especially early in a fight. This is especially challenging with meleeonly creatures. You can give such creatures abilities similar to Sudden Charge or the deadly mantis's Leaping Grab. - -Use 3-action abilities sparingly, as a creature can't use them if it is [slowed](rules/conditions.md#Slowed) or [stunned](rules/conditions.md#Stunned)—making a creature's coolest or most defining ability use up 3 actions might mean the creature never gets to use it. These activities should be reserved for abilities that include some movement (like Trample) or that the creature is likely to use before engaging in combat. Don't make an ability use 3 actions as a way to balance it—saying "This can be more powerful than other abilities because it is less likely to work," is a recipe for frustration if you've made a cool ability that's too hard or even impossible for the creature to use. - -Be especially careful with activities when designing boss creatures. They're likely to get targeted with the PCs' most powerful detrimental effects, get [grabbed](rules/conditions.md#Grabbed), become [slowed](rules/conditions.md#Slowed), or otherwise have their actions restricted. Bosses need to have solid options they can use with 1 or 2 actions. - -This lets them use their remaining actions to get away, use a simple ability, or otherwise keep the fight dynamic. - -##### Free Actions -GMG p. 68 - -Use free actions that don't have triggers sparingly, and when you do, they should almost always be used for support or utility actions, not [Strikes](rules/actions/strike.md) or movement. If you come up with a free action, consider whether it should be its own action or part of a combo, such as drawing a weapon and attacking. In cases like the latter, you might be better off making a single action that allows the creature to draw a weapon and then [Strike](rules/actions/strike.md). - -##### Damage-Dealing Abilities -GMG p. 68 - -If a special action is a single action with only one target, you can often set damage using Table 2–10: [Strike](rules/actions/strike.md) Damage on page 65. If it uses more than 1 action or requires setup in some way, it might deal higher damage than is typical; often, you can just use the extreme column in these cases. - -For abilities that deal damage in an area, use Table 2–12 below. These numbers are based on a 2-action activity (e.g., most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimited-use abilities (ones that can be used at-will) and limited-use ones (which can be used once or, like a Breath Weapon, once or twice but not on consecutive turns) - -You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the [Strike](rules/actions/strike.md) Damage section on page 64. If a high-level effect has a small area compared to similar abilities, you have it deal more damage. - -| Level | Unlimited Use | Limited Use | -|-------|---------------|-------------| -| –1 | `1d4` (2) | `1d6` (4) | -| 0 | `1d6` (4) | `1d10` (6) | -| 1 | `2d4` (5) | `2d6` (7) | -| 2 | `2d6` (7) | `3d6` (11) | -| 3 | `2d8` (9) | `4d6` (14) | -| 4 | `3d6` (11) | `5d6` (18) | -| 5 | `2d10` (12) | `6d6` (21) | -| 6 | `4d6` (14) | `7d6` (25) | -| 7 | `4d6` (15) | `8d6` (28) | -| 8 | `5d6` (17) | `9d6` (32) | -| 9 | `5d6` (18) | `10d6` (35) | -| 10 | `6d6` (20) | `11d6` (39) | -| 11 | `6d6` (21) | `12d6` (42) | -| 12 | `5d8` (23) | `13d6` (46) | -| 13 | `7d6` (24) | `14d6` (49) | -| 14 | `4d12` (26) | `15d6` (53) | -| 15 | `6d8` (27) | `16d6` (56) | -| 16 | `8d6` (28) | `17d6` (60) | -| 17 | `8d6` (29) | `18d6` (63) | -| 18 | `9d6` (30) | `19d6` (67) | -| 19 | `7d8` (32) | `20d6` (70) | -| 20 | `6d10` (33) | `21d6` (74) | -| 21 | `10d6` (35) | `22d6` (77) | -| 22 | `8d8` (36) | `23d6` (81) | -| 23 | `11d6` (38) | `24d6` (84) | -| 24 | `11d6` (39) | `25d6` (88) | - -#### Defensive Abilities -GMG p. 69 - -Active offensive abilities usually fit creatures better than defensive abilities do. Save defense increases for creatures that are strongly defense-themed. For martial creatures, something as simple as a shield and [Shield Block](compendium/feats/shield-block.md) is usually plenty. Defensive abilities often run the risk of being [invisible](rules/conditions.md#Invisible) abilities. For examples of good defensive abilities, look at spells like _sanctuary_ for ideas, or other spells that create interesting protective effects instead of just granting a bonus. If you do want to make a creature defensive, pick one defensive ability rather than several, since stacking up multiple defenses can make for a frustrating fight. One solid style of defensive ability is a mode switch, which causes the creature to get stronger defenses, but limits its attacks, spells, or other offensive options. - -#### Reactive Abilities -GMG p. 69 - -Reactions and free actions with triggers can give a creature an impact outside its turn. This can make the fight more interesting, but may also be risky. It's tempting to give every creature a reaction, but that's not necessarily a good idea. - -To decide whether your creature should have a reaction, first consider if the creature has the reflexes or insight to react well in the first place—for instance, an ogre doesn't have [Attack of Opportunity](rules/actions/attack-of-opportunity.md) because it's a big oaf. Oozes, constructs, and unintelligent creatures are less likely to have reactions than others for this reason. - -Second, look at the complexity of the encounter your creature is likely to appear in. If you'll have a large number of creatures, skipping reactions can make the fight flow faster. A creature that's more likely to fight solo, on the other hand, might have a reaction to give it a way to continue to be dangerous amid an onslaught of attacks by the party. - -When creating reactions, be careful with "gotcha" abilities—ones that punish players for making perfectly reasonable choices, for rolling poorly, and so on. If you include abilities like this, they need to reinforce the creature's core theme and the play style you want it to use in combat. For example, a creature that [Strikes](rules/actions/strike.md) as a reaction when someone fails an attack roll will encourage PCs to use their actions on other tactics, rather than attacking multiple times each turn. Is that what you want? Is this dynamic essential for making the creature feel like it's supposed to? This isn't the type of ability you'd give to any old creature—only an incredible duelist or something similar. - -Reactions should require something out of the ordinary to happen, or should be relatively weak if triggered by something ordinary. A reaction that triggers anytime someone tries to [Strike](rules/actions/strike.md) a creature is likely to be perceived by the players as uninteresting because it's so predictable. - -The best reactions should be telegraphed so when they happen, it makes sense to the players. Think of one of the core reactions of the game: [Shield Block](compendium/feats/shield-block.md). The creature raises its shield—an obvious action the PCs can see—so when it blocks damage from an attack, that makes perfect sense. - -Similarly, if you made a crystalline creature, you might have it build up sonic energy in a low thrum, so when it uses a reaction to release a burst of sonic energy when hit, the players can say, "Oh, I should have seen that coming." - -##### Reaction Damage -GMG p. 69 - -Reactions should use lower damage, usually that of a moderate [Strike](rules/actions/strike.md). A reaction that deals area damage might deal low damage, though use such reactions with caution. - -#### Constant and Automatic Abilities -GMG p. 69 - -Certain abilities shouldn't use any actions. Auras are a common constant ability, with frightful presence, an adult red dragon's dragon heat, and a xulgath's stench as notable examples. An aura needs a range, and if it needs a DC, you'll usually set it to the moderate spell DC unless the aura is one of the creature's defining concepts. For example, the xulgath's stench DC is significantly higher because the aura is such an iconic part of the creature. - -Abilities the creature has no control over should be automatic. For example, the living wildfire fire elemental explodes into flame when it dies. It has no option not to, so this wouldn't make sense as a reaction or free action. - -Conversely, the Ferocity ability is a reaction because it requires the creature to give itself a last push to stay at 1 HP. - -##### Constant and Automatic Damage -GMG p. 69 - -Much like for reactions, damage for a constant ability should be pretty low. Usually this value is just below low [Strike](rules/actions/strike.md) damage. Automatic abilities like the living wildfire's explosion ability tend to deal moderate [Strike](rules/actions/strike.md) damage or unlimited-use area damage, and can deal even more if they happen only after the creature is dead or otherwise no longer presents a threat. - -#### Skill Abilities -GMG p. 69 - -A skilled creature might have abilities related to its skills. - -The skill feats in the _Core Rulebook_ make for a good baseline. Avoid giving your creature skill abilities that won't matter in its interactions with PCs. - -### Review Holistically -GMG p. 69 - -Now it's time to look over your completed creature as a whole and make sure it's living up to your concept. Can it do everything you wanted? Does it fit its intended role? Is there anything you could add or anything superfluous you could cut to get the creature where it needs to be? If this creature is built for combat, run through a few turns in your head. Does it still work decently if it gets [slowed](rules/conditions.md#Slowed)? Can it move into combat against the PCs effectively given their mobility options compared to its own? Does it have any abilities it'll never use given its other actions? When you're satisfied with your creation, it's ready to hit the table. But that's not necessarily the end! If you notice issues during the game, you can fix them on the spot. It's your game, and you can freely change what you wrote if you think differently later on. - -### Trait Abilities -GMG p. 70 - -Creatures with certain traits tend to have similar abilities to one another. Many of them appear here, to help you make your creatures match the theme of the trait when you build your own creatures. - -```ad-pf2-note -title: Aberration - -usually [darkvision](rules/abilities/darkvision.md) - -usually Aklo -``` - -```ad-pf2-note -title: Aeon - -[LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait") - -usually Utopian and other planar languages; envisioning for true aeons - -chaotic - -Attacks always deal additional lawful damage. -``` - -```ad-pf2-note -title: Air - -usually Auran - -Many air creatures have fly Speeds. -``` - -```ad-pf2-note -title: Angel - -good (usually [NG](rules/traits/ng-b1.md "Neutral Good Alignment Trait")), [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") - -Angels each have a unique aura based on how they serve as messengers and how they deliver those messages. - -usually has a fly Speed - -usually angelic messenger -``` - -```ad-pf2-note -title: Animal - -[N](rules/traits/n-b1.md "Neutral Alignment Trait") - -None - -–4 or –5 -``` - -```ad-pf2-note -title: Archon - -[LG](rules/traits/lg-b1.md "Lawful Good Alignment Trait"), [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") - -Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent. -``` - -```ad-pf2-note -title: Astral - -[darkvision](rules/abilities/darkvision.md) -``` - -```ad-pf2-note -title: Azata - -[CG](rules/traits/cg-b1.md "Chaotic Good Alignment Trait"), [celestial](rules/traits/celestial.md "Celestial Creature Type Trait") - -cold iron, evil - -Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent. -``` - -```ad-pf2-note -title: Beast - -–3 or higher -``` - -```ad-pf2-note -title: Celestial - -good - -[darkvision](rules/abilities/darkvision.md) - -Celestial - -often a +1 status bonus to all saves vs. magic - -evil - -Attacks always deal additional good damage. -``` - -```ad-pf2-note -title: Cold - -or **Resistances** cold -``` - -```ad-pf2-note -title: Construct - -Many constructs lack minds and have the [mindless](rules/traits/mindless.md "Mindless Creature Trait") trait. - -bleed, death effects, diseased, [doomed](rules/conditions.md#Doomed), [drained](rules/conditions.md#Drained), [fatigued](rules/conditions.md#Fatigued), healing, necromancy, nonlethal attacks, [paralyzed](rules/conditions.md#Paralyzed), poison, [sickened](rules/conditions.md#Sickened), [unconscious](rules/conditions.md#Unconscious); if [mindless](rules/traits/mindless.md "Mindless Creature Trait"), add mental -``` - -```ad-pf2-note -title: Daemon - -[NE](rules/traits/ne-b1.md "Neutral Evil Alignment Trait"), [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") - -Daemonic, telepathy 100 feet - -death effects - -Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent. -``` - -```ad-pf2-note -title: Demon - -[CE](rules/traits/ce-b1.md "Chaotic Evil Alignment Trait"), [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") - -Abyssal, telepathy (usually 100 feet) - -cold iron, good - -typically high to account for their multiple weaknesses - -Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit. - -usually 5th-level [dimension door](compendium/spells/dimension-door.md) and at-will 4th-level [dimension door](compendium/spells/dimension-door.md) - -usually [Abyssal pact](compendium/spells/rituals/abyssal-pact-b1.md) - -Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others. -``` - -```ad-pf2-note -title: Devil - -[LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") - -Infernal, telepathy (usually 100 feet) - -fire - -physical (except silver), poison - -usually one 5th-level [dimension door](compendium/spells/dimension-door.md) and at-will 4th-level [dimension door](compendium/spells/dimension-door.md) - -usually [Infernal pact](compendium/spells/rituals/infernal-pact-b1.md) - -Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled, from the lowly lemure's Subservience to the gelugon's Tactician of Cocytus and the pit fiend's Devil Shaping. -``` - -```ad-pf2-note -title: Dragon - -[darkvision](rules/abilities/darkvision.md) - -usually Draconic - -usually has a fly Speed - -Many dragons have the Breath Weapon ability, with specifics determined by the theme of the dragon. -``` - -```ad-pf2-note -title: Earth - -often [tremorsense](rules/abilities/tremorsense.md) - -usually Terran - -usually has a burrow Speed -``` - -```ad-pf2-note -title: Elemental - -[darkvision](rules/abilities/darkvision.md) - -bleed, [paralyzed](rules/conditions.md#Paralyzed), poison, sleep -``` - -```ad-pf2-note -title: Ethereal - -[darkvision](rules/abilities/darkvision.md) -``` - -```ad-pf2-note -title: Fey - -[low-light vision](rules/abilities/low-light-vision.md) - -usually Aklo, Sylvan, or both - -cold iron -``` - -```ad-pf2-note -title: Fiend - -evil - -[darkvision](rules/abilities/darkvision.md) - -often a +1 status bonus to all saves vs. magic - -good - -Attacks always deal additional evil damage. -``` - -```ad-pf2-note -title: Fire - -usually Ignan - -fire - -cold -``` - -```ad-pf2-note -title: Fungus - -fungi without minds have the [mindless](rules/traits/mindless.md "Mindless Creature Trait") trait - -if [mindless](rules/traits/mindless.md "Mindless Creature Trait"), mental - -sometimes slashing or fire -``` - -```ad-pf2-note -title: Giant - -[Large](rules/traits/large-b1.md "Large Size Trait") or bigger, [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") - -[low-light vision](rules/abilities/low-light-vision.md) - -usually Jotun -``` - -```ad-pf2-note -title: Humanoid - -–3 or higher -``` - -```ad-pf2-note -title: Inevitable - -[LN](rules/traits/ln-b1.md "Lawful Neutral Alignment Trait"), [aeon](rules/traits/aeon-b1.md "Aeon Creature Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait") - -death effects, disease, [emotion](rules/traits/emotion.md "Emotion Effect Trait"), poison, [unconscious](rules/conditions.md#Unconscious) - -Attacks always deal additional lawful damage. -``` - -```ad-pf2-note -title: Monitor - -neither [good](rules/traits/good.md "Good Alignment Trait") nor [evil](rules/traits/evil.md "Evil Alignment Trait") - -[darkvision](rules/abilities/darkvision.md) -``` - -```ad-pf2-note -title: Ooze - -Almost all oozes lack minds and have the [mindless](rules/traits/mindless.md "Mindless Creature Trait") trait. - -typically motion sense (Bestiary 254) and no vision - -usually well below the low value for their level - -usually around double - -critical hits, precision, [unconscious](rules/conditions.md#Unconscious), often acid; if it has no vision, add visual effects; if [mindless](rules/traits/mindless.md "Mindless Creature Trait"), add mental -``` - -```ad-pf2-note -title: Plant - -plants without minds have the [mindless](rules/traits/mindless.md "Mindless Creature Trait") trait - -usually [low-light vision](rules/abilities/low-light-vision.md) - -if [mindless](rules/traits/mindless.md "Mindless Creature Trait"), mental - -sometimes fire -``` - -```ad-pf2-note -title: Protean - -[CN](rules/traits/cn-b1.md "Chaotic Neutral Alignment Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait") - -Protean - -lawful - -precision, protean anatomy - -(Bestiary 237) - -Attacks always deal additional chaotic damage. - -constant [freedom of movement](compendium/spells/freedom-of-movement.md) - - -``` - -```ad-pf2-note -title: Psychopomp - -[N](rules/traits/n-b1.md "Neutral Alignment Trait"), [monitor](rules/traits/monitor.md "Monitor Creature Type Trait") - -lifesense (typically 60 feet) - -Requian - -death effects, disease - -negative, poison - -spirit touch (Bestiary 270) -``` - -```ad-pf2-note -title: Rakshasa - -[LE](rules/traits/le-b1.md "Lawful Evil Alignment Trait"), [fiend](rules/traits/fiend.md "Fiend Creature Type Trait") - -usually +2 status bonus to all saves vs. magic (+3 vs. divine magic) - -physical (except piercing) - - -``` - -```ad-pf2-note -title: Spirit - -[incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait"), often [undead](rules/traits/undead.md "Undead Creature Type Trait") -``` - -```ad-pf2-note -title: Swarm - -size based on the entire mass, usually [Large](rules/traits/large-b1.md "Large Size Trait") or bigger - -typically low - -precision, swarm mind - -area damage, [splash](rules/traits/splash.md "Splash Weapon Trait") damage - -physical, usually with one physical type having lower or no resistance -``` - -```ad-pf2-note -title: Undead - -Almost all undead are [evil](rules/traits/evil.md "Evil Alignment Trait"). Ghostly undead have the [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") trait. Undead without minds, such as most zombies, have the [mindless](rules/traits/mindless.md "Mindless Creature Trait") trait. - -[darkvision](rules/abilities/darkvision.md) - -negative healing - -death effects, disease, [paralyzed](rules/conditions.md#Paralyzed), poison, sleep (or unconscious if it never rests at all); if [mindless](rules/traits/mindless.md "Mindless Creature Trait"), add mental -``` - -```ad-pf2-note -title: Water - -usually Aquan - -usually has a swim Speed -``` - -### Designing Npcs -GMG p. 72 - -Creatures that are meant to cleave closely to character classes or intended to represent people rather than monsters are NPCs. They might face more scrutiny around their mechanics than creatures, because a player can more directly compare their rogue to an NPC who acts like a rogue. That doesn't mean you have to build an NPC exactly like a PC, though. - -You can build NPCs just like you would any other creatures. If an NPC should work like they have a class, use the class features and feats of a suitable class to pick abilities, and look at both the class's proficiencies and ability modifiers to determine how strong the NPC's statistics should be. Class Road Maps on page 73 has prebuilt road maps for the _Core Rulebook_ classes to get you started. - -If the NPC isn't meant to work like they have a class (a baker, for example), instead look at the NPC Gallery on pages 202–249. Compare your NPC to the existing ones to determine the NPC's level, and look for abilities that are similar to what yours should have. You can also create new abilities as needed to get the NPC's interactions with the PCs to express their theme and role in the story. These NPCs can be level –1 or level 0. Their capabilities are below those of PCs, and they should typically not use any class features or feats from PC classes. Creatures of these levels tend to be extremely simple, and usually you can just take one from the NPC Gallery and reskin it. - -It's highly recommended that you select NPC skills using proficiency ranks as you would a PC, though you don't need to be precise about the number of skill increases you give the NPC. You can give them earlier access to expert, master, or legendary proficiency if they're a skill-based NPC, and better proficiency in narrow areas of expertise, like [Engineering Lore](compendium/skills.md#Lore) for a tinker NPC. - -#### Non-Combat Level -GMG p. 72 - -An NPC's level should represent their combat prowess. - -A common person might not be a combat threat, even if they're important or highly skilled, and they consequently have a low level. However, that doesn't mean they can't present a challenge in other types of encounters. This is represented by a non-combat level, and tends to be specific to their area of expertise. For example, the barrister on page 232 of the NPC Gallery is a 4th-level creature in an encounter related to legal matters. - -This can go the other way as well, such as with a powerful combat creature that's not suited to social settings. This is usually the case with creatures untrained in mental skills. You can improvise this as you run the game, or you can plan ahead if you have something particular in mind. - -Building an NPC's non-combat level is pretty simple. - -Choose the level you want the NPC to be for the type of challenge you have in mind, and use the skill numbers for that level—typically high or even extreme. Some challenges, such as social challenges, require the creature to have a high [Perception](compendium/skills.md#Perception) and Will DC, so in those cases, you should increase those values as well. These should be set at the moderate or high values for the non-combat level, usually, depending on how adept you want the NPC to be. - -The Experience Points gained for besting an NPC depend on how the party overcame them, because XP comes from overcoming a specific challenge. If the PCs defeat the NPC in a non-combat setting of the NPC's specialty, the party gets XP based on the NPC's non-combat level. If they just beat the NPC up, the XP would be based on the NPC's creature level. Quite often, that means 0 XP and failure at the PCs' objective; for instance, during a baking contest, if the PCs murder the other baker, not only would they be disqualified, but they would likely be apprehended for their crime. - -#### Pc-Style Build -GMG p. 72 - -If you do choose to build an NPC fully using the PC rules, your NPC should generally end up being an appropriate challenge as a creature of their level. They will likely have lower statistics in some areas than if you had built them using the creature rules, but more options due to their full complement of feats and class features. This is best saved for important, recurring NPCs, especially if they're meant to engage in social or exploration endeavors rather than just battles. There are still some considerations and shortcuts that can expedite the process while ensuring the NPC works as you intend. - -- The creature's treasure should follow the Treasure for New Characters rules on page 510 of the _Core Rulebook_. You'll need to account for this in your campaign's overall treasure. You might even want to give the NPC a higher-level item appropriate as a treasure allotment for the level. -- You can expedite ability score generation by making the starting ability modifiers add up to +9, with no more than one modifier at +4 (and typically no more than one negative modifier). You can skip adding a background if you do this, but you might want to give the creature two skills, which includes one [Lore](compendium/skills.md#Lore) skill, to represent the skills granted by a background. -- It's not necessary to assign every skill feat, particularly for a higher-level NPC. You can just pick the most emblematic ones and gloss over the rest. -- For general feats, Incredible Initiative and Toughness make good choices. -- Most of the guidelines about choosing spells still apply, though you might want a few more utility spells that deal with non-combat challenges, particularly in low-level slots. - -> [!pf2-brown] CLASS ROAD MAPS -> -> You can use these suggestions when creating your road map to emulate a PC class, customizing as you see fit. You'll still need to look through the class to pick feats, weapons, and the like. Any statistic that isn't specifically listed can use moderate numbers. -> -> - **Alchemist** low [Perception](compendium/skills.md#Perception); high [Crafting](compendium/skills.md#Crafting); high Int, moderate or better Dex or Str; low to moderate HP; moderate attack with bombs; infused alchemical items, Quick Bomber if a bomber alchemist, a few other alchemist abilities; it's usually easier to give the alchemist its bomb items rather than use [Quick Alchemy](rules/actions/quick-alchemy.md) on the spot. -> - **Barbarian** high [Athletics](compendium/skills.md#Athletics); high Str, high to moderate Con; high AC; high Fortitude; high HP; moderate attack and extreme damage (when raging); [Rage](rules/actions/rage.md) and a few barbarian abilities -> - **Bard** moderate [Occultism](compendium/skills.md#Occultism), high [Performance](compendium/skills.md#Performance), high Charisma-based skills; high Cha; low Fortitude, moderate to high Will; low to moderate HP; low accuracy; high to extreme spell DC; spontaneous occult spellcasting as a bard of their level; composition spells -> - **Champion** low [Perception](compendium/skills.md#Perception); moderate [Religion](compendium/skills.md#Religion); high Str or Dex, moderate Cha; extreme AC; low Reflex; moderate attack and high damage; champion's reaction, devotion spells, [Shield Block](compendium/feats/shield-block.md) -> - **Cleric (Cloistered Cleric)** high [Perception](compendium/skills.md#Perception); high [Religion](compendium/skills.md#Religion), moderate or high skill themed to deity; low AC; high Wis; low Fortitude, high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared divine spellcasting as a cleric of their level; divine font; domain spells -> - **Cleric (Warpriest)** moderate [Perception](compendium/skills.md#Perception); moderate [Religion](compendium/skills.md#Religion), moderate or high skill themed to deity; high Str, moderate Wis; high AC; low Reflex, high Will; high spell DC; prepared divine spellcasting as a cleric of their level; divine font, [Shield Block](compendium/feats/shield-block.md) -> - **Druid** high [Perception](compendium/skills.md#Perception); high [Nature](compendium/skills.md#Nature), moderate or high skill from order; high Wis; high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared primal spellcasting as a druid of their level; order ability and order spell for their order; Shield Block; add an animal to the encounter for animal order -> - **Fighter** high [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics); high Str or Dex; high AC; low Will; high attack and high damage; [Attack of Opportunity](rules/actions/attack-of-opportunity.md), [Shield Block](compendium/feats/shield-block.md), a few fighter abilities -> - **Monk** high [Acrobatics](compendium/skills.md#Acrobatics), [Athletics](compendium/skills.md#Athletics), or both; high Str or Dex, moderate Wis; high or extreme AC; moderate attack and high damage; [Flurry of Blows](rules/actions/flurry-of-blows.md), a few monk abilities (possibly including ki spells) -> - **Ranger** high [Perception](compendium/skills.md#Perception); moderate [Nature](compendium/skills.md#Nature) and moderate to high [Survival](compendium/skills.md#Survival); high Str or Dex; high AC; moderate attack and high damage (or for a simpler ranger, remove [Hunt Prey](rules/actions/hunt-prey.md) and just use high attack and high damage); a few ranger abilities -> - **Rogue** high [Perception](compendium/skills.md#Perception); high Dex (or key ability score for a specific rogue's racket); high [Stealth](compendium/skills.md#Stealth) and [Thievery](compendium/skills.md#Thievery), plus more skills than usual; high AC; low Fortitude, high Reflex; low to moderate HP; moderate attack and low to moderate damage before sneak attack plus high or extreme damage with sneak attack; sneak attack, a few rogue abilities -> - **Sorcerer** low [Perception](compendium/skills.md#Perception); moderate bloodline skills and high Charisma-based bloodline skills; high Cha; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; spontaneous spellcasting of a tradition based on bloodline as a sorcerer of their level; bloodline spells -> - **Wizard** low [Perception](compendium/skills.md#Perception); high [Arcana](compendium/skills.md#Arcana); high Int; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; prepared arcane spellcasting as a wizard of their level; [Drain Bonded Item](rules/actions/drain-bonded-item.md), school spells and additional slots for a specialist (or additional uses of [Drain Bonded Item](rules/actions/drain-bonded-item.md) for a universalist) - -> [!pf2-brown] CLASS ABILITIES -> -> You don't need to give an NPC all the abilities from its class—especially those that just alter numbers. The following abilities are good quick choices that make for more interesting encounters. -> -> - **Alchemist** Feats 1st: [Quick Bomber](compendium/feats/quick-bomber.md); 6th: [Debilitating Bomb](compendium/feats/debilitating-bomb.md); 8th: [Sticky Bomb](compendium/feats/sticky-bomb.md); 10th: [Expanded Splash](compendium/feats/expanded-splash.md), [Greater Debilitating Bomb](compendium/feats/greater-debilitating-bomb.md); 14th: [True Debilitating Bomb](compendium/feats/true-debilitating-bomb.md); 18th: [Miracle Worker](compendium/feats/miracle-worker.md) -> - **Barbarian** instinct ability and related feats, raging resistance; Feats 1st: [Raging Intimidation](compendium/feats/raging-intimidation.md); 2nd: [No Escape](compendium/feats/no-escape.md), [Shake it Off](compendium/feats/shake-it-off.md); 4th: [Fast Movement](compendium/feats/fast-movement.md), [Swipe (Barbarian)](compendium/feats/swipe-barbarian.md); 6th: [Attack of Opportunity (Barbarian)](compendium/feats/attack-of-opportunity-barbarian.md), [Cleave](compendium/feats/cleave.md); 8th: [Sudden Leap (Barbarian)](compendium/feats/sudden-leap-barbarian.md); 10th: [Come and Get Me](compendium/feats/come-and-get-me.md), [Knockback](compendium/feats/knockback.md), [Terrifying Howl](compendium/feats/terrifying-howl.md); 14th: [Awesome Blow](compendium/feats/awesome-blow.md), [Whirlwind Strike (Barbarian)](compendium/feats/whirlwind-strike-barbarian.md); 18th: [Vicious Evisceration](compendium/feats/vicious-evisceration.md) -> - **Bard** muse feats; Feats 4th: [Melodious Spell](compendium/feats/melodious-spell.md); 6th: [Dirge of Doom](compendium/feats/dirge-of-doom.md), [Steady Spellcasting (Bard)](compendium/feats/steady-spellcasting-bard.md); 10th: [Quickened Casting (Bard)](compendium/feats/quickened-casting-bard.md); 14th: [Allegro](compendium/feats/allegro.md), [Soothing Ballad](compendium/feats/soothing-ballad.md); 16th: [Effortless Concentration (Bard)](compendium/feats/effortless-concentration-bard.md); 20th: [Fatal Aria](compendium/feats/fatal-aria.md) -> - **Champion** divine ally and related feats, divine smite, exalt, feats based on cause; Feats 1st: [Deity's Domain](compendium/feats/deitys-domain.md); 2nd: [Divine Grace](compendium/feats/divine-grace.md); 4th: [Aura of Courage](compendium/feats/aura-of-courage.md), [Mercy](compendium/feats/mercy.md); 6th: [Attack of Opportunity (Champion)](compendium/feats/attack-of-opportunity-champion.md); 8th: [Greater Mercy](compendium/feats/greater-mercy.md); 12th: [Aura of Faith](compendium/feats/aura-of-faith.md); 14th: [Aura of Righteousness](compendium/feats/aura-of-righteousness.md), [Divine Reflexes](compendium/feats/divine-reflexes.md); 18th: [Celestial Form](compendium/feats/celestial-form.md), [Ultimate Mercy](compendium/feats/ultimate-mercy.md) -> - **Cleric** Feats 1st: [Harming Hands](compendium/feats/harming-hands.md), [Healing Hands](compendium/feats/healing-hands.md); 2nd: [Sap Life](compendium/feats/sap-life.md), [Turn Undead](compendium/feats/turn-undead.md); 4th: [Command Undead](compendium/feats/command-undead.md), [Necrotic Infusion](compendium/feats/necrotic-infusion.md); 6th: [Divine Weapon](compendium/feats/divine-weapon.md), [Selective Energy](compendium/feats/selective-energy.md); 8th: [Channeled Succor](compendium/feats/channeled-succor.md); 12th: [Defensive Recovery](compendium/feats/defensive-recovery.md); 14th: [Fast Channel](compendium/feats/fast-channel.md); 16th: [Eternal Bane](compendium/feats/eternal-bane.md), [Eternal Blessing](compendium/feats/eternal-blessing.md) -> - **Druid** order feats; Feats 6th: [Steady Spellcasting (Druid)](compendium/feats/steady-spellcasting-druid.md); 8th: [Fey Caller](compendium/feats/fey-caller.md) (only the added spells); 10th: [Overwhelming Energy (Druid)](compendium/feats/overwhelming-energy-druid.md); 12th: [Primal Summons](compendium/feats/primal-summons.md); 16th: [Effortless Concentration (Druid)](compendium/feats/effortless-concentration-druid.md), 20th: [Leyline Conduit](compendium/feats/leyline-conduit.md) -> - **Fighter** bravery, feats associated with a combat style; Feats 1st: [Power Attack](compendium/feats/power-attack.md), [Sudden Charge (Fighter)](compendium/feats/sudden-charge-fighter.md); 2nd: [Intimidating Strike](compendium/feats/intimidating-strike.md), [Lunge](compendium/feats/lunge.md); 4th: [Knockdown](compendium/feats/knockdown.md), [Swipe (Fighter)](compendium/feats/swipe-fighter.md); 6th: [Shatter Defenses](compendium/feats/shatter-defenses.md); 8th: [Blind-Fight (Fighter)](compendium/feats/blind-fight-fighter.md), [Felling Strike](compendium/feats/felling-strike.md), [Sudden Leap (Fighter)](compendium/feats/sudden-leap-fighter.md); 10th: [Certain Strike](compendium/feats/certain-strike.md), [Combat Reflexes](compendium/feats/combat-reflexes.md), [Disruptive Stance](compendium/feats/disruptive-stance.md), [Fearsome Brute](compendium/feats/fearsome-brute.md); 12th: [Spring Attack](compendium/feats/spring-attack.md); 14th: [Determination](compendium/feats/determination.md), [Whirlwind Strike (Fighter)](compendium/feats/whirlwind-strike-fighter.md); 20th: [Weapon Supremacy](compendium/feats/weapon-supremacy.md) -> - **Monk** metal strikes, mystic strikes, perfected form, stance and related feats; Feats 1st: [Ki Rush](compendium/feats/ki-rush.md), [Ki Strike](compendium/feats/ki-strike.md); 2nd: [Crushing Grab](compendium/feats/crushing-grab.md), [Stunning Fist](compendium/feats/stunning-fist.md); 4th: [Deflect Arrow](compendium/feats/deflect-arrow.md), [Flying Kick](compendium/feats/flying-kick.md); 6th: [Abundant Step](compendium/feats/abundant-step.md), [Ki Blast](compendium/feats/ki-blast.md), [Whirling Throw](compendium/feats/whirling-throw.md); 8th: [Wall Run](compendium/feats/wall-run.md); 10th: [Winding Flow](compendium/feats/winding-flow.md); 16th: [Quivering Palm](compendium/feats/quivering-palm.md), [Shattering Strike](compendium/feats/shattering-strike.md); 18th: [Diamond Fists](compendium/feats/diamond-fists.md), [Swift River](compendium/feats/swift-river.md); 20th: [Enduring Quickness](compendium/feats/enduring-quickness.md), Impossible Techniques -> - **Ranger** [Hunt Prey](rules/actions/hunt-prey.md), hunter's edge, nature's edge, masterful hunter, swift prey, companion or combat style and related feats; Feats 2nd: [Quick Draw (Ranger)](compendium/feats/quick-draw-ranger.md), [Wild Empathy](compendium/feats/wild-empathy.md); 4th: Scout's Warning; 6th: Skirmish Strike; 8th: [Blind-Fight (Ranger)](compendium/feats/blind-fight-ranger.md), [Warden's Boon](compendium/feats/wardens-boon.md); 10th: [Camouflage](compendium/feats/camouflage.md); 14th: Sense the Unseen; 18th: [Shadow Hunter](compendium/feats/shadow-hunter.md); 20th: [Ultimate Skirmisher](compendium/feats/ultimate-skirmisher.md) -> - **Rogue** surprise attack, deny advantage, debilitating strike, master strike, rogue's racket and related feats; Feats 1st: Nimble Dodge; 2nd: [Mobility](compendium/feats/mobility.md), [Quick Draw (Rogue)](compendium/feats/quick-draw-rogue.md); 4th: Scout's Warning; 6th: [Gang Up](compendium/feats/gang-up.md), Skirmish Strike, [Twist the Knife](compendium/feats/twist-the-knife.md); 8th: [Blind-Fight (Rogue)](compendium/feats/blind-fight-rogue.md), [Opportune Backstab](compendium/feats/opportune-backstab.md); 10th: [Sneak Savant](compendium/feats/sneak-savant.md); 12th: [Fantastic Leap](compendium/feats/fantastic-leap.md), [Spring from the Shadows](compendium/feats/spring-from-the-shadows.md); 14th: Sense the Unseen; 16th: [Dispelling Slice](compendium/feats/dispelling-slice.md), [Perfect Distraction](compendium/feats/perfect-distraction.md); 20th: [Hidden Paragon](compendium/feats/hidden-paragon.md), [Reactive Distraction](compendium/feats/reactive-distraction.md) -> - **Sorcerer** bloodline and related feats; Feats 1st: [Counterspell (Sorcerer)](compendium/feats/counterspell-sorcerer.md), [Dangerous Sorcery](compendium/feats/dangerous-sorcery.md); 4th: [Bespell Weapon (Sorcerer)](compendium/feats/bespell-weapon-sorcerer.md); 6th: [Steady Spellcasting (Sorcerer)](compendium/feats/steady-spellcasting-sorcerer.md); 10th: [Overwhelming Energy (Sorcerer)](compendium/feats/overwhelming-energy-sorcerer.md), [Quickened Casting (Sorcerer)](compendium/feats/quickened-casting-sorcerer.md); 16th: [Effortless Concentration (Sorcerer)](compendium/feats/effortless-concentration-sorcerer.md); 20th: [Metamagic Mastery (Sorcerer)](compendium/feats/metamagic-mastery-sorcerer.md) -> - **Wizard** school and related feats; Feats 1st: [Counterspell (Wizard)](compendium/feats/counterspell-wizard.md); 4th: [Bespell Weapon (Wizard)](compendium/feats/bespell-weapon-wizard.md); 6th: [Steady Spellcasting (Wizard)](compendium/feats/steady-spellcasting-wizard.md); 10th: [Overwhelming Energy (Wizard)](compendium/feats/overwhelming-energy-wizard.md), [Quickened Casting (Wizard)](compendium/feats/quickened-casting-wizard.md); 12th: [Clever Counterspell](compendium/feats/clever-counterspell.md); 14th: [Reflect Spell (Wizard)](compendium/feats/reflect-spell-wizard.md); 16th: [Effortless Concentration (Wizard)](compendium/feats/effortless-concentration-wizard.md); 18th: [Infinite Possibilities](compendium/feats/infinite-possibilities.md); 20th: [Metamagic Mastery (Wizard)](compendium/feats/metamagic-mastery-wizard.md), [Spell Combination](compendium/feats/spell-combination.md). - -## Building Hazards -GMG p. 74 - -### Concept -GMG p. 74 - -The first thing you'll need is a concept for your hazard. - -What level is your hazard? Will it be simple or complex? Is it a trap, a haunt, an environmental hazard, or something else? If it's a trap, is it mechanical, magical, or both? This is a good time to brainstorm the hazard's name and description, as this will help you decide how the hazard can be disabled. - -The following information builds on concepts from Building Creatures, which starts on page 56. - -#### Hazard Types -GMG p. 74 - -The three main types of hazards are traps, environmental hazards, and haunts. - -Traps are usually built or placed, though they can also form accidentally, such as if a magic portal, through millennia of disuse, malfunctions as its magic warps. Mechanical traps always have some physical component, whereas purely magical traps typically don't. Magical traps can usually be counteracted by _dispel magic_, and those without a listed proficiency rank for [Stealth](compendium/skills.md#Stealth) can be found using _detect magic_. [Thievery](compendium/skills.md#Thievery) is the most common skill used to disable traps. - -Environmental hazards are either living things, like dangerous spores and molds, or simply features of the terrain or environment, like avalanches or rockslides. While they are always physical, some environmental hazards can't reasonably be attacked or damaged, such as a cloud of poisonous gas or a patch of quicksand. [Survival](compendium/skills.md#Survival) is the most common skill used to disable environmental hazards. - -Haunts are spiritual hazards, usually formed when the spiritual essence of a location is imprinted with the instincts and emotions from a living being's demise. Because haunts lack matter, they rarely involve a physical component, and when they do, that component is generally incorporeal or might even be damaged only by positive energy. The skills and options used to disable haunts vary, though using [Religion](compendium/skills.md#Religion) for an exorcism is common. However, even with a successful check to disable a haunt, it can reoccur until its unfinished business is resolved. Typically, successfully disabling or enduring a haunt provides clues to determine what it would take to lay it to rest permanently. - -### Understanding and Choosing Statistics -GMG p. 74 - -Much like for creatures, hazard statistics can be extreme, high, or low (hazards don't need as much granularity, so they usually don't have moderate or terrible values for their statistics). While they are defined in creature creation, when building a hazard, you'll use the values slightly differently. - -**Extreme:** While extreme values remain world-class statistics that are extremely difficult to meet or exceed, unlike with monsters, almost all hazards have one extreme statistic because hazards normally activate only if they have gone [unnoticed](rules/conditions.md#Unnoticed) or if someone critically failed to disable them. Does it have an extreme [Stealth](compendium/skills.md#Stealth) DC that makes it incredibly hard to find, an extreme Disable DC that makes it perilous to disable, or an extreme save DC that makes it deadly in the event it triggers? These are the most common choices, as each affects a different phase of encountering the hazard. - -**High:** This is a capable level, and can generally serve as a baseline value; this value for hazards covers what would be the high and moderate ranges for creatures. - -**Low:** If a hazard has a weakness, like a poor Reflex save for a bulky mechanical trap or an easy DC to disable for a hard-to-find trap, it usually has a low value. If you need something even lower, use a terrible value from Building Creatures (pages 56–73), or just an incredibly low value. - -### Stealth and Disable -GMG p. 75 - -When determining a hazard's combat statistics, first decide how the hazard can be located and how hard it is to disable. - -A hazard where the main challenge is how difficult it is to find, like the _Core Rulebook's_ [hidden](rules/conditions.md#Hidden) pit, might have a very different effect for its level than a hazard out in plain sight, daring a PC to try to disable it, like the _Armageddon orb_ - -| Level | Extreme | High | Low | -|-------|---------|------|-----| -| –1 | 18 | 15 | 12 to 11 | -| 0 | 19 | 16 | 13 to 12 | -| 1 | 20 | 17 | 14 to 13 | -| 2 | 21 | 18 | 15 to 14 | -| 3 | 23 | 20 | 17 to 15 | -| 4 | 25 | 22 | 18 to 17 | -| 5 | 26 | 23 | 20 to 18 | -| 6 | 28 | 25 | 21 to 19 | -| 7 | 30 | 27 | 23 to 21 | -| 8 | 31 | 28 | 24 to 22 | -| 9 | 33 | 30 | 26 to 23 | -| 10 | 35 | 32 | 27 to 25 | -| 11 | 36 | 33 | 29 to 26 | -| 12 | 38 | 35 | 30 to 27 | -| 13 | 40 | 37 | 32 to 29 | -| 14 | 41 | 38 | 33 to 30 | -| 15 | 43 | 40 | 35 to 31 | -| 16 | 45 | 42 | 36 to 33 | -| 17 | 46 | 43 | 38 to 34 | -| 18 | 48 | 45 | 39 to 35 | -| 19 | 50 | 47 | 41 to 37 | -| 20 | 51 | 48 | 42 to 38 | -| 21 | 53 | 50 | 44 to 39 | -| 22 | 55 | 52 | 45 to 41 | -| 23 | 56 | 53 | 46 to 42 | -| 24 | 58 | 55 | 48 to 43 | - -When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. You'll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method. - -Remember, a hazard without a listed rank next to its [Stealth](compendium/skills.md#Stealth) DC is obvious enough that creatures can find it without [Searching](rules/actions/search.md), and magical hazards without a listed rank are not normally protected against _detect magic_. Most hazards built by intelligent creatures are [concealed](rules/conditions.md#Concealed) have at least a trained rank. Table 2–14 indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less-efficient method to disable the hazard using a lower rank. For instance, the bloodthirsty urge haunt in the _Core Rulebook_ can be disabled with master [Religion](compendium/skills.md#Religion), or by a higher DC with expert [Diplomacy](compendium/skills.md#Diplomacy). - -If you need a [Stealth](compendium/skills.md#Stealth) modifier for a complex hazard, just subtract 10 from the listed DC. - -| Levels | High | Moderate | -|--------|------|----------| -| 0 or lower | Untrained | Untrained | -| 1-4 | Trained (expert for [Perception](compendium/skills.md#Perception)) | Trained | -| 5-8 | Expert | Trained | -| 9-18 | Master | Expert | -| 19 or higher | Legendary | Master | - -### Defenses -GMG p. 75 - -If there's a physical component that a character could break, you'll need to determine the hazard's AC, Fortitude save, and Reflex save, using the extreme, high, and low values (preceded by E, H, or L on the table) as well as its Hardness, HP, and Broken Threshold (BT). When building a purely magical or formless hazard, you can skip this section. - -| Level | EAC | HAC | LAC | E Save | H Save | L Save | Hardness | HP* | -|-------|-----|-----|-----|--------|--------|--------|----------|-----| -| –1 | 18 | 15 | 12 | +9 | +8 | +2 | 2–4 | 11–13 | -| 0 | 19 | 16 | 13 | +10 | +9 | +3 | 3–5 | 15–17 | -| 1 | 19 | 16 | 13 | +11 | +10 | +4 | 5–7 | 23–25 | -| 2 | 21 | 18 | 15 | +12 | +11 | +5 | 7–9 | 30–34 | -| 3 | 22 | 19 | 16 | +14 | +12 | +6 | 10–12 | 42–46 | -| 4 | 24 | 21 | 18 | +15 | +14 | +8 | 11–13 | 46–50 | -| 5 | 25 | 22 | 19 | +17 | +15 | +9 | 12–14 | 50–54 | -| 6 | 27 | 24 | 21 | +18 | +17 | +11 | 13–15 | 54–58 | -| 7 | 28 | 25 | 22 | +20 | +18 | +12 | 14–16 | 58–62 | -| 8 | 30 | 27 | 24 | +21 | +19 | +13 | 15–17 | 62–66 | -| 9 | 31 | 28 | 25 | +23 | +21 | +15 | 16–18 | 66–70 | -| 10 | 33 | 30 | 27 | +24 | +22 | +16 | 17–19 | 70–74 | -| 11 | 34 | 31 | 28 | +26 | +24 | +18 | 19–21 | 78–82 | -| 12 | 36 | 33 | 30 | +27 | +25 | +19 | 20–22 | 82–86 | -| 13 | 37 | 34 | 31 | +29 | +26 | +20 | 21–23 | 86–90 | -| 14 | 39 | 36 | 33 | +30 | +28 | +22 | 22–24 | 90–94 | -| 15 | 40 | 37 | 34 | +32 | +29 | +23 | 23–25 | 94–98 | -| 16 | 42 | 39 | 36 | +33 | +30 | +25 | 25–27 | 101–107 | -| 17 | 43 | 40 | 37 | +35 | +32 | +26 | 27–29 | 109–115 | -| 18 | 45 | 42 | 39 | +36 | +33 | +27 | 29–31 | 117–123 | -| 19 | 46 | 43 | 40 | +38 | +35 | +29 | 31–33 | 125–131 | -| 20 | 48 | 45 | 42 | +39 | +36 | +30 | 33–35 | 133–139 | -| 21 | 49 | 46 | 43 | +41 | +38 | +32 | 36–38 | 144–152 | -| 22 | 51 | 48 | 45 | +43 | +39 | +33 | 39–41 | 156–164 | -| 23 | 52 | 49 | 46 | +44 | +40 | +34 | 44–46 | 168–176 | -| 24 | 54 | 51 | 48 | +46 | +42 | +36 | 46–50 | 180–188 | - -* The Broken Threshold is usually half the hazard's HP. - -Some hazards, even high-level ones, don't make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from table 2–7: Hit Points on page 63. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility. - -### Offense -GMG p. 76 - -Almost all hazards need an attack bonus or a save DC, and hazards that deal damage need to list a damage value. Simple hazards deal about twice as much damage as complex hazards and have an attack bonus even higher than the extreme attack bonus for a creature (abbreviated as S. Atk in Table 2–16: Offense). Complex hazards usually have attack bonuses akin to a high attack bonus for a creature (abbreviated as C. Atk in Table 2–16). You can adjust them further using Table 2–9: Attack Bonus on page 64 if your hazard needs it. Simple hazard DCs aren't as high for their level as their attack bonuses are, since effects with DCs usually have some effect even on a successful saving throw; use the EDC and HDC columns for extreme and hard DCs on Table 2–16: Offense below. - -The damage columns on the table give a damage expression you can use, followed by the average damage in parentheses. If you want to make your own damage expression, remember that average damage is 2.5 for a d4, 3.5 for a d6, 4.5 for a d8, 5.5 for a d10, and 6.5 for a d12. - -| Level | S. Atk | C. Atk | Simple Dmg | Complex Dmg | EDC | HDC | -|-------|--------|--------|------------|-------------|-----|-----| -| –1 | +10 | +8 | `2d4+1` (6) | `1d4+1` (3) | 19 | 16 | -| 0 | +11 | +8 | `2d6+3` (10) | `1d6+2` (5) | 19 | 16 | -| 1 | +13 | +9 | `2d6+5` (12) | `1d6+3` (6) | 20 | 17 | -| 2 | +14 | +11 | `2d10+7` (18) | `1d10+4` (9) | 22 | 18 | -| 3 | +16 | +12 | `2d10+13` (24) | `1d10+6` (12) | 23 | 20 | -| 4 | +17 | +14 | `4d8+10` (28) | `2d8+5` (14) | 25 | 21 | -| 5 | +19 | +15 | `4d8+14` (32) | `2d8+7` (16) | 26 | 22 | -| 6 | +20 | +17 | `4d8+18` (36) | `2d8+9` (18) | 27 | 24 | -| 7 | +22 | +18 | `4d10+18` (40) | `2d10+9` (20) | 29 | 25 | -| 8 | +23 | +20 | `4d10+22` (44) | `2d10+11` (22) | 30 | 26 | -| 9 | +25 | +21 | `4d10+26` (48) | `2d10+13` (24) | 32 | 28 | -| 10 | +26 | +23 | `4d12+26` (52) | `2d12+13` (26) | 33 | 29 | -| 11 | +28 | +24 | `4d12+30` (56) | `2d12+15` (28) | 34 | 30 | -| 12 | +29 | +26 | `6d10+27` (60) | `3d10+14` (30) | 36 | 32 | -| 13 | +31 | +27 | `6d10+31` (64) | `3d10+16` (32) | 37 | 33 | -| 14 | +32 | +29 | `6d10+35` (68) | `3d10+18` (34) | 39 | 34 | -| 15 | +34 | +30 | `6d12+33` (72) | `3d12+17` (36) | 40 | 36 | -| 16 | +35 | +32 | `6d12+35` (74) | `3d12+18` (37) | 41 | 37 | -| 17 | +37 | +33 | `6d12+37` (76) | `3d12+19` (38) | 43 | 38 | -| 18 | +38 | +35 | `6d12+41` (80) | `3d12+20` (40) | 44 | 40 | -| 19 | +40 | +36 | `8d10+40` (84) | `4d10+20` (42) | 46 | 41 | -| 20 | +41 | +38 | `8d10+44` (88) | `4d10+22` (44) | 47 | 42 | -| 21 | +43 | +39 | `8d10+48` (92) | `4d10+24` (46) | 48 | 44 | -| 22 | +44 | +41 | `8d10+52` (96) | `4d10+26` (48) | 50 | 45 | -| 23 | +46 | +42 | `8d12+48` (100) | `4d12+24` (50) | 51 | 46 | -| 24 | +47 | +44 | `8d12+52` (104) | `4d12+26` (52) | 52 | 48 | - -#### Designing Simple Hazards -GMG p. 76 - -When designing a simple hazard, make sure to select an appropriate trigger and effect. Often, a simple hazard that merely damages its target is little more than a speed bump that slows down the game without much added value, so think about the purpose of your hazard carefully, both in the story and in the game world, especially when it's a hazard that a creature intentionally built or placed in that location. A great simple hazard does something interesting, has a longer-lasting consequence, or integrates with the nearby inhabitants or even the encounters in some way (you can find more information on integrating hazards with encounters in Dynamic Encounters on page 48) - -#### Designing Complex Hazards -GMG p. 76 - -Unlike a simple hazard, a complex hazard can play the part of a creature in a battle, or can be an encounter all its own. Many of the concerns with damaging effects when designing a simple hazard don't apply when designing a complex hazard. A complex hazard can apply its damage over and over again, eventually killing its hapless victim, and isn't intended to be a quick-to-overcome obstacle. - -Complex hazards have a lot more in common with creatures than simple hazards do, and you'll see that a complex hazard's statistics are similar to those of a creature. - -A good complex hazard often requires disabling multiple components or otherwise interacting with the encounter in some way. For instance, while the _Core Rulebook's_ poisoned dart gallery requires only one [Thievery](compendium/skills.md#Thievery) check to disable, the control panel is on the far end of the gallery, so a PC would need to make their way across first. - -##### Building Routines -GMG p. 76 - -A complex hazard has a routine each round, whether it stems from preprogrammed instructions built into a trap, instincts and residual emotions swirling around a complex haunt, or a force of nature like sinking in quicksand. Make sure to build a routine that makes sense for the hazard; an environmental lava chute that ejects lava into the area each round shouldn't be able to seek out and precisely target only the PCs, but it might spatter random areas within range or everything within range, depending on how you describe the hazard. However, a complex haunt might be able to recognize life force and target living creatures. - -If you create a hazard that can't consistently attack the PCs (like the _Core Rulebook's_ blade pillar, which moves in a random direction), you can make it deadlier than normal in other ways. - -The hazard should have as many actions as you feel it needs to perform its routine. If you split the routine out into several actions, you can also remove some of the hazard's actions once partial progress is made in disabling or destroying it; this can give the PCs a feeling of progress, and it can encourage them to handle the hazard if it appears in a encounter alongside creatures. - -### Simple Hazards -GMG p. 77 - -A simple hazard uses its reaction when triggered. - -### Complex Hazards -GMG p. 80 - -Complex hazards roll initiative and act on their turn. - -## Building Items -GMG p. 82 - -New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward. This section explains the philosophy and numbers behind creating items so you can design your own in no time! - -### Concept and Role -GMG p. 82 - -First, come up with a concept for the item based on the role the item serves in your game and in the game's world. You might include a new item in an ancient ruin to hint at the its history and the people who used to live there. For instance, a Thassilonian ruin might have an item based on rune magic, while a Jistkan ruin might have an item related to golems. - -A new magic item might be important later in the story, or its role might be as simple as a fun wolf-themed item for the monk that uses Wolf Stance. Keep your concept in mind to guide you through the rest of the process. Start thinking about what kind of magic item it will be. Each item type has its own niche, and some are less likely to be as useful to the PCs. For instance, new weapons and armor require the PC to give up the weapon or armor they already have, which might make them more reluctant to use the new items unless they're noticeably better, while consumable items don't have as big an impact on the story as permanent items. - -#### Item Level -GMG p. 82 - -A new item is typically going to be within a few levels of the PCs. If it's too low, it might not be interesting, and if it's too high, it might be too powerful or too lucrative to sell. - -#### Comparison -GMG p. 82 - -First, take a look at similar items. For example, if you want a permanent item that lets someone fly, look at the _broom of flying_, which moves of its own volition to a location and thus can't be used to gain a huge advantage during combat, and _winged boots_, which can. This will give you an idea of the right level range and the different specifics and limitations of existing items. You might even be able to just adjust one of those a bit to get what you want with minimal work. - -### Item Effects -GMG p. 82 - -Next, use the item's concept and role to decide its effects. This is where your creativity will bring the item to life. Make sure to have it do something exciting and roleplay-inspiring. A magic item that does nothing more than deliver a bonus is far less interesting, even if the item does have a load-bearing item bonus, like a magic weapon. To determine the item's power, take into account the special abilities you give the item as well as the item bonus (if any) that it grants. - -For specific advice for the type of magic item you are creating, check out Designing by Type on page 83. - -#### Special Abilities -GMG p. 82 - -When deciding what special abilities are appropriate for what level, it's best to look for similar spells to gauge the effect. For most consumables, the effect should be less powerful than the highest level spell a spellcaster of the item's level could cast. Scrolls are about the most efficient you can get—they're the same level the spellcaster would be—but they require a spellcaster that has the spell on their list, and take the same actions as casting the spell normally. - -The most straightforward choice is a once-per-day ability. For this, the item's level should be at least 2 levels higher than the minimum level a spellcaster could first cast that spell. For example, if your ability is about as powerful as a 3rd-level spell cast once per day (perhaps [haste](compendium/spells/haste.md)), then it should be at least a 7th-level item. A basic wand is a good example. However, a wand is flexible and can contain the most effective possible choice for its spell level (such as long-lasting spells where once a day is effectively permanent), so a specific item that doesn't grant such a spell could have additional powers or bonuses at the same price as a wand. - -If the item can be activated multiple times per day, it should be at least 4 levels higher instead—9th level in our example. Frequency could range from twice per day to once per hour and anything in between. Choose whatever makes sense to allow the characters to use the item more frequently without being effectively constant or unlimited. The appropriate frequency, or whether it's ever okay to have unlimited activations, varies wildly based on the spell. Unlimited castings of a cantrip is fine, but an effect akin to a non-cantrip spell is rarely a good idea. Only attempt to build such an item when you're certain of the consequences. - -Items that can be activated less often than once per day don't appear too often, and they usually fit best with abilities that make sense outside of encounters. It's still best to stick to the guidelines for once-per-day abilities, but these items tend to have more properties—and often strange ones. - -##### Constant Abilities -GMG p. 82 - -If you want an effect to be constant, set the level and Price accordingly. For instance, let's say your group is 16th level and you want to give them an item themed around flying. - -A 7th-level [fly](compendium/spells/fly.md) spell lasts an hour already, so one casting covers a significant portion of the adventuring day. To keep it simpler, you decide to create a 16th-level cloak that lets the wearer constantly fly. Remember, some effects were never meant to be constant and could warp your game. - -##### Activation Actions -GMG p. 83 - -Watch out when picking the number of actions an activation takes! A 1-action activation that casts a spell with a 2-action casting time is drastically more powerful in an encounter than an item with a 2-action activation would be. An item like that is typically much higher level, and it works best with "helper" spells or ones with limited utility rather than offensive spells. The safest bet is to use the same number of actions the spell normally takes to cast. - -##### Scaling Out of Usefulness -GMG p. 83 - -Some spells aren't appealing if their level is too low. For instance, an item that casts 1st-level _burning hands_ three times per day might be 5th or 6th level. The problem is that spell scaling has the biggest impact at low levels, so the spell isn't effective compared to other actions a character could take. Err on the side of fewer, more impressive activations. - -#### Bonuses -GMG p. 83 - -If your item includes item bonuses, check the table below for the minimum item levels the game's math expects permanent bonuses to be applied to. A lower-level item might give such a bonus temporarily, but keep track to make sure the item isn't effectively permanent. If a character typically picks three or fewer locks a day, there's no difference between a +2 item bonus to pick all locks and an activation that gives a +2 item bonus to [Pick a Lock](rules/actions/pick-a-lock.md) three times per day. - -For attack bonuses, AC, and saves, the minimums match _magic weapons_ and _magic armor_. You can have other items with these bonuses (like _handwraps of mighty blows_), but keep in mind they compete with fundamental runes. - -Skill bonuses come on a wider range of items. Some are more broadly useful, so an [Athletics](compendium/skills.md#Athletics) item might be more expensive than an equivalent [Society](compendium/skills.md#Society) item. Gaining a bonus to [Perception](compendium/skills.md#Perception) is especially valuable compared to gaining a bonus to a skill. Just because an item is the minimum level for its bonus doesn't mean the bonus should be the item's only power. The item can and should have an additional interesting power beyond the bonus. Likewise, an item can come at a higher level than the minimum, but if it's much higher, its abilities start to compete with the next bonus. - -| Statistic | +1 | +2 | +3 | -|-----------|----|----|----| -| Attack Bonus | 2 | 10 | 16 | -| AC | 5 | 11 | 18 | -| Save (resilient rune) | 8 | 14 | 20 | -| Skill/Perception | 3 | 9 | 17* | - -* This is also the minimum level for apex items. - -### Designing by Type -GMG p. 83 - -The following guidance applies to items of various types. - -#### Alchemical Items -GMG p. 83 - -Alchemical items are consumables. Because alchemists can make a large number for free, alchemical items tend to be on the weaker end for their level, with lower Prices. Avoid [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") effects that feel too much like magic. Alchemy is capable of fantastical things, but should have its own distinct feel; where you draw the line depends on your game. - -Alchemical bombs are like weapons for alchemists and should usually primarily deal damage, with small extra effects. Existing bombs are great models. Elixirs are varied; make sure not to duplicate potions, especially highly magical ones. Be careful with mutagen drawbacks; it's easy to make one that doesn't affect certain characters. Look at the serene mutagen. If its drawback didn't affect spells, Wisdom-based casters who didn't use weapons would have no drawback. - -Poisons are one of the trickier alchemical items to make, and it's usually best to just tweak one found in the _Core Rulebook_ to avoid making something that's overpowered; compare to poisons of the same type that have similar onset and stage duration, as longer onset and duration poisons tend to deal drastically more damage. Alchemical tools are best used for adding a little weirdness. They can be especially creative and interesting, but tend not to be powerful. - -#### Ammunition -GMG p. 83 - -Magic ammunition is consumable; launching it destroys it. Pay attention to whether you give the ammunition an activation: any big flashy effect for its level should almost always have one, since otherwise the effect is essentially a free action on top of a [Strike](rules/actions/strike.md). This is particularly important for extremely low-level ammunition, since a high-level character could use that ammunition for every [Strike](rules/actions/strike.md) without noticing the gold cost. If the ammunition doesn't deal normal [Strike](rules/actions/strike.md) damage on a hit, remember to say that! Dealing damage is the default. - -#### Armor and Weapons -GMG p. 83 - -Specific armor and weapons replace the opportunity to add property runes, so you have a lot of space to design. Choose abilities that feel attached to the fact that they are weapons or armor; for instance, a fiery sword that you point at an enemy to shoot fire bolts is more on theme than a fiery sword that casts _wall of fire_ in an unconnected way. - -The specific item should cost more than the base armor or weapon would with just the fundamental runes, but you can often discount the cost of the additional components significantly as part of the specific item's special niche. Be careful about specific armor or weapons that include property runes in addition to unique specific abilities. If you discount the item, you might end up with an item significantly superior to one built using the normal property runes system. That's not always bad, since it's still giving up customization for power, and this can be appropriate if the item has an important place in your story. Just make sure the difference isn't too drastic. - -If you just want to create armor or a weapon with runes and no extra special abilities, you can do so. The Price of such an item is the sum of all the runes' Prices, and its level is that of the highest-level rune on the item. - -When picking abilities, you can also consider taking from the relic gifts found on pages 96–105. Even if your game doesn't use relics, that section has plenty of choices sorted by theme. If you do, keep in mind that relic abilities are typically more powerful than usual for their level and that those abilities wouldn't scale on a normal magic item. - -#### Held Items -GMG p. 84 - -Usually, held items should require manipulation to use, with [Interact](rules/actions/interact.md) activations. They are most often tools, implements, items that can be thrown, and the like. Imagine a PC physically using the item and what that looks like. - -Remember that held items are more challenging for martial characters to use, compared to spellcasters or hands-free characters, like monks. A barbarian might have to give up a two-handed weapon to use a held item, and so is less likely to use one. This means you might want to design held items specifically for non-martial characters, or have them be items a martial character uses outside of combat. - -#### Oils -GMG p. 84 - -Oils are consumables you slather onto items or, rarely, creatures. They provide an interesting opportunity to apply effects to other items. Just remember not to accidentally make something that should be applied topically into a potion; for instance, a [petrified](rules/conditions.md#Petrified) character can't drink an anti-petrifying potion! The actions an oil takes to use depend on how thoroughly it needs to be applied. For one used outside of combat, it could take a minute or more. - -#### Potions -GMG p. 84 - -Potions are consumables in the truest sense; you literally consume them. Since the action of drinking isn't easy to split up, they take only a single action to activate. This advantage makes potions that replicate spell effects incredibly powerful, and it's the reason potions are nearly always higher level than scrolls with similar effects. - -#### Runes -GMG p. 84 - -Property runes are a fun and versatile way to customize weapons and armor without throwing away the previous items. Each should be fairly simple, especially at lower levels, because combining runes can make things overcomplicated. Compare to other properties to determine the right level. - -#### Scrolls -GMG p. 84 - -You'll never need to design a new scroll, but use them as a comparison when designing other types of consumables. If you're designing a consumable that seems like it's much better than a scroll of its level—or faster to activate—you should probably raise the item's level or adjust the effect. - -#### Shields -GMG p. 84 - -Use the _sturdy shields_ as benchmarks for the best possible shield Hardness, HP, and BT for a shield of that level. Your new shield should have less than those benchmarks since it also does something else, and you can use the magnitude of the reduction to build room for creative defensive abilities. - -#### Staves -GMG p. 84 - -You'll need to come up with a theme and curate a list of spells that stay close to that theme, typically one to three per spell level, all on one spell list. A staff is always at least 3 levels higher than the minimum level for a spellcaster to cast the highest-level spell it contains, so a staff with up to 4th-level spells would be at least a 10th-level item. - -#### Structures -GMG p. 84 - -Structures are evocative and make great tertiary items, quirky but not part of a combat build. This allows you to price them affordably, but make sure there isn't some [hidden](rules/conditions.md#Hidden) abuse where the structure drastically alters encounters. The [structure](rules/traits/structure.md "Structure General Trait") trait is intended to help as a starting point. - -#### Talismans -GMG p. 84 - -Because talismans are affixed ahead of time but don't take an action to retrieve, they reward forethought and planning. Those that can be activated as a free action also have the best action efficiency of any consumable. In the same way scrolls reward specific spellcasters, talisman requirements reward particular types of characters. Talismans might grant a single use of a feat, with an additional effect if the character already has that feat. Think of talismans as martial characters' answer to scrolls to expand on the options of the non-spellcasters at your table. - -#### Wands -GMG p. 84 - -You won't need to design basic _magic wands_, but you might want a special wand. When designing a new special wand, your wand's level will usually be 1 to 2 levels higher than the basic wand, depending on the magnitude of the special effect. Remember that if you make the wand 2 levels higher, it's now competing with wands of a spell a whole level higher, so the special effect should be worth that cost! - -#### Worn Items -GMG p. 84 - -Worn items vary wildly in their effects, but they all take up one of a character's 10 invested items. Remember to include the item's worn entry, if applicable (or — if you could imagine someone wearing 10 or more with no difficulty) - -> [!pf2-brown] POTIONS VS. ELIXIRS -> -> Alchemical items and magic items follow a similar price economy based on their level, but the effects of potions can be a bit broader and more directly magical. Alchemists can also make extremely large numbers of elixirs at an item level equal to their alchemist level, so if a 17th level elixir was competing with a 9th level spell for power, an alchemist would be packing the equivalent of over 40 9th level spells, and potentially [quickened](rules/conditions.md#Quickened) spells thanks to the single action activation. - -Where the item is worn should usually match its effects or bonuses: shoes help you move, eyepieces affect your vision, and so on. As with held items, imagine a character wearing the item to picture how they use its magic. - -Apex items are always at least level 17 and should have unique abilities on top of their bonus, just like other items. - -### Fill in the Numbers -GMG p. 85 - -You're almost done! The final step is to fill in the numbers. - -#### Dcs -GMG p. 85 - -Choose any DCs for the item's abilities. You can't go wrong with the typical DCs in Table 2–18. However, an item with a narrow function might have a DC up to 2 higher, and one that forces a save (such as with an aura) is typically 2 lower. - -The lower the DC, the quicker the item becomes obsolete. - -| Item Level | DC | -|------------|----| -| 1 | 15 | -| 2 | 16 | -| 3 | 17 | -| 4 | 18 | -| 5 | 19 | -| 6 | 20 | -| 7 | 23 | -| 8 | 24 | -| 9 | 25 | -| 10 | 27 | -| 11 | 28 | -| 12 | 29 | -| 13 | 30 | -| 14 | 31 | -| 15 | 34 | -| 16 | 35 | -| 17 | 37 | -| 18 | 38 | -| 19 | 41 | -| 20 | 43 | - -#### Item Prices -GMG p. 85 - -Use the following guidelines for pricing items. - -##### Permanent Items -GMG p. 85 - -Each item level has a price range. Based on the item's role and abilities, decide where in that range to place it. There's plenty of variation, and you primarily need to worry about Price only if you expect the PCs will be able to sell it. - -Primary items cost near the highest value for their level. - -They have a big impact on combat or player ability. This includes weapons, armor, and [Perception](compendium/skills.md#Perception) items. The highest price is for items like _magic weapons_, _magic armor_, and apex items. So a _+1 striking weapon_ is 100 gp at 4th level. - -Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like [Medicine](compendium/skills.md#Medicine) or [Crafting](compendium/skills.md#Crafting). - -Tertiary items, with low value, are weird or very specific items, ones not usually core to a character's build. - -Especially strange ones might fall into the gap between two levels. - -| Level | Price | Core Item | -|-------|-------|-----------| -| 1 | 10–20 gp | | -| 2 | 25–35 gp | +1 weapon | -| 3 | 45–60 gp | +1 skill item | -| 4 | 75–100 gp | +1 striking weapon | -| 5 | 125–160 gp | +1 armor | -| 6 | 200–250 gp | | -| 7 | 300–360 gp | | -| 8 | 415–500 gp | +1 resilient armor | -| 9 | 575–700 gp | +2 skill item | -| 10 | 820–1,000 gp | +2 striking weapon | -| 11 | 1,160–1,400 gp | +2 resilient armor | -| 12 | 1,640–2,000 gp | +2 greater striking weapon | -| 13 | 2,400–3,000 gp | | -| 14 | 3,600–4,500 gp | +2 greater resilient armor | -| 15 | 5,300–6,500 gp | | -| 16 | 7,900–10,000 gp | +3 greater striking weapon | -| 17 | 12,000–15,000 gp | +3 skill item, apex item | -| 18 | 18,600–24,000 gp | +3 greater resilient armor | -| 19 | 30,400–40,000 gp | +3 superior striking weapon | -| 20 | 52,000–70,000 gp | +3 superior resilient armor | - -#### Consumables -GMG p. 85 - -Consumables have a slightly narrower range, with topend items like scrolls, optimum healing potions, or super-useful consumables like a _potion of invisibility_ at the high end. - -| Level | Price | -|-------|-------| -| 1 | 3–4 gp | -| 2 | 5–7 gp | -| 3 | 8–12 gp | -| 4 | 13–20 gp | -| 5 | 21–30 gp | -| 6 | 31–50 gp | -| 7 | 51–70 gp | -| 8 | 71–100 gp | -| 9 | 101–150 gp | -| 10 | 151–200 gp | -| 11 | 201–300 gp | -| 12 | 301–400 gp | -| 13 | 401–600 gp | -| 14 | 601–900 gp | -| 15 | 901–1,300 gp | -| 16 | 1,301–2,000 gp | -| 17 | 2,001–3,000 gp | -| 18 | 3,001–5,000 gp | -| 19 | 5,001–8,000 gp | -| 20 | 8,001–14,000 gp | - -You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any mechanical effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such. - -## Item Quirks -GMG p. 86 - -You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any mechanical effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such effects should never grant more than a +1 item bonus or –1 item penalty, and even then the statistic or check it applies to should be narrow. For a quirk that grants an item the ability to speak, you choose the language based on the history of the item, or your best guess of what that history might be. It's typically a language spoken by the item's creator. - -| d% | Quirk | Description | -|----|-------|-------------| -| 01 | Melodic | Faint music plays when in use. | -| 02 | Skin-altering | The user's skin color changes to a bright color such as blue or green. | -| 03 | Choral | Repeats everything the user says in a singing voice. | -| 04 | Mood coloration | User's mood affects the item's color. | -| 05 | Chatty | Happily engages in small talk. | -| 06 | Spoiling | Food within 1 foot spoils at twice the normal rate. | -| 07 | Friendly | Requests to be introduced to everyone the user meets. | -| 08 | Muffling | Nearby sounds are slightly quieter. | -| 09 | Runic | Runes appear on the user's skin. | -| 10 | Comfortable | Can serve as a pillow or blanket. | -| 11 | Rain-blocking | The user remains dry in the rain. | -| 12 | Clumsy | When unattended, knocks over other small items within 1 foot. | -| 13 | Elemental appearance | Seems made of flame, water, or another elemental material. | -| 14 | Magnetic | Small, ferrous objects of light Bulk or less adhere to it. | -| 15 | Aberrant | Has tentacles, teeth, or other off-putting features. | -| 16 | Dream-eating | Creatures asleep within 10 feet do not dream. | -| 17 | Clean | Remains pristine despite filth. | -| 18 | Hungry | Needs daily meals, often odd things like wood shavings. | -| 19 | Smelly | Smells like the last food the user ate. | -| 20 | Flamboyant | Flashes of light, sparks of color, and other effects shower from it. | -| 21 | Verdant trail | Small plants grow where the user walks, remaining for 1 hour. | -| 22 | Complaining | Grumbles when not in use. | -| 23 | Detecting | Aware of a specific animal or plant, such as squirrels or poison ivy, within 30 feet. | -| 24 | Fibbing | Tells grandiose and obvious lies. | -| 25 | Compressing | User is slightly shorter. | -| 26 | Attentive | Turns to face the last creature to touch it. | -| 27 | Soprano | User's voice becomes higher. | -| 28 | Shrinking | Decreases in size when used. | -| 29 | Aromatic | Nearby air smells pleasant. | -| 30 | Temperate | Slight warmth spills from the item. | -| 31 | Slime trail | User leaves a trail of slime where they walk, remaining for 1 hour. | -| 32 | Tetrachromatic | Colors seem more vivid to the user. | -| 33 | Resounding | Nearby sounds are slightly louder. | -| 34 | Insect-attracting | Harmless insects swarm around it. | -| 35 | Ancient tongue | Speaks in a forgotten language. | -| 36 | Bloodthirsty | The sight of blood causes it to quiver in anticipation. | -| 37 | Polished | Highly reflective. | -| 38 | Scribing | Absorbs ink for 1 hour, allowing its points to be used as a pen. | -| 39 | Dirty | A layer of filth always remains. | -| 40 | Eye-altering | User's eye color changes. | -| 41 | Preserving | Food within 1 foot spoils at half rate. | -| 42 | Leafy | Small plants grow on or from it. | -| 43 | Wet | It and its user are always damp. | -| 44 | Encouraging | Offers encouragement when the user fails a check. | -| 45 | Loyal | Remains within 5 feet of the user, as if on a tether. | -| 46 | Ritualistic | Demands the user perform a simple act every morning. | -| 47 | Restless | Slowly moves and fidgets. | -| 48 | Displaced | Appears offset from where it is. | -| 49 | Caring | Provides advice and reminders. | -| 50 | Projecting | Light creates a kaleidoscopic effect. | -| 51 | Hair-altering | User's hair color changes. | -| 52 | Watchful | Staring eyes cover it. | -| 53 | Generous | Produces small, token gifts. | -| 54 | Bass | User's voice becomes lower. | -| 55 | Leaking | Secretes a harmless liquid. | -| 56 | Taste-altering | Food tastes different, such as tasting sweeter or saltier. | -| 57 | Bouncy | Bounces on collision. | -| 58 | Lucid | Creatures asleep within 10 feet see the item in their dreams. | -| 59 | Decorous | Insists the user use polite language. | -| 60 | Junky | Appears shoddy or made of scraps. | -| 61 | Cavorting | Dances in place when not in use. | -| 62 | Furry | Covered by a thin coat of fur. | -| 63 | Unusually colored | An outlandish color, such as a bright purple suit of armor. | -| 64 | Sonorous | Sounds a pure tone when struck. | -| 65 | Starry | Seems made of night sky. | -| 66 | Compact | Packs neatly into a smaller form. | -| 67 | Misting | Constantly leaking mist or steam. | -| 68 | Chirping | Coos and squeaks when used. | -| 69 | Balanced | Always remains perfectly upright. | -| 70 | Sun-blocking | User never receives sunburns. | -| 71 | Animal-attracting | Harmless animals follow the user. | -| 72 | Flaunting | Forces user to move dramatically. | -| 73 | Tracing | Followed by thin trails of color. | -| 74 | Monologuing | Recites long lectures or speeches. | -| 75 | Foretelling | Makes mysterious predictions. | -| 76 | Adhesive | Sticks slightly to any surface. | -| 77 | Levitating | Floats slightly above a surface. | -| 78 | Slimy | Covered by a thin layer of slime. | -| 79 | Commentating | Remarks on its surroundings. | -| 80 | Numbing | User is less sensitive to pain. | -| 81 | Time-telling | Announces the current time. | -| 82 | Towering | User is slightly taller. | -| 83 | Absorbent | Absorbs up to one pint of liquid. | -| 84 | Faceted | Appears made of crystal or gems. | -| 85 | Bubbly | Creates bubbles when used. | -| 86 | Image-flipping | User appears to be mirrored. | -| 87 | Hair-growing | User's hair grows at double rate. | -| 88 | Alternating | Appearance slowly changes. | -| 89 | Sweaty | Becomes damp and pungent when used extensively. | -| 90 | Glittering | Shimmers and glows with light. | -| 91 | Molting | Sheds a thick film every morning. | -| 92 | Echoing | Sounds around the user echo. | -| 93 | Shadowless | Item and user cast no shadow. | -| 94 | Storytelling | Is inscribed with a story or knows a tale it can recite on command. | -| 95 | Chilled | Slightly cool to the touch. | -| 96 | Color-washing | User's vision shifts to a given coloration, such as sepia or monochrome. | -| 97 | Growing | Increases in size when used. | -| 98 | Floating | Slowly descends when dropped. | -| 99 | Two quirks | Roll twice on the table and apply both quirks to the item. Reroll any results of 99 or 100. | -| 100 | Three quirks | Roll three times on the table and apply all quirks to the item. Reroll any results of 99 or 100. | - -## Intelligent Items -GMG p. 88 - -Intelligent items are a special kind of magic item that straddles the line between treasure and NPC. An intelligent item might be another type of item as well: it could be an artifact (like _Serithtial_ on page 112), a cursed item (page 90), or even a relic (page 94) that grows with its wielder. - -Introducing an intelligent item is an effective way to subtly alter the party dynamic. An intelligent item works well when its personality makes it a natural complement or foil for its partner: the PC investing, holding, or otherwise interacting with the item. An intelligent item that can communicate only with that particular PC is also a great way to engage players who are a bit quieter, or those slower to speak in a scene where all the PCs can talk to a particular NPC. Due to their inherently limited agency, intelligent items are at less of a risk for stealing the spotlight than other NPCs who travel along with the party. - -### Intelligent Item Rules -GMG p. 88 - -Every intelligent item has the [intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") trait. Intelligent items can't be crafted by normal means—typically an accident, a divine act, or a major sacrifice on the part of the creator is required to grant the item the mental essence it needs for sentience, and in some rare cases the spiritual essence it needs to have a soul of its own. - -Because of this, intelligent items are always rare or unique. The normal statistics and rules for wearing or using an item of its type still apply to an intelligent item. In addition, intelligent items have a few statistics other items lack. - -#### Alignment -GMG p. 88 - -An intelligent item always has an alignment trait, just like any other creature, even if it isn't fully sapient. Few intelligent items are capable of growing and changing their alignment and fundamental nature; most are fixed at the time of their creation. - -#### Perception and Senses -GMG p. 88 - -An intelligent item that has any sense of the world around them has a [Perception](compendium/skills.md#Perception) modifier. Intelligent items have only the senses listed within their entry, rather than the assumed assortment of senses that most creatures have. If an intelligent item notices something its partner doesn't, it might be able to communicate with its partner and let them know. - -#### Communication and Languages -GMG p. 88 - -Intelligent items almost always have some means of communication—an easy way to demonstrate an item's intelligence! The most common ways are via empathy, speech, and telepathy. Speech and telepathy function as they do for any creature, while an empathic connection allows the item to share only emotions. Empathic and telepathic connections are often limited either to the item's partner or to a certain distance. - -If an intelligent item understands or speaks any languages, they are listed in parentheses in its Communication entry. If the item doesn't have speech listed, it can only understand the listed languages, not speak them. - -#### Skills -GMG p. 88 - -Intelligent items might have skill modifiers for Intelligence, Wisdom, or Charisma-based skills that fit their nature. - -#### Ability Scores -GMG p. 88 - -Intelligent items have Intelligence, Wisdom, and Charisma scores, though as inanimate objects, they don't have Strength, Dexterity, or Constitution entries. - -#### Will Save -GMG p. 88 - -Since they have their own minds, intelligent items might be subject to [mental](rules/traits/mental.md "Mental Effect Trait") effects that require a Will save. - -### Item Agency -GMG p. 88 - -As a default, intelligent items have control over all their own magic, meaning an intelligent magic weapon could deny the effects of its fundamental and property runes if it so chose, and intelligent items perform their own activations when they wish. Intelligent items can typically use 3 actions per turn, acting on their partner's turn. These actions don't count toward their partner's 3 actions. They have a reaction if any of their activations requires one. - -Beyond denying magic effects and communicating their displeasure, intelligent items can usually influence or hinder their partners only in subtle ways. If the item is a weapon or tool necessary for an action (like thieves' tools), it can at least be disruptive enough to make its partner take a –2 circumstance penalty to associated checks, much as if the partner were using an improvised weapon or tool. If an intelligent item can have a greater effect, such as seizing control of its partner's body for a time, the intelligent item's entry includes those abilities. - -### Designing Intelligent Items -GMG p. 89 - -When you first set out to create an intelligent item, ask yourself what role you expect the item will play in your game. Unlike any other item, the intelligent item is a character of its own and adds to the group dynamic, usually in ways similar to a minor NPC who follows the party throughout the adventure. That means it's important to have a clear role in mind. Is the item an ally in the PCs' dangerous quest? A kindred spirit and confidante? A foil for the PC? A morally ambiguous ally worth handling for its great power? Or perhaps a bit of comic relief? Once you know what you want in the item, you can develop its personality and abilities in parallel, coming up with thematic links between them. - -When choosing values for the intelligent item's statistics, you'll often want to use values suitable for a creature of its level. You could use much lower values if you want to give it a weakness, but keep in mind that a low Will modifier might make it particularly easy to control, which could be a problem if it can make life miserable for its partner. Because the item can usually activate its abilities on its own, the intelligent item is essentially adding a limited additional character to the PCs' team, so consider its effect on the encounters the PCs face. For example, a high-level normal item that lets a PC cast a 3rd-level _fireball_ every round might be reasonable given that it counts toward the PC's available actions, but an intelligent item is adding that _fireball_ on top of everything else the PCs can do. - -### Specific Intelligent Items -GMG p. 89 - -The following, as well as the intelligent artifact _Serithtial_ on page 112, are a few example intelligent items to get you started. - -## Cursed Items -GMG p. 90 - -Cursed items are almost never made intentionally; even those who set out to curse an item find the task incredibly difficult or even impossible. These items are the results of magical mishaps, shoddy crafting, or sinister forces interfering with the creation. Many specify how their curses work, but curses are fickle, and you as the GM determine how curses play out in your game. Due to these factors, an item with the [cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") trait is always rare. - -**Identifying Cursed Items:** Cursed items often appear to be ordinary magical items, as the magic that warps their function also disguises their curses from detection. Unless you roll a critical success when Identifying a cursed item, it simply appears as something [helpful](rules/conditions.md#Helpful) or benign. A critical success reveals both the presence of the curse and the exact nature of the curse. - -**Removing Cursed Items:** Many cursed items can't be discarded. Some use magic to fuse to the wielder, making it impossible to remove the item, while others attune to their owner and return even if discarded. (This section uses the term "fuse" to describe either situation.) In many cases, this feature reveals itself only after the cursed item has been triggered for the first time or after investing the item for the first time, allowing the user to develop a false sense of security. Fused cursed items can be removed by targeting the item's owner with a _remove curse_ spell or similar magic. If the spell is successful, the item can be discarded, but nothing prevents the item from cursing the same creature again if the conditions are met, so it's best to dispose of the item quickly. Invested cursed items that can't be removed continue to count against a character's invested items, even without reinvesting them each day. - -### Specific Cursed Items -GMG p. 90 - -The following are a few examples of cursed items. - -> [!pf2-note] -> Please visit the items page to view all cursed items. - -### Item Curses -GMG p. 92 - -Most curses alter a base item. Item curses alter their base item, much like a property rune, though they can't be detected or identified unless a creature critically succeeds at a check to Identify the Item. A curse can be applied to the specific types of magic items listed in its Usage entry. - -Curses typically can't be removed or transferred from the item, though at your discretion, either might be possible after the curse is [broken](rules/conditions.md#Broken). If the PCs manage to break the curse, the newly uncursed item could be quite valuable. - -> [!pf2-note] -> Please visit the items page to view all item curses. - -## Relics -GMG p. 94 - -Relics begin as a simple item, called a relic seed, which is little more than a functional item with a minor [magical](rules/traits/magical.md "Magical Item Trait") effect associated with it. As the owner of the relic grows in power, so does the relic. It develops gifts, which are new magical abilities and activations. These abilities might be themed to the relic, the character, or the nature of the campaign. If a relic is passed to another character, this process begins anew, sometimes granting the same abilities again over time, but possibly unlocking entirely new powers. If someone else takes the relic from its owner, it usually works for a while, though it might lose its power incrementally over time if not returned to its owner. How the relic changes in such a circumstance is up to you, and should fit the story. - -The decision to add relics to the game is entirely up to you as the GM. If you decide to add them, you'll need to adjust treasure somewhat. It's also wise to consider how many players you expect to end up with relics. Will they each get one? Or will there be just one or two tied to the theme of the campaign? - -### Discovering a Relic -GMG p. 94 - -Some relics might begin as ordinary items with a rich history. They might be part of a character's starting gear, only to have their true powers uncovered later during play. - -Other relics can be acquired during play as part of the ongoing story. Regardless of their origin, these powerful items might not appear to be much at first, but they contain the potential to become something truly great. - -For example, an old, tarnished amulet found around the neck of a buried king might turn out to be an item of deep historical significance that awakens to great power. - -The seemingly ordinary family sword, passed down to each new generation, might unlock [hidden](rules/conditions.md#Hidden) potential through the deeds of its owner. - -The PCs might immediately recognize a relic for its ability, or they might carry it for a time before its true nature becomes apparent. The story of a relic should be a tale of discovery. At first, a relic's wielder likely does not fully understand the item's power, or might be unable to use it, learning of its abilities only after a momentous event or fortuitous breakthrough. Ultimately, relics are powerful tools in service of the story, working as a valuable tie to the narrative, but their growth and development are in your hands. Because of the place relics hold in the story, they aren't available for purchase, nor can they be crafted. - -Pay attention to the characters' backstories for potential relics, and look for spots in your narrative that might be suitable for campaign relics. If you're planning to use relics in your game, let the players know in advance, since their ideas and plans can guide you and give them greater investment in the relics. - -#### Background Relics -GMG p. 94 - -A background relic is tied to the history of a character, and its form and abilities should draw inspiration from the story of their character's life or the past of the item. - -The relic could be a gift from a friend or mentor, an heirloom from the character's family, a found object from their upbringing, or even the first item they ever crafted. The player should select the form of the relic (a battered longsword, a copper ring, or a threadbare red cloak, for example) - -#### Campaign Relics -GMG p. 94 - -A campaign relic is drawn from the ongoing story of the campaign. You decide the entirety of the item, from its form to its aspects (described below) as part of the story of the campaign. Use campaign relics to reinforce and foreshadow the themes of your game. Relics come to those who need them to do great deeds, after all, so finding a relic with the perfect aspects for your future challenges is entirely likely. Unlike background relics, campaign relics typically have magical abilities when first found. - -### Relic Aspects -GMG p. 95 - -Each relic is associated with aspects—typically two—that speak to its overall concept and purpose. The individual gifts each have an associated aspect. You should almost always select gifts that have an aspect matching one of those found on the relic. For example, a brass dagger recovered from the City of Brass might have the fire and mind aspects, which means that it could have the flare bolt gift (which has the fire aspect), but not the rolling geode gift (which has the earth aspect) - -Usually you can determine at least one aspect of a relic easily by looking at the history of the item or personality of the character. For example, if a player decides that their background relic is a rusty mace wielded by the character's great grandmother in battle against rising undead hordes, the mace might have the life aspect, as it was used to slay countless undead creatures. There's no harm in letting the player choose an aspect for a background relic; through play, the item will reveal another aspect associated with it. In the previous example, the mace might reveal itself to have powers against demons as well, in which case its aspects might be celestial and life. - -### Advancing a Relic -GMG p. 95 - -As a relic's bearer performs mighty deeds and advances their story, the relic gets stronger. The most basic advancement for a relic is its level, which always matches that of its owner. Weapons and armor can gain fundamental runes normally. You decide what, if any, property runes can be added to a given relic; by default, they can't have property runes, like any other specific item. - -The more complex advancement comes from gifts. - -[Table 2–22: Relic Gifts](rules/tables/relic-gifts-gmg.md) shows the typical number of gifts a relic should have at a given level, but relics don't follow this strictly. Rather, gifts arise according to the pace of the story, the needs of the campaign, and the relationship between the character and the relic. Generally speaking, this results in a relic gaining one gift for every 4 levels its bearer has, but this might fluctuate as the campaign progresses. For example, a relic might gain its first gift at 4th level after the bearer defeats a powerful foe. It might then gain its second at 7th, after they perform a special ritual. That same relic might not gain another gift until 13th level and then again at 16th as the player reaches other major milestones. - -The gift types—minor, major, and grand—indicate their general power level. Again, the table indicates what's generally appropriate at certain levels, but you can alter them as you see fit. You should usually avoid giving a minor gift at 10th level or higher, because it just won't be that impressive, though some of them scale well enough to be interesting at higher levels. The Gold Piece Equivalent entry for each gift helps you determine how much you should reduce treasure when using relics (see Adjusting Treasure below) - -![Relic Gifts](rules/tables/relic-gifts-gmg.md) - -You decide what gifts a relic gains, generally by either selecting a single gift or offering two paths for the relic to grow and allowing the player to choose, but this should be informed by the story and the nature of the character bearing the relic. A relic should complement the bearer, bolstering the bearer's strengths and helping to overcome their weaknesses. Within that framework, you should try to maintain a cohesive theme for the relic. - -### Adjusting Treasure -GMG p. 95 - -When you incorporate relics into your game, you can adjust the treasure gained by the party down to account for the relics increasing in power. Essentially, some of the treasure from [Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md) on page 509 of the _Core Rulebook_ should be replaced with relic seeds and gifts instead. You can use the relic's minimum level, replacing a permanent item of that level, or you can use the gp equivalent. Keep in mind that relic gifts are often a little more powerful than other items with the same Price even when they start out, and they often scale without any additional costs, so PCs with relics will usually be a bit more powerful. - -If you prefer, you can grant relics in addition to other rewards. This means PCs will be much more powerful, but you're rewarding their investment in the story. - -### Making Relic Seeds -GMG p. 95 - -A relic seed can be quite simple: imagine a standard item with two aspects and an appearance that matches the theme. You can also use an existing magic item for a campaign relic; pick two aspects for it, and tweak its appearance or characteristics to make it clearly different from other items of its type. You can choose a tradition for the seed and apply that trait to the seed and all the gifts of the seed. This tradition might be derived from the background of the item, or it might appear or change through story moments involving the relic. - -If you want a relic to have an additional special benefit, you can design it to grant a bonus to a skill, typically a +1 item bonus for a 3rd-level relic. - -> [!pf2-brown] Player-Driven Relics -> -> Though these rules assume you as the GM are providing relic gifts as a form of treasure with input from the players, you can instead have the players make all the decisions for their relics. Encourage the players to choose different styles of items and aspects to match their characters' themes, rather than simply choosing the most powerful combination of options. Have players describe how their relic gets more powerful in the story. What acts from previous sessions lent the relic power? What special meditations or practices did they perform to unlock new gifts? How does it feel to have the relic grow? -> -> As the item and the character level up, the player chooses which gifts the item gets from the list as a part of character advancement. You still adjust treasure as normal for incorporating relics into your game. In fact, if the player tries to optimize the combinations, they will likely be more powerful than under the standard method. - -### Relic Gifts -GMG p. 96 - -Gifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a character's career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one. - -The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow. - -#### Gift Saves and Spell Attack Rolls -GMG p. 96 - -Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner's class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic's counteract modifier is equal to its owner's counteract modifier. - -> [!pf2-note] -> Please visit the relic gifts page to view all relic gifts. - -> [!pf2-brown] Runes as Gifts -> -> You can substitute runes for gifts. If you choose to allow property runes on the relic, you'll want them to take up rune slots. Otherwise, you can give as many or few as you prefer, just like any other gifts. Runes are sorted into minor, major, and grand categories, but you should use their normal level and Price when you adjust treasure, instead of the number and levels on the [Table 2–22](rules/tables/relic-gifts-gmg.md). If you're using the player-driven relics variant, it's recommended you do not include this option. - -## Artifacts -GMG p. 106 - -Stranger and more powerful than other magic items, artifacts can change the course of history in the right hands—or the wrong hands. Simply finding an artifact is a pivotal moment in your campaign, and its presence then ripples throughout your entire game, warping the story around it. Some entire adventures revolve around one artifact! Adding an artifact to your game should never be taken lightly. Artifacts shouldn't be found in normal treasure hoards, even at 20th level, and you'll need to structure moments in your plot that play into the artifact's presence. - -Prepare yourself for encounters being easily overcome by the artifact. That doesn't mean you shouldn't include such encounters, since part of the thrill of an artifact is that it breaks the normal rules! Though you should include an artifact mindfully, you should allow it to have its full impact so that it can do itself and the story of your game justice. - -### Artifact Rules -GMG p. 106 - -Every artifact is an item with the [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") trait. This trait means two things: the item can't be crafted by normal means, and it can't be damaged by normal means. - -Artifacts are always rare or unique. The ones found here are all 20th level or higher, which is typical for artifacts. - -The other rules for wearing or using the item still apply. - -#### Artifact Destruction -GMG p. 106 - -An artifact's stat block usually has a destruction entry. - -This details the extraordinary method needed to destroy the item. These entries can be highly specific. It could take completing an entire quest, or even an entire campaign, to finally destroy an artifact. However, the story of your game might require something different, so you can always change an artifact's destruction requirement for your game. - -### Creating an Artifact -GMG p. 106 - -Mechanically, an artifact functions in the game just like any other item—only the scope of its abilities is different. Artifacts can and should do things normal items can't, so you don't need to apply the normal limitations on creating items. - -When you're making an artifact, start by defining its role in the story. Is it meant to be a powerful weapon against the forces of darkness? A mercurial force injecting random chance? A terrible danger that needs to be destroyed? The artifact's role in the story affects the features you give it. Come up with some story beats that make sense for the item, then create abilities that enable those moments. An artifact can have more abilities than a typical item—just make sure they all fit its theme. - -Give your item the [artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") trait and either the [rare](rules/traits/rare.md "Rare Rarity Trait") trait (if there multiple items of its kind), or the [unique](rules/traits/unique.md "Unique Rarity Trait") trait (if only one exists). Other traits work like they do for any other item. An artifact is usually 20th level or higher, but its specific level is up to you. Imagine who created it and what their level likely was. - -Though you can disregard most of the normal limitations on items, be careful not to create an artifact that will undermine your story. If your item's abilities are so useful or strong that the best option in any battle is to always use the artifact to annihilate the opposition, the artifact has taken over your story instead of serving it. A 5th-level character with access to 10th-level spells through an artifact can lead to incredible stories, but if the DC is so high that enemies are guaranteed to critically fail against those spells except on a natural 20, the item will probably distort play more than you intended. To avoid this, you might set the item's DCs, attack bonuses, and the spell levels of its offensive abilities significantly lower than they would be for an item of its level, especially if they can be used at will. You could also create artifacts that use the wielder's spell DC instead of having their own DC, to make them more broadly usable at a wider range of levels. In addition, an artifact's abilities should be somewhat narrow in their application; aim to make your artifacts very powerful in certain situations, rather than having broadly applicable abilities. For instance, the _orbs of dragonkind_ each work against only a certain kind of dragon, which makes them hugely powerful when facing that one creature, but not against every foe the PCs run across. - -### Artifacts -GMG p. 106 - -Countless artifacts have been created over the ages, only a few of which are described here. - -> [!pf2-note] -> Please visit the items page to view all artifacts. - -## Gems and Art Objects -GMG p. 114 - -Much like coins, gems and art objects are valuable currency worth their full Price when sold. When making a treasure hoard, you can choose gems or art objects you like, or roll randomly using percentile dice. - -### Gems -GMG p. 114 - -Gems are naturally occurring minerals, typically in a crystalline form, or, in a few cases, organic material such as amber, coral, and pearls. All but the largest gems weigh about half as much as a coin, so about 2,000 gems is 1 Bulk. Unworked gems are worth half the Price of a finished gem and can serve as the minimum raw materials necessary to [Craft](rules/actions/craft.md) the finished gem. Lesser semiprecious stones are level 0 items, moderate and greater semiprecious stones are 1st-level items, lesser and moderate precious stones are 4th-level items that require expert proficiency to [Craft](rules/actions/craft.md), and greater precious stones are 7th-level items that require master proficiency to [Craft](rules/actions/craft.md). - -### Art Objects -GMG p. 114 - -These pieces of artwork have listed values, but might be more valuable to a collector or someone with a personal connection. When including art objects, consider whether the PCs could discover this information and secure a greater reward. For instance, a dwarven crown might be worth 1,000 gp for its exquisite crafting, but even more to the dwarves who lost the crown of their first queen long ago. - -This could also be a plot hook for a later adventure. - -On the other hand, the materials used to make an art object, such as the paint and the canvas of a painting, are worth far less than the finished object. Some art objects on Table 2–24 include uncommon or rare precious materials, though usually not in large enough amounts for other crafting purposes. If you're rolling randomly and don't want to give out an uncommon or rare material, roll again or modify the description (for instance, you might change the mithral crown in the major art objects list to a gold crown) - -## Afflictions -GMG p. 55 - -Afflictions strike creatures with potent and often escalating results. This section presents a variety of curses, diseases, and drugs for use in your game. A broad sampling of poisons can be found beginning on page 550 of the _Core Rulebook_, and the rules for afflictions start on 457. - -Depending on the tone of the campaign, the GM might want to roll secret saving throws for PCs affected by an affliction. This is particularly effective when the affliction is an element within a survival or horror game, or when it's part of a mystery. - -### Curses -GMG p. 116 - -A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions. - -Curses may come from a malicious action, such as a lich's Paralyzing Touch or a spell from an evil spellcaster. - -Guardians of a tomb or treasure might ward their charge with a curse as protection against thieves. In some rare cases, a curse might manifest as a response to a terrible act, such as a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element. - -Then, decide on a trigger for the curse—such as a creature attempting to steal a warded book, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curse's Effect entry. - -### Diseases -GMG p. 118 - -Exposure to disease can be a hazard, such as when PCs come into contact with a plague-ridden corpse; such hazards grant XP as a simple hazard of the disease's level. When a disease gives a [sickened](rules/conditions.md#Sickened) condition that can't be reduced until it runs its course, that typically means the disease has symptoms such as a difficulty swallowing, loss of appetite, or nausea that make eating and drinking difficult but not impossible. Despite the condition's prohibition on eating or drinking, a creature can slowly and carefully eat and drink as long as they aren't in an encounter. - -### Drugs -GMG p. 120 - -Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once. - -Certain drugs alter how addiction works for that drug, adding the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction. - -````ad-embed-disease -title: Addiction, _Disease , level varies_ -collapse: closed - -Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was. - -When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease. - -```ad-inline-affliction -title: Saving Throw: Fortitude (dc Equals That Of The Drug) - -- **Onset**: 1 day - -## Stages - -**Stage 1** [fatigued](rules/conditions.md#Fatigued) (1 week) - -**Stage 2** [fatigued](rules/conditions.md#Fatigued) and [sickened](rules/conditions.md#Sickened) (1 week) - -**Stage 3** [fatigued](rules/conditions.md#Fatigued), [drained](rules/conditions.md#Drained) and [sickened](rules/conditions.md#Sickened) (1 week) - -**Stage 4** [fatigued](rules/conditions.md#Fatigued), [drained](rules/conditions.md#Drained), [sickened](rules/conditions.md#Sickened) and [stupefied](rules/conditions.md#Stupefied) (1 week) -``` - -*Source: Gamemastery Guide p. 120* -```` - -> [!pf2-brown] DRUGS IN YOUR GAME -> -> Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic. -> -> If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the [virulent](rules/traits/virulent.md "Virulent Item Trait") trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug. - -## Building Worlds -GMG p. 122 - -Building your own campaign world can be a deeply fulfilling creative process, as it lets you bring to life the exact setting you envision. It gives you great flexibility, in that you can build only as much as you need for the next few adventures, and you can adapt the world on the fly to meet the demands of your story. It also gives you great control, allowing you to build precisely the setting you need for the story you want to tell. Finally, it bypasses some of the issues that can come with playing within an existing campaign setting, where you might create a narrative that contradicts published canon, or your players might stumble across major plot or setting spoilers. Whatever your world-building goals, this chapter guides you through the design process step by step. - -### Design Approach -GMG p. 122 - -World building can be approached in many ways, but it fundamentally comes down to a simple preference. Do you start at a high level and zoom in, or do you start small and build up? This section outlines a largely top-down approach, but you can design from the bottom up simply by starting at the end of this section and working backwards. Either way, you may find yourself skipping between sections as inspiration strikes—and that's OK! When building a world, there's a risk of becoming overwhelmed by the sheer number of decisions to be made. Remember that you don't need to make every decision for every aspect of your world all at once. Focus first on the elements you need for your story and the game, then add as much of the rest as you'd like. You'll also want to allow room for input from your players—gaming sessions are more memorable and engaging when the storytelling experience is shared between everyone at the table (page 32 has more information on players contributing to the narrative) - -Before you decide anything else, however, you should establish your concept and your goals. Do you envision a high-magic steampunk setting where humans are a tiny minority? A world where the only magic derives from squabbling pantheons of gods whose followers are caught up in their wars for power? A quaint town isolated from an otherwise-unknown world beyond a vast, impenetrable forest of mist-choked, skeletal trees? Are you designing a world for a multi-year campaign, or for a fast-paced one-shot adventure? Having an idea in mind will help steer your choices as you build your world, and knowing your goals will help you focus on building what you need. - -#### Top Down -GMG p. 122 - -The top-down approach is great if you have a lot of time to dedicate to world building. When designing a setting from the top down, your initial focus is on the big picture. - -You may already have an idea of the big movers and shakers of your world or your multiverse. You may want to chronicle a thousand years or more of the setting's history. You may have already sketched out a world map with continents, nations, and trade routes spanning the globe. This approach begins with broad generalities that get more detailed as you design and during play. - -#### Bottom Up -GMG p. 122 - -With a bottom-up approach to world building, you start small and local. Focus on the starting location and immediate needs of your campaign, then expand outward as the story unfolds. This strategy works well for those with less time to devote to world building, as you need to prepare only the minimum detail necessary to entice your players toward adventure, fleshing out your world only as the campaign requires it. - -### The World -GMG p. 122 - -While world building might include building much more than a single planet, most adventures occur entirely on one world. It's a good idea to have a broad understanding of that world as a whole. - -#### Planetary Basics -GMG p. 122 - -When designing the physical features of a campaign world, you'll want to determine its shape and the general distribution of landmasses. You can also establish the world's size, though note the scale of a world generally has a fairly small impact on the adventures taking place there. - -##### Shape -GMG p. 122 - -In a fantasy setting, the shape of your world need not be spherical as governed by the laws of physics. It could be any shape you desire, and it need not be a planet at all! - -**Globe:** Barring some catastrophe, worlds in our reality are roughly spherical due to the influence of gravity. - -**Hollow World:** What if the landmasses and civilizations of a world existed on the inner surface of a hollow sphere? In such a world, the horizon would climb upwards, permitting creatures to see landmarks at extraordinary distances. Light might emanate from a sun-like orb in the world's center, from various other natural or magical sources, or not at all. - -**Irregular:** What if your world is flat, a toroid, or shaped into a cylinder, cube, or other polyhedron? What if it's something even stranger? With such an unusual shape, you may need to decide how gravity, atmosphere, and other details function. - -##### Landmass -GMG p. 123 - -The next major step in world creation is to sketch out the planet's oceans and major landmasses. On Earth, these geological features are the result of plate tectonics. - -In a fantasy world, however, the oceans might have been cleaved from the land by the actions of titans, or the continents shaped to suit a god's whims. The following are some common landmass types. - -**Archipelago:** A stretch of vast ocean, dotted by chains of small island groups, atolls, and islets. - -**Major Islands:** A region of seas dominated by large islands, each several hundred miles across. - -**Island-Continent:** An enormous island nearly the size of a continent, surrounded by ocean. - -**Continent:** A substantial landform that (usually) rests on a tectonic plate and gradually shifts in position over geologic timescales. - -**Supercontinent:** An assembly of the world's continental blocks into a single immense landmass. - -#### Environment -GMG p. 123 - -The environment and terrain of a region can pose as much of a challenge to an adventuring party as any of the foes they face. The following section references the environment categories beginning on page 512 of the _Core Rulebook_ - -##### Common Environments -GMG p. 123 - -The following environments are common enough that they might appear in nearly any adventure or world. - -**Aquatic:** Oceans, seas, lakes, and other large waterways are aquatic environments. - -**Arctic:** Arctic environments usually appear near the northern and southern extremes of a world, though extreme elevation, unusually shaped worlds, and supernatural forces could result in arctic terrain elsewhere. - -**Desert:** Deserts can appear anywhere on a world where precipitation is scant, even along some oceans. Any large landmasses that entirely lack bodies of water are likely to be deserts. - -**Forest:** The composition of a forest depends on the climate and the elevation, with thick jungles more common near an equator, hardwood forests in more temperate zones, and evergreens at higher latitudes and elevations. Most worlds have a tree line—an elevation above which trees can't grow. - -**Mountain:** A world's highest peaks can stretch tens of thousands of feet above sea level. This category also includes hills, which are typically no more than 1,000 feet tall. - -**Plains:** Mostly flat and unobstructed, plains are usually at lower elevations, but they can also be found at higher elevation on plateaus. - -**Urban:** Cities and settlements are urban environments. These areas are detailed in Settlements, beginning on page 132. - -**Swamp:** Wide floodplains, shallow lakes, and marshes can appear at most latitudes. - -##### Extreme Environments -GMG p. 123 - -Some adventures lead to fantastic reaches of the world or the multiverse that are seldom tread by mortals. - -**Aerial:** A world might include windy realms of floating islands and castles in the clouds. - -**Glacier:** Massive sheets of dense ice, constantly moving under their own immense weight, glaciers are frozen wastelands riddled with columns of jagged ice and snow-covered crevasses. - -**Volcanic:** Hellish landscapes of molten lava, burning ash, and scorching temperatures pose immediate danger. - -**Undersea:** A subset of aquatic environments, undersea environments are those areas submerged beneath the waves. - -**Underground:** Some worlds have deep natural caverns, while others have extensive winding tunnels and expansive realms below the surface. - -#### Mapping a World -GMG p. 123 - -Many Game Masters like to have an overland map for their local region, nation, or even the whole world. The primary goal of this scale of map is to designate sites of import to the campaign; you need not detail every hamlet or woodland grove, but having a sense of the major features can help you and the other players visualize the world in which they're playing. - -**Step 1. Coastlines:** The easiest first step is to separate land from sea. Regional maps may only have a single shoreline, if any. At larger map scales, consider the placement of major islands, archipelago chains, atolls, and islets. A world map should consider the size and placement of continents. - -**Step 2. Topography:** Pencil in a rough ridgeline for each mountain range in the region. Mountain ranges are common along coastlines where continental plates push together. If extended into the sea, mountain ranges typically result in a chain of offshore islands. Indicate hills in the regions adjacent to the mountains and elsewhere as necessary to demonstrate elevation. Unmarked terrain on an overland map is usually lowland plains. - -**Step 3. Watercourses:** It's important to keep in mind that rivers flow downstream, from high elevation toward the sea, always taking the path of least resistance. - -Powerful watercourses might carve canyons or gorges over millennia, but they should never cross through mountain ranges. On a similar note, watercourses don't branch—tributaries join into rivers as they flow downstream. - -**Step 4. Terrain and Environment:** Sketch in interesting terrain features such as forests, deserts, or tundra. You may want to differentiate these environs, separating coniferous and deciduous forests from tropical jungles or arctic taiga. Environs not specifically called out on an overland map are typically presumed to be some variety of grassland. - -**Step 5. Civilization:** Now you're ready to place the elements of civilization. Major cities should typically be located near fresh water and natural resources. Major roads connect larger settlements, circumventing forests and other difficult environs, but they may wind through mountain passes when lucrative commerce demands it. Add smaller settlements along your roads, further connected by smaller roads and trails. Finally, draw political boundaries and mark other sites of interest. - -> [!pf2-brown] CAMPAIGN REFERENCE -> -> Before the campaign starts, you might want to begin the outline for a campaign reference: a living document that you can easily review and annotate during gameplay and that records the geography, factions, history, characters, and plots central to your campaign. - -### Civilization -GMG p. 124 - -With the major geographical features and terrain of your world decided, you'll next want to establish significant nations and settlements. - -When it comes to designing a world's cultures, you might want to focus primarily on those areas the party is likely to explore first. This allows you to establish the details and depth of one region's peoples before expanding out to address others. That's not to say you shouldn't have ideas about the cultures beyond your starting settlement—it just means you don't need to decide every detail of every culture all at once. - -As always, you don't need to demarcate every realm on the globe or indicate every town, hamlet, and thorp. - -Keep your focus on what you need for your story and your adventure—leaving terra incognita can lead to stories down the road as the party ventures further from home. - -#### Societal Benchmarks -GMG p. 124 - -The following sections can help you establish certain truths about your world as a whole. From there, you can decide the details of specific cultural groups, including whether they deviate from these global standards. - -##### Technology -GMG p. 124 - -Throughout history, a major driver of world culture has been the continuous advancement of technology in warfare, agriculture, and industry. The following categories roughly approximate real-world technological levels, but progress might vary on your world. What heights of technology have been achieved? Have any groups fallen behind or leaped ahead? **Primeval:** Weapons and tools in this early era are crafted primarily from bone, wood, or stone. Knowledge of stonecutting allows early civilizations to raise stone walls and buildings. - -**Ancient:** Advancements in mining and metallurgy lead to weapons and tools made from bronze. Crop rotation and storage in granaries ensure greater survival in times of famine. Trade between river and coastal settlements is aided by oar- and sail-powered galleys. Chariots come into strong use during warfare. - -**Classical:** Superior military tactics and engineered roads allow for rapid deployment of infantry wielding iron weapons and aided by mounted cavalry. Advances in complex irrigation and construction of aqueducts lead to an abundance of harvest foods and dramatic improvements to sanitation. - -**Medieval:** Warfare in this era is defined by iron armor, crossbows, and weapons forged of fine steel. - -**Enlightenment:** The development of black powder and muzzle-loaded, single-shot firearms greatly changes warfare, making plate armor mostly obsolete. Larger ships permit ocean crossings and long-range trade to distant shores. The printing press speeds literacy and the dissemination of new ideas. - -**Steam:** Steam engines replace conveyances drawn by animal power or sail, leading to a significant shift from wood fuel to coal. Further advances in science lead to dirigible airships and observation balloons. Simple firearms are replaced by repeating revolvers and bolt action rifles. - -##### Divine Involvement -GMG p. 124 - -What is the nature of the gods? Do they even exist? If so, are they omnipotent and omniscient? How does a follower request their divine favor? The answers to these questions will help you determine how strongly divine faith impacts the cultures of your world. - -**None:** Deities do not exist in this world, or if they do, they are oblivious to or completely unconcerned with mortal affairs. If they exist, they don't make their presence known, nor do they grant power to their worshippers. - -**Limited:** Deities exist, though they remain aloof from the mortal world and make their divine presence known only to a chosen few. - -**Accepted:** Divine influence is an accepted fact of everyday life. Their will is enacted through priests and organized religions. Divine avatars may appear in the world during extreme circumstances. - -**Ubiquitous:** Deities live among mortals, exerting their divine will directly. Gods rule entire nations, commanding absolute obedience from their faithful followers. - -##### Magic -GMG p. 124 - -Does magic exist? If so, which traditions are available? What are the sources of a spellcaster's power, and how do they gain and channel that magic? - -**No Magic:** Magic of any kind does not exist in this world. Spells and magic effects do not function. Consider the variants on page 196 to handle the lack of magic items. - -**Low Magic:** Magic is mysterious and taboo. The few practitioners of the mystical arts are feared or shunned. - -Again, consider the variants on page 196 to handle the relative scarcity of magic items. - -**Common:** Magic is an accepted fact of everyday life, though its mysteries are beyond the reach of most people. - -Magic portals and gates can whisk travelers "in the know" halfway across the world or to the other side of the multiverse. - -**High Magic:** Magic and magical items are commonplace in society. It may be as easy to learn spellcasting as it is to learn a new language. Magical objects simulate various modern technologies. - -#### Designing Nations -GMG p. 125 - -For any nation you establish in your setting, you'll want to provide at least a minimal description—the core concept of that nation. The amount of additional detail you provide depends on the needs of your story. You likely want to establish enough information to create a stat block (page 130) for the nation your adventurers are from, any nations they're likely to spend significant time in, and those nations' main allied and enemy nations, if they are likely to become part of the plot. - -When building a nation, remember that the various elements connect to the history of the land and its people, its relationships with nearby nations, and the current residents. This interconnectedness will help you build a wealth of story hooks and provide immersive detail for your players. - -Beyond those basic details, the following considerations can help flesh out the nations in your setting. - -##### Location, Size, and Population -GMG p. 125 - -Major geographical boundaries, such as mountains, seas, and large rivers, often present natural borders for a realm. Depending on its leadership, culture, and the resources available, a country may be as small as a city-state or as large as a continent-sweeping empire. - -Barring widely available technological or magical travel and communication, most nations remain relatively small (only a few hundred miles across), simply because it becomes too difficult for a single governing entity to oversee and maintain the entirety of a larger state. - -National populations ebb and flow due to a multitude of external factors. Advances in sanitation, medicine, and agriculture can spur dramatic population growth, while war, famine, or plague can devastate it. As a rule, smaller nation-states have a population around a hundred thousand, while a continent-spanning empire could swell to well over a hundred million. - -Population size is only part of the equation. Figuring out the ancestry ratios of that population and brainstorming how the members of various ancestries interact can often lead to interesting story ideas, or at least give you some jumping-off points when dreaming up how the nation was founded and its later history. - -##### Cultural Hallmarks -GMG p. 126 - -What elements of the nation's predominant culture stand out? A nation might have an unusual stance on religion, a specific demographic, distinctive natural features, noteworthy political views, or any number of unique elements that differentiate it from other nations in your region. These hallmarks can inform your decisions about many other aspects of the nation. - -##### History -GMG p. 126 - -How did the nation come to be? Has it stood since time immemorial, a bastion of stability while the rest of the world changes around it? Perhaps it was built over the ruins of another civilization, destroyed by some forgotten calamity. Or perhaps it is a young nation, born recently amid ongoing strife in your world. What remnants of the past can be found, or has the past been deliberately [hidden](rules/conditions.md#Hidden)? How have the residents of the nation adapted to change, and in what ways have they failed to do so? - -##### Economy and Political Stances -GMG p. 126 - -Determine the key resources and industries that drive the nation's economy. The availability of natural resources can establish national boundaries, local industry, and other elements of the resident society. For example, an area with few resources might have a nomadic society, while a nation rich in resources might develop an opulent mercantile class. - -These resources can also affect international relationships. - -An area poor in a specific resource might have a strong trade relationship with a nearby nation that has it, or they might be at war! Nations also disagree about political structures, public policy, religion, and any number of other factors. - -You'll also want to consider the significant NPCs of each nation. This includes the official ruler, but it also includes other major players, whether they act in an official capacity or entirely behind the scenes. - -> [!pf2-brown] CONSCIENTIOUS CULTURE DESIGN -> -> Creating fantasy cultures is a delicate topic, as it can be all too easy to create a culture or a group based on damaging stereotypes or simplistic reductions of real-world groups. -> -> Creating entire cultures out of harmful genre tropes such as "jungle savage" or "noble samurai" reduces real-world cultures to caricatures and perpetuates stereotypes about people from those cultures. Taking inspiration from the real world is wonderful—our world is filled with an incredible diversity of cultures and peoples—but you should do so with care and respect for those sources. - -#### Building Settlements -GMG p. 126 - -In Pathfinder, settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities all in relative peace. Traditionally, an adventuring band comes together in some kind of settlement, be it a small hamlet nestled on the border of some wild frontier or a bustling port city at the heart of a nation. Some adventures take place entirely within a single settlement, while in others the party visits settlements only briefly between their adventures in the wilderness. - -The first thing you should consider when building a settlement is its role in your story. Is this a major metropolis the heroes will visit again and again during their adventurers? A backwater village where their adventures begin? The distant capital from which an evil tyrant issues cruel edicts? The settlement's campaign role will inform many of the other decisions you make about the place. - -Once you know why you need the settlement, consider why it would exist in the world. Settlements are typically founded near sources of fresh drinking water; most commonly along a riverbank or a place with access to adequate wells or springs. They additionally require some kind of transit to other places, either roads or waterways. - -While it may be easier to create a village or city merely to serve the characters' needs, determining what function it has independent of the characters adds verisimilitude and can provide hooks for further stories. - -Settlements, on page 132, describes the components of a settlement stat block, which you should create for any settlement you expect your characters to visit. The process of creating that stat block will help you further flesh out your community. - -##### Mapping a Settlement -GMG p. 126 - -Don't underestimate the usefulness of sketching a map of significant settlements, like the one where your adventure starts. This isn't intended to be a picture-perfect rendition drawn to scale, but rather to outline the rough shape and size of the settlement. Be sure to highlight a few key structures useful to the campaign. For more inspiration, see the section on Drawing Maps (page 52) - -**Step 1. City Layout:** The layout of a settlement is as unique as the terrain upon which it is settled. First, decide the major trade route for the settlement. This is typically a river, which brings fresh water, fish, and fast transport to the populace. Larger cities can sustain additional growth with access to a deep-water harbor or a major overland trade road. Even settlements conceived with a grid plan tend to stretch along established trade routes before expanding outwards. - -**Step 2. Districts:** Towns with a population over a thousand typically have defensive walls. As a settlement grows further in size and population, additional stone fortifications are often constructed beyond the city center, which further segment the city into districts or boroughs. A metropolis, for example, might have several distinct neighborhoods: Castle Ward, Noble Quarter, Temple Hill, the Gardens, Scholars' Court, Artisan Plaza, the docks, the slums, and so forth. - -**Step 3. Markets and Shops:** Designate one or more open spaces in the settlement for a market square. This marketplace typically grows in the city center, along a major road intersecting the settlement's primary trade route. Lining the perimeter of the temporary tents and stalls of a bazaar are permanent retail shops offering pricier goods and services. Here in the beating heart of city commerce, adventurers can arm themselves for upcoming expeditions or sell their ill-gotten gains once making it back to the settlement. - -**Step 4. Inns:** Heroes need a place to celebrate and recover between adventures. In addition to both public and private lodging, a settlement's inns often serve food and drink. As with the town market, inns are commonly built in central locations where trade roads meet. In your campaign, inns are ideal locations to spread gossip, introduce notable NPCs, and initiate quests. For the right price, innkeepers might rent strongboxes to secure money and other valuables between adventures. - -**Step 5. Landmarks:** To give your cities a sense of personality and local flavor, design a handful of iconic landmarks for the PCs to visit. Memorable names make these landmarks more interesting. A random observatory might be noteworthy, but the Celestial Watchtower has an air of intrigue that could lead to a fun adventure hook. - -### Religion -GMG p. 127 - -The greatest stories from myth and legend speak of immortals with incredible powers of creation and destruction. Some meddle in the affairs of mortals, shaping heroes and history at a whim, while others remain aloof or oblivious to the mortal world. Regardless of the world you're building, religion (or even the absence thereof) shapes the people and the stories you tell. - -#### Theology -GMG p. 127 - -Religious traditions are commonly categorized by their belief in one or more divine entities. - -**Polytheism:** This belief system posits the existence of many gods. Polytheistic gods typically espouse particular areas of concern and often reflect the appearance of their worshippers. The primary religious philosophy of the Age of Lost Omens is polytheistic. - -**Dualism:** This philosophy espouses an enduring conflict between two diametrically opposed cosmic forces; most commonly good and evil or law and chaos. Acolytes of each faith almost always see themselves as righteous, and those of the contrasting belief as false. - -**Monotheism:** A monotheistic doctrine recognizes the existence of only one true god. The supreme deity may exhibit more than one aspect yet remain a single entity, like Gozreh from the Age of Lost Omens. - -**Pantheism:** Divine power arises from the universe itself, or as a byproduct of the collective power of many deities sharing some common facet, either way forming a vast, all-encompassing divine entity. Worshippers sometimes appeal to or devote themselves to specific fundamental concepts or aspects of the universe. - -**Animism:** Rather than worshipping gods associated with souls and spiritual essence from beyond, animism sees the life force in each part of the world, whether it be the trees of an old-growth forest or a towering waterfall. - -An example of animism in the Age of Lost Omens is the connection between the Shoanti people and their totems, which they forge a relationship with when they come of age. - -**Atheism:** In some campaign worlds, the gods have all died, abandoned their worshippers, or never existed at all. Mortals of this world may still cling to belief and establish religions in the name of the divine, but there are no true deities to answer their prayers. - -#### Pantheons -GMG p. 127 - -In polytheistic traditions, a pantheon is a divine hierarchy of multiple (or even all) deities. - -**Universal:** All deities in the setting belong to a single pantheon. Different cultures might have their own names for the god of magic, for instance, but only a single deity answers their prayers. - -**Ancestral or Regional:** Each ancestry or region worships its own distinct pantheon. These pantheons coexist in the same cosmology but establish control in separate divine realms. Across the cosmos, several gods from disparate pantheons may share the same area of concern, but they seldom compete for worshippers from rival pantheons. - -**Competitive:** The world contains smaller regional pantheons competing for mortal worship. Only one deity of a specific area of concern may ascend to greater power across all the pantheons. As such, deities typically have little loyalty to their own pantheons and may actually switch to another pantheon if it earns them additional worshippers. - -**None:** The deities of this multiverse act as individuals with no familial ties or common agenda binding them to each other. - -#### Deities -GMG p. 127 - -These immortal beings command vast power and influence fueled by the faith and souls of mortal worshippers. In Pathfinder, deities also dictate some of the abilities of those champions and clerics who channel their power. - -When designing deities, you'll need to include the divine statistics and devotee benefits described below. - -##### Divine Rank -GMG p. 127 - -Gods are usually ranked in a divine hierarchy, from newly ascended godlings to almighty creator gods of unfathomable power. - -**God:** Taking a position atop the divine pyramid, gods command near unlimited power and resources. Their mortal congregations are large and (usually) well funded. - -**Demigod:** Demigods still possess a great deal of power, though often in subservience to another god or simply inferior to the power of a full god. - -**Quasi Deity:** The weakest rank of divinity, many quasi deities are recently ascended mortals who attained their deific powers through ritual apotheosis, or planar natives who have amassed divine power of their own. - -##### Divine Statistics -GMG p. 128 - -In Pathfinder, deities are not only a narrative element of the world, but also a mechanical component of some classes. - -**Alignment:** A deity's alignment reflects their innate moral and ethical outlook. In the Lost Omens setting, most deities maintain realms tied to the Outer Plane that matches their alignment. - -**Areas of Concern:** Each deity has one or more areas of concern they have divine influence over. These portfolios typically embrace universal concepts, such as honor, night, or tranquility. Deities with similar areas of concern may work in common cause or against each other, depending on their goals and divine rank. - -**Edicts:** Every deity has edicts, which are those tenets they require their faithful—especially divinely empowered clergy like champions and clerics—to promote in the world. A deity usually has one to three simple and straightforward edicts. - -**Anathema:** The opposite of edicts, anathema are those things a deity will not abide. Champions and clerics must avoid their deity's anathema or risk losing their divine powers, and even lay worshippers usually feel guilty for performing such acts, as they will be weighed against them in the afterlife. Like edicts, a deity usually has two to three simple and straightforward elements to their anathema. - -**Follower Alignments:** Champions and clerics can gain power from deities only if they share a compatible moral disposition. Usually these allowed alignments are chosen from those within one step of the deity's alignments, with NG, LN, CN, or NE deities rarely allowing N champions and clerics. Less restrictive deities are rarer and occur most often when the deity has multiple aspects or a particularly wide view of things. - -##### Devotee Benefits -GMG p. 128 - -Deities grant favored status and special power to the most fervent and influential of their flock. - -**Divine Font:** Clerics channel a deity's divine power as a font of negative or positive energy. Most often, good-aligned deities grant _heal_ while evil deities grant _harm_, with neutral deities most often offering a choice between the two. However, there's nothing inherently good about positive energy or evil about negative energy, so a specific deity's divine font may vary based on their areas of concern. - -**Divine Skill:** Champions and clerics automatically gain the trained proficiency rank in their deity's divine skill. Assign the deity one skill that synergizes well with their areas of concern. For example, [Intimidation](compendium/skills.md#Intimidation) would be appropriate for a god of tyranny, or [Deception](compendium/skills.md#Deception) for a goddess of trickery. - -**Favored Weapon:** Clerics gain access to their deity's favored weapon as well as the trained proficiency rank with it; warpriest clerics gain additional benefits. Every deity has a favored weapon. Because the benefits of having an advanced favored weapon are very strong, you should assign simple or martial favored weapons unless a deity is so thematically linked with an advanced weapon that you need to give them one. - -**Domains:** Each deity grants a number of domains that reflect their divine areas of concern. Champions and clerics can learn the domain spells from their deity's domains. Pathfinder's deities each have four domains, and many have one or more alternative domains. Though this number is usually enough to convey a deity's portfolio and give players sufficient options, you can give your deities as many domains as you like. - -**Cleric Spells:** When preparing spells, clerics can choose from specific spells granted by the deity, in addition to those available on the divine spell list. A deity always grants a 1st-level spell and usually two others, all chosen from non-divine spell lists. The exact number of spells a deity grants can vary—a magic-focused deity might grant one spell per level—though this shouldn't exceed one spell per level. - -### Cosmology -GMG p. 128 - -An enduring curiosity among many cultures is to ask what wonders lie beyond the night sky. Does anyone gaze back from the moon above? What realms do the gods call home, and what is it like to walk in their divine presence? Is the mortal world at the center of the universe, or is all life utterly insignificant? Spiritual ponderings like these are central to belief systems across the globe. As a world builder, you get to answer those enduring questions by designing the multiverse in all its inexplicable grandeur. - -The following are some aspects of your cosmology you might consider, but as you decide these, you should also consider how many of these details are known in your world—and by whom. - -#### The Universe -GMG p. 128 - -The reality in which mortals live out their short existence is known to sages and scholars by many names—the universe, the Material Plane, or the mortal realm, among others. The structure of the physical universe might follow any of the following models, or it might be something completely different. - -**Vast:** The universe is an unimaginably sparse void of infinite space, littered with stars, planets, and various bits of detritus. - -**Limited:** The physical universe in your campaign world may be smaller in scope yet far more fanciful. - -For example, in Hinduism, the cosmos is supported on the backs of four elephants, themselves standing upon the shell of a world-sized tortoise, whereas Norse cosmology describes nine worlds connected by an immense ash tree. - -**Bizarre:** Sometimes the universe is more complex than the previous two categories, or possibly nested within multiple realities. What if the universe the PCs first know is in fact a magical or mechanical simulation of such complexity that its inhabitants are unaware that they themselves exist as an artificial consciousness? - -#### Composition of Outer Space -GMG p. 129 - -The spaces between the stars can also affect the stories told in that world. - -**Vacuum:** In conventional astronomy, outer space is an immense void existing in a near-perfect vacuum. In some settings—including the Age of Lost Omens, where it is known as the Dark Tapestry—the trackless firmament between the stars is an ominous expanse home only to terrible beings of incomprehensible malice. - -**Endless Sky:** What if the blue sky overhead extended outward forever? One need only fly high enough and far enough to reach another world. - -**Celestial Spheres:** The ancient Greeks posited that planets, stars, are more were embedded like jewels within celestial orbs of quintessence nested within one another. - -#### Solar System -GMG p. 129 - -What is the shape and structure of the solar system containing your game world? **Heliocentric:** Physics dictate that all planets in a system orbit the sun. - -**Geocentric:** What if your game world is in fact the center of the star system, or perhaps even the center of the known universe? **Dyson Sphere:** Perhaps a solar system has been enclosed in an artificial structure designed to harness the power of the sun. - -#### Planets and Moons -GMG p. 129 - -In antiquity, astronomers noticed that some of the twinkling lights in the night sky moved differently than the others. In time, these celestial wanderers would come to be known as planets, many with their own complement of orbiting moons. Are there other planets orbiting your world's sun? Are they terrestrial, gas giants, or something less common? How many moons are there? The characters may never venture there, but celestial bodies can have a strong influence on a culture and help you describe your world in an evocative and distinctive way. - -#### The Multiverse -GMG p. 129 - -In Pathfinder, the physical universe of your world is one plane within a much broader multiverse. The Planes, on page 136, details how planes work and the multiverse of the Age of Lost Omens, but you can fit planes to your story and world, or even build a new multiverse from scratch! Perhaps there are only two planes beyond the material universe, diametrically opposed and fighting over mortal souls, or the multiverse consists only of a series of infinite alternate realities. The options are truly infinite, limited only by your imagination and the story you want to tell. - -## Nations -GMG p. 130 - -Nations vary tremendously, from massive empires to isolated island realms, and their characteristics can give flavor and depth to your story and the PCs' adventures. An encounter in shadowy Nidal, where allegiance to Zon-Kuthon has literally blocked the sun from the sky, is going to have a very different tone than one in sun-drenched Thuvia. A nation working to overcome generations of xenophobia, like Kyonin, might have a different reaction to adventurers than a long-established empire like Taldor. A journey into a new nation can introduce the heroes to a new people (if the party visits the hobgoblin nation of Oprak), a new philosophy (such as the materialistic Prophecies of Kalistrade in Druma), or a new foe (as visitors to the undead-ridden Gravelands will certainly learn) - -Nations can also provide adventuring inspiration and hooks. When the heroes are caught in the crossfire between two nations in conflict, national concerns become their own. Learning more about a nation's history or practices might lead to a great finding—or a loathsome practice the characters want to eradicate. A party might get involved in the political machinations of a nation's elite power mongers, or they might fall out of favor and find themselves on the run from the law! Nations also influence a character's story on a personal level. A nation can suggest a character's ancestry, inform the languages they speak, and influence their choice of deity. As a GM, the relationship between a character and a nation can provide opportunities to better hook that character into your campaign. Has the character always lived there, or have they emigrated from elsewhere—and why? A character who fled due to political persecution might have long-standing enemies, while a hero who left due to ideological differences might have friends and family who seek to return them to the fold. - -### Nation Stat Block -GMG p. 130 - -The stat block for a nation presents the core information about a nation in a simple, streamlined format. - -#### Nations of Lost Omens -GMG p. 131 - -Presented below are stat blocks for two nations from the Lost Omens Campaign Setting. You can use these as examples when building your own nation stat blocks. - -## Settlements -GMG p. 132 - -For some players, a settlement may be nothing more than a convenient place to purchase gear and sell loot. - -For others, a settlement might be a beloved home they're willing to risk everything to protect. And sometimes, an entire campaign takes place entirely within the walls of a single city. - -### Settlements in a Game -GMG p. 132 - -Given the variety of roles a settlement can play in an adventure, a Game Master should have a firm understanding of how they work in the game and how to best use them. Virtually every settlement uses the rules for urban environments presented starting on page 514 of the _Pathfinder Core Rulebook_. Those rules are primarily intended for encounter mode, however, and so the following guidance can help you best use a settlement in the broader narrative of your game. - -#### Settlement Adventures -GMG p. 132 - -Designing adventures in a settlement generally follows the guidelines presented in Adventure Design on page 40. - -However, a settlement's greater population density also allows for a number of adventure styles and elements that aren't as common beyond the city walls. - -Social encounters are one of the most common interactions within a settlement, starting with the guards at the city gates all the way to an audience with the queen. The influence and reputation subsystems (pages 151 and 164, respectively) can facilitate these interactions in a more structured way. Chase scenes, using the rules starting on page 156, are an iconic component of a settlement adventure, especially in a larger city, where dense buildings and a variety of structures make for an exciting series of obstacles. A settlement is also an ideal place for a party to conduct an infiltration (page 160) - -Since most libraries, archives, and similar repositories of information are located within settlements, you might make use of the research rules (page 154). Ambitious characters might want to build up their own organizations using the leadership subsystem (page 168) - -##### Modes of Play -GMG p. 132 - -Just like in other adventure locations, all three modes of play can happen in settlements. Since a settlement presents far more opportunities for noncombat activities than most other environments, characters likely spend most of their time in exploration mode. Downtime almost exclusively takes place within a settlement. - -#### Marketplaces -GMG p. 132 - -Where there are people, there is commerce. The Buying and Selling section on page 24 provides several sets of guidelines for handling commerce in your game, but it can also be [helpful](rules/conditions.md#Helpful) to have a sense of what items and economic power a given settlement has on its own merits. - -In a given settlement, a character can usually purchase any common item (including formulas, alchemical items, and magic items) that is of the same or lower level than the settlement's. Usually, fewer of the highest-level items are available—you can use Table 10–9: Party Treasure by Level on page 509 of the _Core Rulebook_ as a guideline for how many of the highest-level items might be available, using the Permanent Items and Consumables entries for a level 1 lower than the settlement's actual level. Inhabitants of a settlement can usually purchase items from PCs as long as those items are the same or lower level than the settlement, with limitations on higher-level items similar to those available for sale. If a settlement's population is significantly smaller than its level would suggest, its ability to provide and purchase items may be more limited. - -If a character's level is higher than the settlement's, that character can usually use their own influence and leverage to acquire higher-level items, as they convince shops to place specialty orders or artisans to craft custom goods, though it might take a bit of time for such orders to be fulfilled. - -Spellcasting services are available in many settlements. Barring a powerful spellcasting NPC in the city with whom the party could negotiate for services, a character can find someone to cast common spells up to a level that could be cast by an NPC of the settlement's level. For example, a character in a 9th-level city can typically find and pay someone to cast a 5th-level common spell—the highest spell available to a 9th-level spellcaster. - -Some settlements have access to uncommon items, formulas, and spells. If a settlement could reasonably be considered to meet the Access entry for an item or spell, that item or spell is available just like any common item. - -For example, the dwarven settlement of Kraggodan has plenty of dwarf weapons available. - -#### Power Structures -GMG p. 132 - -Outside of city limits, adventurers spend much of their time operating on their own terms, accountable only to their own moral code. But in a settlement, the heroes become part of a larger system with its own codified laws, procedures, and enforcement. The details of a settlement's power structures shape the party's interactions within that settlement. - -##### Government -GMG p. 133 - -The government of a settlement often reflects the nature of that settlement. A lawful, militaristic city likely has a hierarchical government with a single figure at the top, a crossroads market town might be under the control of its wealthiest merchant families, and a farming community might simply look to the oldest residents for leadership as necessary. - -That said, the lawful and publicly recognized ruler of a settlement isn't always the one calling the shots. They may merely be a puppet to a secret entity that silently pulls the strings from the shadows. Some settlements are ruled by [hidden](rules/conditions.md#Hidden) cabals, from strange religious sects to thieves' guilds. A settlement might be swayed by politically powerful residents, such an occult vizier or a political savvy high priest. In some cases, the legitimate authority may seem to govern but has actually been replaced by a faceless stalker, a devil in disguise, or another powerful shapechanger. - -##### Legal Codes -GMG p. 133 - -Most civilizations agree that laws are necessary to ensure a functioning society. The specific laws range from one settlement to another, and they might be as simple as a prohibition against murder and theft to exceptionally convoluted regulatory schemes dictating everything from clothing details to available confections. How well known these laws are can further flavor a party's interactions with that settlement, as it's likely easier to navigate a well-documented system than one in which the rules are learned only through experience and word of mouth. - -Much like a government, the legal codes reflect the settlement's alignment and overall nature. Generally speaking, a more lawful settlement is likely to have more complex laws, and a more lax locale to have fewer and simpler laws. - -##### Law Enforcement -GMG p. 133 - -Most settlements have systems in place to enforce their laws. In a small village, the residents might just police themselves, holding one another accountable to their shared values. Towns and larger settlements usually have some system of guards, whether that's a post filled by a rotation of volunteers or a city guard of professionals paid by the city's government to maintain order. Most settlements have some way of dealing with criminals, from fines to public stocks to prison cells, as well as individuals responsible for meting out those sentences. - -##### Organizations, Churches, and Factions -GMG p. 133 - -The government isn't the only influential factor in a settlement. Prestigious organizations, prominent churches, and specialized factions all wield power as well, often in conflict with the official government or one another. - -Religious congregations usually wield significant power in communities where faith is strong. A wizard, sorcerer, or bard of even moderate magical talent would be a rare and influential member of society in a small settlement. - -An organization can wield overt influence over the community where they're based, or subtle control, as the Pathfinder Society does in Absalom. Other notable factions may include noble houses, wealthy merchants, innkeepers, and retired soldiers and adventurers. - -##### Corruption -GMG p. 134 - -In any settlement, it's possible for officials to put their own interests before those of the people they serve. - -Corruption might be as simple as a clerk willing to accept a bribe to expedite some paperwork, or it might be as sinister as selling civilians into slavery. - -> [!pf2-brown] COMMON NPCS -> -> Several categories of NPCs are quite common in settlements, if not exclusive to them. The following sections from the NPC Gallery of this book provide statistics and additional useful information for running settlements. -> -> - **Courtiers** (page 206) The upper crust of society is most common in larger settlements. -> - **Magistrates** (page 224) These public officials create and implement the law. -> - **Officers** (page 232) Officers are responsible for enforcing the law in a settlement. -> - **Performers** (page 236) Performers are most common in settlements, where there are large audiences. -> - **Publicans** (page 238) Nearly every settlement has at least one gathering place and its regulars. -> - **Scholars** (page 240) Most repositories of lore are located within settlements. -> - **Tradespeople** (page 244) Tradespeople provide the skilled labor that keeps a town supplied and running. - -### Settlement Stat Block -GMG p. 134 - -A settlement's stat block consolidates the basic information about a settlement into a centralized format. - -#### Sample Settlement Abilities -GMG p. 134 - -Here are some common settlement abilities you can use to customize a settlement of your own creation. - -**Artists' Haven:** Residents of this city have a deep appreciation for fine art. It's easier to find higher-level tasks involving [Performance](compendium/skills.md#Performance) or art, as well as buyers willing to pay more for art objects. - -**City of Artisans:** Items of up to 4 levels higher are available from a particular category the settlement is famous for, such as armor and weapons. - -**Magical Academy:** The settlement prides itself on teaching magic, and its residents are skilled at teaching others. Choose a magical tradition or traditions suitable to your settlement. When a PC pays an NPC to teach them a new spell of that tradition in the settlement, the NPC assists the process and provides an additional +2 circumstance bonus to the check to Learn the Spell. - -**Religious Bias:** This settlement has a strong affiliation with a particular religion. Anyone who is visibly a worshipper of that deity gains a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to Make an Impression, Request, and Gather Information. Characters who visibly worship one of that deity's foes take a –1 circumstance penalty to the same actions. - -**Scholarly:** An abundance of public libraries or other accessible places of learning within this settlement means that with 1d4 hours, a character can access a scholarly journal on a relevant common subject (Core Rulebook 291) before attempting to Recall Knowledge. - -#### Changing a Settlement -GMG p. 135 - -Sometimes the characters spend a long period of time in a single settlement. Perhaps it's their home base, where they spend their downtime between adventures, or perhaps the entire adventure takes place there. In these cases, you might find you need to update your settlement stat block as it changes over time. - -Several elements of the settlement stat block are simple to update; you change the population as it grows or shrinks, and you change the leaders on your stat block as different people move between those positions. But you also might make changes that reflect the results of the PCs' adventures. If the heroes eliminated a major threat facing the settlement, you should remove that threat from the stat block—but if they drew the wrath of a new foe in doing so, you might add that new threat! You can also update the stat block's abilities, should the PCs' actions have that large an influence on the city. For example, if the party (using the leadership subsystem on page 168) built up a wizard school focused on crafting magical items, you might add an ability to the settlement stat block that increased the availability of magic items in the settlement's markets. - -#### Settlements of Lost Omens -GMG p. 135 - -## The Planes -GMG p. 136 - -Exploring the planes offers several opportunities for high adventure, as well chances to discover the secrets of creation. - -### Planar Traits -GMG p. 136 - -Each plane, dimension, and demiplane has its own properties and attributes. Planar traits can be [broken](rules/conditions.md#Broken) down into six categories: alignment, scope, gravity, time, morphic, and planar essence. Combined, those traits describe the laws and makeup of the plane. These appear in the plane's traits entry, though any trait that matches the Material Plane (described in the Normal entry in each section below) is omitted. - -#### Enhanced and Impeded Magic -GMG p. 136 - -Some planes enhance certain magic and impede opposing effects. A plane that enhances a particular type of magic grants anyone [Casting a Spell](rules/actions/cast-a-spell.md) with that trait a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Impeded magic means a character who [Casts a Spell](rules/actions/cast-a-spell.md) or Activates an Item with the specified trait must succeed at a DC 6 flat check or lose the spell or activation. - -#### Alignment Trait -GMG p. 136 - -Certain planes, particularly in the Outer Sphere, are attuned to an alignment. Most inhabitants share that alignment—even powerful creatures such as deities. Planes with the neutral alignment trait are more often a mix of alignments than strongly neutral, and planes with no alignment affinity simply don't have an alignment trait, rather than being neutral. Alignments are given as an abbreviation (_Pathfinder Bestiary_ 345), which appears first in the plane's list of traits. - -Spells that share any of the plane's alignment traits are enhanced, and those with opposing traits are impeded. For instance, in the chaotic evil Abyss, chaotic and evil spells are enhanced, and lawful and good spells are impeded. - -#### Scope Trait -GMG p. 136 - -Most planes are immeasurable, so immense they are impossible to quantify. Which immeasurable planes, if any, are infinite is a subject of debate among philosophers and scholars alike. Since so many planes are immeasurable, those planes omit a scope trait. Otherwise, the plane likely has either the [finite](rules/traits/finite-gmg.md "Finite Planar Trait") or [unbounded](rules/traits/unbounded-gmg.md "Unbounded Planar Trait") trait. - -**Finite:** Finite planes consist of a limited amount of space. - -**Immeasurable:** Immeasurable planes are immeasurably large, perhaps infinite. - -**Unbounded:** Unbounded planes loop back on themselves when a creature reaches the plane's "edge." - -#### Gravity Traits -GMG p. 136 - -Many planes have unusual gravity. - -**Normal:** Bodies of great mass are the centers of gravity, and objects fall toward those centers with a measured amount of force relative to the size of the body. - -**High Gravity:** As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell. - -**Low Gravity:** As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell. - -**Microgravity:** There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane. - -**Strange Gravity:** All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself. - -**Subjective Gravity:** All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and mindless creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining "down" near their feet. Designating this downward direction is a free action that has the concentration trait. If suspended in midair, a creature can replicate flight by choosing a "down" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the [Fly](rules/actions/fly.md) action. - -#### Time Traits -GMG p. 137 - -Time flows differently on many planes. - -**Normal:** Time passes the same way it does on the Material Plane. One hour on a plane with normal time equals 1 hour on the Material Plane. - -**Erratic:** Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result. - -> [!success-degree] -> - **Success** Time passed normally on the erratic time plane. -> - **Failure** For each hour spent on the erratic time plane, 1 day passed on the normal time plane. -> - **Critical Failure** For each round spent on the erratic time plane, 1 day passed on the normal time plane. - -**Flowing:** The flow of time is consistently faster or slower. - -A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane. - -**Timeless:** Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another [time](rules/traits/time-b2.md "Time Creature Type Trait") trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the [timeless](rules/traits/timeless-gmg.md "Timeless Planar Trait") trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age. - -#### Morphic Traits -GMG p. 137 - -This trait describes how easily the physical nature of the plane can be changed. The Material Plane is the norm, but other planes can warp through the plane's own sentient designs or be manipulated by extremely powerful creatures. - -**Normal:** Objects remain where they are (and what they are) unless affected by physical force or magic. Creatures can change the immediate environment as a result of tangible effort, such as by digging a hole. - -**Metamorphic:** Things change by means other than physical force or magic. Sometimes spells have morphic effects. Other times, the plane's nature is under the control of a deity or power, or the plane simply changes at random. - -**Sentient:** The plane changes based on its own whims. - -**Static:** Visitors can't affect living residents of the plane or objects the denizens carry in any way. Any spells that would affect those on the plane have no effect unless the [static](rules/traits/static-gmg.md "Static Planar Trait") trait is somehow removed or suppressed. - -#### Planar Essence Traits -GMG p. 137 - -Planar essence traits describe a plane's fundamental nature. For example, many of the Inner Sphere's planes are infused with an element or energy, each of which affects magic on those planes, and the Shadow Plane is awash with shadow. Outer Planes are fundamentally made up of quintessence, a philosophically aligned material with infinite potential for shape and state that conforms to powerful and prevailing beliefs. - -**Air:** 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 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. - -**Earth:** 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 magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens. - -**Fire:** Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely [hostile](rules/conditions.md#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 and water 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. - -**Water:** These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and fire magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round. - -**Negative:** Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, [drained](rules/conditions.md#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 (_Bestiary_ 335). Negative magic is enhanced, and positive magic is impeded. - -**Positive:** 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 magic is impeded. - -**Shadow:** 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](compendium/spells/light.md) spells are halved. Darkness and shadow magic are enhanced, and light magic is impeded. - -### Planar Stat Blocks -GMG p. 138 - -Each of the planes listed in the following pages includes a short stat block of key information. The plane's type—whether it is a plane, dimension, or demiplane—appears in the stat block's heading, followed by the traits that define that plane. The following entries also provide important information about each plane. - -**Category:** This indicates whether the plane is an Inner Plane, Outer Plane, Transitive Plane, or dimension. - -**Divinities:** A list of all of the deities, demigods, and other powers that call this realm their home. - -**Native Inhabitants:** A sample of typical inhabitants of the plane. Also listed are the plane's petitioners, the souls of dead mortals who have been judged and sent on to whichever plane reflects the life they led. More information on petitioners can be found in _Pathfinder Bestiary 2_ - -#### Inner Sphere Planes -GMG p. 138 - -The planes of the Inner Sphere form the heart of the cosmos. They are the home of mortal life, the focus of divine attention, the source of mortal souls, and the origin point of the great cycle of quintessence that fuels the motions and stability of reality itself. Arranged in a nested series of shells, like layers of an onion, the planes of the Inner Sphere include, from outer to inner: the Elemental Planes of Fire, Earth, Water, and Air; the universe of the Material Plane; and at the very core of this cosmological ensemble, the raw forces of creation and destruction of the Positive and Negative Energy Planes. - -#### Transitive Planes -GMG p. 140 - -At a minimum, each Transitive Plane coexists with one or more other planes, a relationship oversimplified by stating that Transitive Planes are just used to get from one plane to another. The mists of the Ethereal Plane overlap the planes of the Inner Sphere, while the Astral Plane borders every other plane in existence like the backstage of the cosmos. - -Bright and dark mirrors of the Material Plane, the First World and Shadow Plane overlap the mortal world, albeit often in bizarre ways such that a short distance in one might be a vast gulf in the other. The daring, wise, or desperate can utilize these planes to bypass barriers in the Material Plane or rapidly cross vast distances through much swifter travel. - -#### Outer Sphere Planes -GMG p. 141 - -The planes of the Outer Sphere are the manifest realms of alignment: chaos, evil, good, law, neutrality, and their admixtures, populated by celestials, fiends, monitors, and others who promote these moral concepts. These planes are the backdrop upon which the mortal afterlife reaches its apparent conclusion, and the end destination of the River of Souls. The Outer Planes are regions of stability adrift in the raw, chaotic quintessence of the primordial Maelstrom, its tides forever gnawing at their edges even as mortal souls sustain them. The Abyss manifests as cracks in the Outer Sphere's fabric, while rising from the metropolitan Axis is the Boneyard's spire, the location where mortal souls are judged and then sent to their final destinations, be they reward, suffering, or oblivion. The Outer Planes are places of majesty, wonder, terror, and danger outstripping anything mortal adventurers might encounter anywhere else. - -#### Dimensions -GMG p. 144 - -Existing in the metaphorical space between the Transitive Planes and smaller, finite demiplanes, dimensions are a category unto themselves, defying the neat categorization of planar scholars and adventurers. Seemingly infinite in scale, not necessarily spatial in the same way as a plane, and overlaying every other plane at once—including one another—dimensions and planes are most significantly differentiated in how each of them breaks the commonly held rules of the other. Although some scholars include other extraplanar realms within the ranks of dimensions, only two such realms are uniformly agreed upon and classified as such. The Dreamlands, also known as the Dimension of Dreams, is readily accessed by mortal dreamers, while the Dimension of Time is notorious for the near impossibility of accessing it as well as the bizarre, often deadly restrictions upon travel to and within its bounds. - -### Demiplanes -GMG p. 145 - -Demiplanes are much smaller and more limited than planes or dimensions, and they come into being more easily. They may arise naturally where the raw chaos of the Maelstrom churns at the border of the Astral, crystallize around shed memories of dead mortals on their way to judgment, or coalesce within the mists of the Ethereal set into motion by the forces of the Positive and Negative Energy Planes. They can also be crafted by will and powerful magic to suit their designers' whims. Almost innumerable, each is distinctly finite, with their own nature and rules set at their creation. - -Desna's demiplanar realm of Cynosure exists as Golarion's literal north star, silently visible in the night skies, hosting her servitors and petitioners in her divine realm at its heart. Other demiplanes are crafted by mortals, such as the Refuge of Nex, created by the titular archmage seeking respite and solitude, and the Hao-Jin Tapestry, a demiplane stocked with its creator's collection and accessed through a literal tapestry artifact she fashioned as its entrance. - -Created not by gods or mortals, the Akashic Record is a demiplane thought to exist deep within the Astral as a repository of the collective knowledge and memories of the cosmos, secure and unchanging, but so difficult to access that most doubt its very existence. Other demiplanes serve darker purposes and are perhaps best left forgotten, though their mysteries often tempt the ignorant, the foolish, and the desperate. The Prison of the Laughing Fiend serves to bottle its enigmatic and godlike occupant, Tegresin the Laughing Fiend, bound by nameless divinities whose nature and reason changes with each telling of the story, while the Dead Vault was crafted at Golarion's core by the gods themselves to forever bottle Rovagug the Rough Beast, lest he escape and devour all existence. \ No newline at end of file diff --git a/content/Mechanics/Rules/gamemastery-guide/chapter-3-subsystems.md b/content/Mechanics/Rules/gamemastery-guide/chapter-3-subsystems.md deleted file mode 100644 index 1d29710be..000000000 --- a/content/Mechanics/Rules/gamemastery-guide/chapter-3-subsystems.md +++ /dev/null @@ -1,1461 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["chapter-3-subsystems"] ---- -# Chapter 3: Subsystems -GMG p. 147 - -> [!pf2-sidebar] COMBINING SUBSYSTEMS -> -> Some of the subsystems in this chapter could interact in interesting ways when combined. For instance, the influence subsystem could be part of how you build up reputation, or a piece of the plan in an infiltration. Or you could have a hexploration chase with a rival adventuring group, encountering obstacles in each hex as you race for the prize—while using vehicles to travel faster! Ultimately, it's up to you to decide how two combined subsystems should interact to tell your group's particular story, though a good rule of thumb is to have a backdrop subsystem that you're tracking on a longer term to which the shorter-term subsystem contributes. - -Subsystems are a great way to add depth to aspects of your game that don't occur in combat but still have high stakes. This chapter begins with Victory Points, a structure that underlies much of the chapter, to help you build your own subsystems. Next are some of the most common subsystems you might need in your game, with advice on how to use and modify them. This chapter is organized into the following sections. - -- **Victory Points** (page 148) provides you a framework with which to build your own subsystems, detailing the fundamental structure that Pathfinder uses for its subsystems. -- **Influence** (page 151) gives rules for more in-depth social encounters involving influencing NPCs. -- **Research** (page 154) shows you how to build an interesting structure for scenes where PCs research information. -- **Chases** (page 156) are designed to represent the fast-paced feel of movie chase scenes. -- **Infiltration** (page 160) allows you to build infiltrations and heists where careful planning helps the PCs maintain an edge against their adversaries and pull off incredible capers. -- **Reputation** (page 164) breathes life into the world around the PCs, as various groups of NPCs react favorably or unfavorably to the PCs actions, and PCs' status with those groups changes. -- **Duels** (page 166) provides a simple architecture for one-on-one showdowns between adversaries. -- **Leadership** (page 168) allows PCs to attract people to a cause, giving them cohorts and organizations to look after. -- **Hexploration** (page 170) teaches you how to build exploration maps on a hexagonal grid to give your PCs the thrill of discovering secrets within uncharted or unfamiliar territory. -- **Vehicles** (page 174) allows you to run encounters involving vehicles and capitalize on their potential to help PCs explore on a larger scale and at a faster pace. - -## Deciding to Use a Subsystem -GMG p. 147 - -When you have an exciting subsystem available, it can be tempting to use it anytime it can possibly come up (for instance, replacing every social scene with the influence subsystem). However, subsystems are most effective when used with intention. - -Subsystems are best when used for a component of the game that's meant to be at least a significant portion of a single session. Think about whether you want a different style of play than normal before you decide to use a subsystem, since that's what subsystems are best suited for. You should avoid using a particular subsystem if many members of your group don't like it, or if use of a subsystem during play devolves into the PCs making a series of rolls that don't contribute to telling an interesting story. - -It's important to leave enough time and mental energy to make the subsystem feel special and to bring all the components and elements of the subsystem to life in the game world. A subsystem stripped of all its life and story depth can become nothing more than a large number of die rolls, and the last thing you want is to lose the magic, especially with a subsystem the PCs enjoy. Sometimes, a simple check is the right way to handle the scene, and that's okay! The subsystems will be there when you need them to spice up an adventure or really dive deep into a particular element or scene. - -## Victory Points -GMG p. 148 - -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. - -### Naming Your Victory Points -GMG p. 148 - -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 Structures -GMG p. 148 - -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 -GMG p. 148 - -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 -GMG p. 148 - -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. - -> [!success-degree] -> - **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 -GMG p. 149 - -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 -GMG p. 149 - -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. - -> [!success-degree] -> - **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 -GMG p. 149 - -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 -GMG p. 149 - -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. - -> [!pf2-brown] 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. - -### Setting Your Scale -GMG p. 149 - -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. - -| Duration of Challenge | VP End Point | VP Threshold | -|-----------------------|--------------|--------------| -| 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-wide, 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 -GMG p. 150 - -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](rules/actions/impersonate.md) or [Sneak](rules/actions/sneak.md). 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 -GMG p. 150 - -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. - -## Influence -GMG p. 151 - -Influence is a short-term subsystem wherein the PCs accumulate Influence Points during a social encounter with an NPC to represent their increasing influence. - -These encounters are a race against the clock to reach Influence Point thresholds in order to sway the NPC. It's perfect for a single social gathering—whether it's a party, a treaty negotiation, or even an attempt to persuade various members of a panel of judges. Because of the variety of Influence skill options and the ability to use [Perception](compendium/skills.md#Perception) to uncover more information, every character has something important to contribute in the influence subsystem, as opposed to situations where only one character has [Diplomacy](compendium/skills.md#Diplomacy). - -The influence subsystem divides a social encounter into rounds, with the number of rounds representing the length of the social event. Rounds last any amount of time that you determine, depending on the needs of the narrative, though somewhere between 15 minutes and an hour is typical. During each round, each PC can act once to either Influence or Discover. - -```ad-pf2-note -title: Influence -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") - -You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC's preferences (typically found in the NPC's influence stat block). - -> [!success-degree] -> - **Critical Success** You gain 2 Influence Points with the chosen NPC. -> - **Success** You gain 1 Influence Point with the chosen NPC. -> - **Failure** You gain no Influence Points with the chosen NPC. -> - **Critical Failure** You lose 1 Influence Point with the chosen NPC. -``` - -```ad-pf2-note -title: Discover -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") [secret](rules/traits/secret.md "Secret General Trait") - -You watch or study an NPC to learn more about that NPC's preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the NPC's influence stat block. - -> [!success-degree] -> - **Critical Success** Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category. -> - **Success** Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC's personal biases, one of the NPC's resistances, or one of the NPC's weaknesses. -> - **Failure** You learn no information. -> - **Critical Failure** Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery. -``` - -### Influence Stat Blocks -GMG p. 152 - -NPCs in the influence subsystem have little need for many of the statistics you'll find in an ordinary creature stat block. However, it might help you to prepare for the social encounter by creating an influence stat block for each prominent NPC. These are optional; if you can keep most information straight in your head, you might skip this step or just write down the first three categories to keep the numbers straight. - -Influence stat blocks are flexible and contain only the stats that you are essential to running the NPC during a social encounter, leaving the rest out. The main stats that matter are the NPC's [Perception](compendium/skills.md#Perception) and Will modifiers. - -After the influence stat block, you might want to list important information to help you roleplay the NPC and incorporate the NPC into your influence encounter. You can list any of the following details that are relevant to your NPC: their background (a brief bio focusing on information relevant to the encounter), appearance, personality (this can just be a list of adjectives), affiliations, public goals, [hidden](rules/conditions.md#Hidden) agendas, or the penalty for antagonizing the NPC (or possibly for failing to Influence the NPC, depending on the way you structure the encounter) - -```ad-pf2-note -title: NPC Name -traits - -A succinct description of the NPC, such as "Famous musician" or "Popular baron." - -The NPC's Perception modifier, plus potentially relevant spells such as true sight. - -The NPC's Will modifier, plus any special adjustments. - -The Perception DC to Discover information about the NPC, as well as any skill checks to Discover their DCs. - -The skills the PCs can use to Influence the NPC are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player gives a strong narrative explanation for using it, you can add it as an appropriate DC (usually the highest listed DC). [Diplomacy](compendium/skills.md#Diplomacy) should usually be on this list, but should rarely be the best skill to Influence an NPC, in order to encourage and reward using Discover to learn and cater to an NPC's interests. - -The number of Influence Points required to Influence the PC, and the benefits for meeting them. Some NPCs might have multiple influence thresholds, granting the PCs additional benefits or favors as they cross more thresholds. - -Some NPCs are resistant to certain tactics, biased against certain types of people, or may get defensive when a certain topic comes up. Any of these makes it harder for a PC to convince them. For instance, an NPC might find flattery inane, dislike wizards, or bristle at any mention of their ex-spouse. Typically, an NPC's resistance increases the DC of the associated check to Influence by 2 (or 5 for stronger resistances), but it could have farther-ranging consequences, such as losing Influence Points or angering the NPC enough that attempting to Influence them again is impossible. - -Most NPCs have at least one weakness that clever and observant PCs can use to their advantage, whether it's a deep-seated insecurity, a desire for power, a favorite hobby, a bias toward a certain group, or a hidden secret the PCs could threaten to expose. When a PC incorporates an NPC's weakness, it typically decreases the associated Influence check's DC by 2 (or 5 for stronger weaknesses), but it could have farther-ranging effects, such as gaining automatic Influence Points or even automatically influencing the NPC regardless of how many Influence Points the PCs have achieved so far. -``` - -#### Setting Dcs -GMG p. 153 - -When setting DCs, it's often good to start with a "social level" for the NPC and set their DCs accordingly. - -Use the DC adjustments from page 504 of the _Core Rulebook_ just like you normally would. A good starting place is setting the NPC's Will modifier, then taking that DC and adjusting it for skills that are more or less likely to work. - -For instance, for a 3rd-level challenge, you might give an NPC a +12 Will modifier and use 22 as the base DC. You might say that's the DC for [Diplomacy](compendium/skills.md#Diplomacy) but then determine that the NPC is difficult to intimidate, and so you apply the hard DC adjustment to make the [Intimidation](compendium/skills.md#Intimidation) DC 24. Maybe you also determine that she loves different varieties of wine, resulting in an incredibly easy DC adjustment to get DC 12 for [Alcohol Lore](compendium/skills.md#Lore). - -> [!pf2-brown] SAMPLE STAT BLOCK -> -> In this example, the PCs try to convince a grizzled landlord to not evict a theatrical troupe from a dilapidated building he owns. It's a 3rd-level challenge. He is a busy, practical man and gives the PCs only 45 minutes (3 rounds) to make their case. -> -> ```ad-pf2-note -> title: Danphy Mollwether -> [human](rules/traits/human.md "Human Ancestry & Heritage Trait") [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") [le](rules/traits/le-b1.md "Lawful Evil Alignment Trait") [medium](rules/traits/medium-b1.md "Medium Size Trait") -> -> Penny-pinching landlord -> -> +9||Perception -> -> +11||Will -> -> DC 13 [Mercantile Lore](compendium/skills.md#Lore), DC 18 [Perception](compendium/skills.md#Perception), DC 16 [Society](compendium/skills.md#Society) -> -> DC 16 [Accounting Lore](compendium/skills.md#Lore) (noting how the theater could be made profitable), DC 16 [Crafting](compendium/skills.md#Crafting) (volunteering to repair the building), DC 20 [Intimidation](compendium/skills.md#Intimidation), DC 20 [Performance](compendium/skills.md#Performance), DC 22 [Diplomacy](compendium/skills.md#Diplomacy), DC 24 [Deception](compendium/skills.md#Deception) -> -> Mr. Mollwether gives the troupe 1 week to get him his back rent, with interest, before evicting them. -> -> Mr. Mollwether gives the troupe 1 month to get him his back rent before evicting them. -> -> Mr. Mollwether allows the troupe to stay, reduces their rent, and forgives half their debt. -> -> The landlord thinks in practical terms, with little patience for the "good-for-nothings" of the troupe. Appeals directed at sympathy alone increase the check's DC by 2. -> -> Mr. Mollwether used to visit the theater often as a small child, and performing one of his favorite old songs or plays brings tears to his eyes and reduces the [Performance](compendium/skills.md#Performance) DC by 2. -> -> - **Background.** Mollwether was raised by wealthy parents who loved the arts and took him to the theater often. A scandal left the family broke, and Danphy clawed his way back up to a decent living. Becoming something of a slumlord, he owns several properties now and still feels he must exploit others to survive. -> - **Appearance.** An elderly man in cheap dress clothes, Mr. Mollwether looks like he's never felt a moment of love for anyone in his whole life. -> - **Personality.** Impatient, crotchety, skeptical -> - **Penalty.** Antagonizing Mr. Mollwether by "sermonizing" or "wasting his time" causes him to cut the meeting short, reducing it to 2 rounds instead of 3. -> ``` - -### Running an Influence Encounter -GMG p. 153 - -When running an influence encounter, let the PCs be creative and use a diverse set of skills whenever possible. Be open to improvisation, and change the structure of the encounter if something interesting presents itself. The PCs set the pace and choose with whom they interact. It's up to you to make sure every NPC is distinct, react to the PCs' interactions with the NPCs, and lend overall structure to the encounter by making sure it feels like a living, breathing event rather than just a series of skill checks. - -Think about how the number of rounds of a social encounter relate to the overall event. For instance, if you have a four-course banquet and 6 rounds, you could have 1 round for introductions before the food arrives, 1 round for each of the courses, and 1 last round of conversations after the final course. NPCs might filter in and out or become unavailable for conversations as they are occupied by various tasks, or become particularly eager to engage a PC. That sort of change help makes the NPC feel a bit more real and helps break up any repetition in your encounter. - -## Research -GMG p. 154 - -In the research subsystem, PCs accumulate Research Points and learn new information or gain other benefits upon reaching specific thresholds. Use this subsystem if the PCs face a time constraint, rival research group, or other form of external pressure or condition that could end the PCs' efforts early. Otherwise, you can simply use the rules in the _Core Rulebook_, since the PCs are free to keep rolling until they uncover everything there is to find. - -In this subsystem, time passes in rounds spanning several hours to a day of research. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with an intelligent book or a combat encounter with a guardian. - -```ad-embed-ability -title: **Research** ([concentrate](rules/traits/concentrate.md), [exploration](rules/traits/exploration.md), [linguistic](rules/traits/linguistic.md)) - - -You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made. - -> [!success-degree] -> - **Critical Success** You gain 2 RP. -> - **Success** You gain 1 RP. -> - **Critical Failure** You make a false discovery and lose 1 RP. -%% - #trait/concentrate #trait/exploration #trait/linguistic -%% -``` - -### Building a Library -GMG p. 154 - -"Library" is the general term the research subsystem uses to designate the setting of the PCs' research. Despite the name, the library doesn't necessarily consist of a quiet hall full of books. It could be an Astral memory palace, a collection of iconographic artwork, or even a group the party is questioning. In most cases, to engage the whole party and add a little decision-making to the research, you'll want to give your research topic or library at least one variable or subdivision that the PCs need to decide how to handle. For instance, you might give the PCs three different research topics to study, each using different skills and providing different rewards. The library might have several rooms or sections with different challenges to research, allowing you to reward PCs with skills that aren't typically associated with research; perhaps the books on aeromancy are all flying above the top shelves of towering bookcases, requiring a round of [Athletics](compendium/skills.md#Athletics) checks to represent climbing up and down ladders to retrieve them and reach the first threshold. A variety of skills and decisions, along with vivid descriptions, are the key to an engaging and memorable research session, rather than just a string of die rolls by the wizard. - -#### Choosing Thresholds -GMG p. 154 - -Once you've decided what your library looks like and how the library and research options are structured, it's time to set the research thresholds for each topic. Thresholds are your opportunity to reveal intriguing new information and introduce different types of challenges. Each threshold should provide interesting information; if it doesn't, you should probably have fewer thresholds. - -Thresholds can change the state of the library (perhaps the first threshold is simply cleaning and organizing the library so the PCs can find the tomes they need), reveal information, give the PCs a reward (like access to an ancient uncommon or rare feat or spell they discover in library's depths), trigger an encounter, alter the skills or DCs for further research, or anything else you can imagine, but they should always do something. - -If your library covers multiple topics, each has its own set of thresholds. You'll typically want to require fewer Research Points to reach each one and use fewer thresholds per topic. - -Think about the constraints preventing the PCs from researching as long as they want, and use those constraints to determine how many Research Points they must earn to reach each threshold. You don't need to evenly space thresholds—you could require very few Research Points to learn crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward. - -#### Library Stat Block -GMG p. 155 - -When you build a library, you can use a stat block to organize the information. In a published adventure, you'll find libraries presented in the format below. There's no need to include entries that aren't applicable for your library. - -```ad-pf2-note -title: Library's Name *Library (Level)* -traits - -Whether it's a section of a physical library, one of several research topics the PCs are studying, or something more creative, this is the name of one of the library's divisions. If the divisions are separate topics, they'll each have their own thresholds, but if the divisions are separate areas all related to the same topic or topics, they might have RP maximums instead, after which the PCs have exhausted the information in that area. Repeat these sections for the library's other divisions; if using RP maximums, make sure the divisions provide enough Research Points to reach the final threshold. - -The skills or other checks the PCs can attempt to Research the division are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player provides a strong narrative explanation for using it, you can add it at an appropriate DC (usually the highest listed DC). Academia Lore and Library Lore will often be listed in these entries. - -Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold). -``` - -Beneath the stat block, you can list any events that occur based on timing rather than the PCs' RP total (such as a threatening message arriving on the third day), as well as any other important details. - -### Running Research -GMG p. 155 - -When running the research subsystem, think about the two factors that set the pace of the research and allow you to break it up: the length of each round of research, and the thresholds in the research. Use both of these in tandem to breathe life into the session and draw the players into the game. Ideally the PCs are aware of whatever pressure requires them to finish the research, so as rounds pass, the tension increases. As long as the PCs are able to get the information they came for, it's fine if they don't learn everything the library has to offer; in fact, you might intentionally create a situation allowing the PCs time to glean only some of a list of special rewards, forcing them to prioritize their favorites. - -> [!pf2-brown] SAMPLE STAT BLOCK -> -> In this example, the PCs are trying to research [hidden](rules/conditions.md#Hidden) occult secrets about hags known only to the fey of a strange sylvan library. It's a 7th-level challenge. If you'd like to use this sample library for a different research topic, just change the results of each threshold and replace any [Occultism](compendium/skills.md#Occultism) Research checks with checks appropriate to the new topic! -> -> ```ad-pf2-note -> title: Gade of Forgotten Time *Library 7* -> [fey](rules/traits/fey.md "Fey Creature Type Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") -> -> Five-foot stems open up into colorful petaled tomes -> -> 10 -> -> DC 18 [Academia Lore](compendium/skills.md#Lore) or [Library Lore](compendium/skills.md#Lore), DC 23 [Occultism](compendium/skills.md#Occultism) -> -> A powerful intelligence slumbers deep within this ancient oak, awakened by communion or music -> -> 15 -> -> DC 21 [Performance](compendium/skills.md#Performance), DC 23 [Nature](compendium/skills.md#Nature), DC 25 [Occultism](compendium/skills.md#Occultism) -> -> Thousands of iridescent sprites flit about, eager to offer tidbits of information, though it is not always reliable -> -> 5 -> -> DC 23 [Diplomacy](compendium/skills.md#Diplomacy), DC 23 [Occultism](compendium/skills.md#Occultism), DC 25 [Society](compendium/skills.md#Society), DC 28 [Perception](compendium/skills.md#Perception) -> -> The PCs learn apocryphal fey legends that the first hags were once cruel fey queens twisted by inner corruption. They learn details about hag reproduction, changelings, and the hag mother's Call. -> -> The PCs learn the location of an ancient, twisted grove in the First World rumored to hold a secret treasure connected to hags. Attaining this knowledge comes at a cost: hag malice solidifies into two will-o'-wisps and animates some of the glade's plant matter into a shambler. The three creatures attack the PCs together. -> -> The PCs learn a variety of occult folk divinations said to detect the presence of nearby hags. Among them is a functioning uncommon spell: [read omens](compendium/spells/read-omens.md). -> -> The loremother tree stirs and partially awakens, issuing the PCs a dire warning about danger in the knowledge they seek. Replace the loremother tree's [Performance](compendium/skills.md#Performance) Research check with a DC 28 [Diplomacy](compendium/skills.md#Diplomacy) check to convince the tree to share further knowledge. -> -> The whole glade goes quiet, and the PCs feel a pall fall over their hearts. The PCs are close, but all Research check DCs increase by 2. -> -> The PCs learn even more esoteric wisdom about hags. However, they have drawn the attention of a coven of annis hags, who materialize to destroy the party and their newfound knowledge. If the PCs run out of time before reaching this point, the coven erases any further information before attacking the PCs out of spite. -> ``` - -## Chases -GMG p. 156 - -The _Core Rulebook's_ Speed rules work well for short sprints through fairly clear terrain. Over longer distances through more complex environments, though, the path is rarely so straightforward. The chase subsystem shifts the emphasis from raw Speed to facing down the kinds of unpredictable obstacles that characters might encounter in a longer pursuit so you can create a thrilling chase scene. - -Chases are a special type of encounter. Each round, the pursued character or characters act first, then the pursuing characters act. Typically, to reduce variance, the PCs roll checks to progress while their opponents proceed at a steady pace, but if you want to emphasize the back-and-forth nature of a particular chase, you could have both sides roll instead. Characters in the same group can act in whatever order they prefer, each taking a turn. A character must act on their turn. If they pass their turn or are unable to act, they're unable to help the group and automatically cause the group to lose 1 Chase Point. - -Depending on the scale of your chase, establish at the beginning how long each round lasts so the PCs understand how much they can accomplish in that time. Is it essentially a 3-action turn, or does it take minutes, hours, or days? - -### Obstacles -GMG p. 156 - -During a chase, all the characters must overcome a series of obstacles that represent challenges—from locked doors to deceptive bogs—during the different legs of the pursuit. - -These obstacles aren't separated by specific distances; the distance is narrative and can vary between obstacles as needed for the story you're telling. Travel times between obstacles can vary, too. The time scale you choose determines how PCs can act when dealing with an obstacle. - -Each obstacle requires a certain number of Chase Points to overcome—typically 1 per party member for a standard obstacle, though particularly challenging obstacles might require more (listed in an obstacle's Chase Points entry) - -Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a guard or bribe them to look away. Each approach typically requires a skill check or [Perception](compendium/skills.md#Perception) check, but sometimes a saving throw, an attack roll, or something even more unusual, like a casting a certain spell (listed in an obstacle's Overcome entry) - -On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains. - -> [!success-degree] -> - **Critical Success** The PCs gain 2 Chase Points. -> - **Success** The PCs gain 1 Chase Point. -> - **Critical Failure** The PCs lose 1 Chase Point. - -If the means of bypassing the obstacle helps automatically without requiring a check—such as using a certain spell to assist—the PCs typically get 1 Chase Point. You can increase that to 2 if you feel the action is extremely helpful. - -Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who is legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using [Acrobatics](compendium/skills.md#Acrobatics) to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful. - -Once the PCs accumulate enough Chase Points to overcome the obstacle, they immediately move to the next. Extra Chase Points don't carry over to the next obstacle—each requires its own number of Chase Points to overcome. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first, since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0. - -It might help to put your obstacles in a stat block for easy reference. Inside published adventures, chase obstacles are likely to be presented in stat block form, as follows. - -```ad-pf2-note -title: Crowd *Obstacle 1* - -4 - -DC 15 [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) to weave or push through, DC 13 [Society](compendium/skills.md#Society) to follow the flow - -Throngs of people crowd the streets, making it difficult to continue the chase. -``` - -### Building a Chase -GMG p. 156 - -When building a chase, first build your obstacles and then decide how far ahead the pursued character or characters begin and at what pace the NPCs will move. Having the NPCs clear one obstacle per round is a good rule of thumb, but it could vary depending on the situation, and should especially be slower against obstacles that require more than 1 Chase Point per character to overcome. - -Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If you've already decided that an obstacle uses [Stealth](compendium/skills.md#Stealth), selecting [Thievery](compendium/skills.md#Thievery) as the other option doesn't really offer opportunities for different types of characters, since those who are good at [Thievery](compendium/skills.md#Thievery) are very likely the same ones who are good at [Stealth](compendium/skills.md#Stealth). On the other hand, offering [Athletics](compendium/skills.md#Athletics) as an alternative gives a champion who's terrible at [Stealth](compendium/skills.md#Stealth) a way to help. The group can help cover for a character who is less capable at a particular obstacle, but it's more fun for players to present substantially different options for each obstacle. - -Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If there's no such escape, you might need more obstacles. - -**Short:** 6 obstacles, about 10–20 minutes of game time - -**Medium:** 8 obstacles, about 15–25 minutes of game time - -**Long:** 10 obstacles, about 20–30 minutes of game time. - -#### Setting Obstacle Dcs -GMG p. 157 - -When you set the DCs for an obstacle, you'll typically be using simple DCs. Use a proficiency rank that's generally appropriate for the PCs' level if you want the obstacle to be a significant one. As noted earlier, you'll typically want to select a couple different ways the group can get past an obstacle. At least one check should be have an easy or very easy adjustment, while the other check should have a standard or hard DC. In some cases you might use something other than a simple DC; for example, if a specific NPC has put up a magical barrier, you would use their spell DC. This might result in some pretty tough DCs or even impassable obstacles, so use this carefully! If a PC improvises a different way to get around an obstacle from what you planned, set the DC just like you would normally when picking a DC on the fly. Don't worry about adjusting the DC of the check to be easy or very easy, because the PC is likely to be good at the skill they've chosen to use. - -#### Shortcuts and Split Paths -GMG p. 157 - -You might want to build a chase with multiple paths that split and rejoin so you can have a shortcut (with easier DCs or fewer obstacles) or paths that appeal to different types of characters. For instance, one obstacle might allow a PC who critically succeeds at a [Perception](compendium/skills.md#Perception) check to find a faster path along a canal, without the obstacles of a busy street. This can be fun, but can also split up the group. Familiarize yourself with the Solo Chases sidebar above to make similar adjustments for a divided group. - -> [!pf2-brown] SOLO CHASES -> -> Sometimes circumstances might require you to run a chase where the PCs are each progressing individually, rather than as a group, such as if they get split up. The danger therein is that a player can easily become frustrated if their character is stuck at an obstacle where it's extremely difficult to succeed at either choice, and no allies can help them. In these chases, it's best to allow even a single success be enough for a character to progress to the next obstacle, and have a critical success give the character a +2 circumstance bonus on their first check against the next obstacle. - -#### Ending Chases -GMG p. 157 - -Once you have the obstacles, decide the end conditions. - -Chases often end when the pursuer reaches the same obstacle as the pursued, leading to a combat encounter or other scene. However, it's less clear when to end a chase otherwise. It's typically best to have an obstacle that ends the chase with the pursued character getting away, as long as they overcome the obstacle before being captured. This is usually better than ending the chase after a certain number of rounds, because reaching a hideaway makes more narrative sense and because you might not be able to predict how far the pursued characters move in those rounds, making you run out of obstacles. You can also end the chase in favor of the pursued characters if they ever get a certain number of obstacles ahead of the pursuers (typically three), as the pursuers simply lose the trail. You should still have an end point to the chase, though, in case that never happens. - -#### Types of Chases -GMG p. 157 - -- **Chase Down:** The PCs pursue adversaries. The PCs go second in initiative since they're the pursuers. Start the enemies one obstacle ahead of the PCs (or at the same location for a short chase), and end the chase if the PCs catch up to the enemies, or if the enemies reach a certain location that represents their safety or escape. -- **Run Away:** The PCs attempt to escape. They'll go first in initiative since they're being pursued. It's usually best to start them one obstacle ahead of their foes and end the chase if they reach a certain location or are three obstacles ahead of their foes at the end of a round. -- **Beat the Clock:** The PCs try to get through all the obstacles before a certain number of rounds passes, such as if the PCs are trying to outrun a natural disaster or race in a timed challenge. The number of obstacles should usually be equal to the number of rounds. -- **Competitive Chase:** The PCs and their adversaries are both chasing the same thing or trying to reach the same location, and whoever gets there first wins. This works like chase down, except that either party could win. Because there is more than one set of pursuers, you might have the PCs and their competitors roll initiative to see who goes first each round (while still moving all NPCs at a steady rate.) - -### Running a Chase -GMG p. 158 - -When running a chase, narrate the scene and give vivid descriptions of the obstacles the PCs face, rather than just reading off a list of skills and immediately having the players start rolling dice and making checks. A chase is a framework for roleplaying, not just a dice game. Encourage the PCs to describe what they're doing, and how they're helping their comrades overcome each obstacle. - -Typically, it's best to tell the players the DCs of the default options, so they can make informed decisions. At the least, you should indicate the relative difficulty of the clear paths. The PCs are adventurers, so they're experienced at assessing which path is going to be easier or harder. - -Try to make it feel like the PCs are really part of a chase scene, like in a movie. As each side makes progress, describe how they pull ahead or close the gap. PCs far from their foes might hear shouts in the distance. As they get closer, they catch glimpses, and then finally see their quarry in full view once they're on the enemies' heels. Think about how the events of the chase affect the environment, as well. For instance, if a kaiju is chasing after the PCs, after the PCs overcome an obstacle consisting of a thick copse of trees, you could describe how the kaiju flattens the trees beneath its feet as it stomps after them. - -#### Visual Aids -GMG p. 158 - -It can help your players visualize the chase to use a series of cards or a rough map (such as a large-scale city map rather than a 5-foot grid) to show locations. Use one miniature or token to represent each side of the chase. You might place cards with obstacle names on them face down, revealing them as PCs reach them, and letting a PC peek at an upcoming card if they scout it from a distance. - -#### If the Pcs Get Stuck -GMG p. 158 - -Sometimes despite their best efforts, an obstacle will stymie the PCs over and over again. In most cases, after 3 rounds of the PCs struggling with an obstacle that requires the standard number of Chase Points, it's a good idea to just say they found another way around it. If the obstacle requires more or fewer Chase Points, you can change the number of rounds before letting them get past it. If presenting another way around the obstacle just doesn't make sense, such as if a spherical barrier completely blocks the PCs, you might introduce an NPC or other outside force that can help them bypass it, but at a high cost. - -### Sample Obstacles -GMG p. 158 - -You can use the following obstacles in your chases, which are organized by environment. The name is followed by the level of group they're best suited for, and many include both a basic version for lower levels and a higher-level version. - -| Crumbling Corridor (1st) | DC 13 [Acrobatics](compendium/skills.md#Acrobatics) to avoid disturbing the walls, DC 15 [Crafting](compendium/skills.md#Crafting) to shore up the walls; **Quaking Corridor (11th)** DC 25 [Acrobatics](compendium/skills.md#Acrobatics), DC 30 [Crafting](compendium/skills.md#Crafting) | -| Fungus Grotto (1st) | DC 15 Fortitude to endure poisonous spore, DC 13 [Survival](compendium/skills.md#Survival) to avoid the mushrooms; **Virulent Fungi (5th)** DC 20 Fortitude, DC 18 [Survival](compendium/skills.md#Survival) | -| Pit Trap (1st) | DC 13 [Athletics](compendium/skills.md#Athletics) to quickly climb out, DC 15 Perception to spot the trap before it's triggered; **Exceptional Pit Trap (5th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 18 Perception | -| Wandering Gelatinous Cube (1st) | DC 18 [Occultism](compendium/skills.md#Occultism) to identify its deficiencies, DC 15 [Stealth](compendium/skills.md#Stealth) to sneak past; **Wandering Black Pudding (7th)** DC 24 [Occultism](compendium/skills.md#Occultism), DC 19 [Stealth](compendium/skills.md#Stealth) | -| Collapsed Tunnel (5th) | DC 20 [Athletics](compendium/skills.md#Athletics) to dig through, DC 18 Perception to find a secret door around; Ancient Collapse (12th) DC 30 [Athletics](compendium/skills.md#Athletics), DC 28 Perception | -| Pendulum Trap (5th) | DC 20 Reflex to dodge the blades, DC 15 [Thievery](compendium/skills.md#Thievery) to disable the tap; **Panoply of Pendulums (12th)** DC 30 Reflex, DC 28 [Thievery](compendium/skills.md#Thievery) | -| Wooden Portcullis (8th) | DC 25 [Acrobatics](compendium/skills.md#Acrobatics) to squeeze through, DC 20 [Athletics](compendium/skills.md#Athletics) to lift the gate; **Iron Portcullis (11th)** DC 25 [Acrobatics](compendium/skills.md#Acrobatics), DC 30 [Athletics](compendium/skills.md#Athletics) | - -| Crowd (1st) | DC 15 [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) to weave or push through, DC 13 [Society](compendium/skills.md#Society) to follow the flow; **Festival Crowd (4th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 18 [Society](compendium/skills.md#Society) | -| Fruit Cart (1st) | DC 13 [Athletics](compendium/skills.md#Athletics) to vault over or smash through, DC 15 [Intimidation](compendium/skills.md#Intimidation) to make the merchant move it; **Merchant Pavilion (5th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 22 [Intimidation](compendium/skills.md#Intimidation) | -| Guard Dog (1st) | DC 14 [Nature](compendium/skills.md#Nature) to calm, DC 16 [Stealth](compendium/skills.md#Stealth) to sneak past; **Guard Roc (9th)** DC 26 [Nature](compendium/skills.md#Nature), DC 28 [Stealth](compendium/skills.md#Stealth) | -| Rickety Rooftops (1st) | DC 15 [Acrobatics](compendium/skills.md#Acrobatics) to cross clotheslines, DC 13 [Athletics](compendium/skills.md#Athletics) to jump from roof to roof; **Crumbling, Steep Rooftops (5th)** DC 18 [Acrobatics](compendium/skills.md#Acrobatics), DC 20 [Athletics](compendium/skills.md#Athletics) | -| Wooden Fence (1st) | DC 13 [Athletics](compendium/skills.md#Athletics) to climb over, DC 15 [Thievery](compendium/skills.md#Thievery) to unlock a gate; **High Iron Fence (8th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 25 [Thievery](compendium/skills.md#Thievery) | -| Gang of Hooligans (2nd) | DC 13 [Deception](compendium/skills.md#Deception) to trick, DC 15 [Stealth](compendium/skills.md#Stealth) to sneak past; **Elite Criminals (12th)** DC 28 [Deception](compendium/skills.md#Deception), DC 30 [Stealth](compendium/skills.md#Stealth) | -| Twisting Alleyways (2nd) | DC 17 Perception to find a path, DC 13 [Society](compendium/skills.md#Society) to recall a map; **Multi-Story Maze (7th)** DC 22 Perception, DC 20 [Society](compendium/skills.md#Society) | - -| Deep Mud (1st) | DC 15 [Athletics](compendium/skills.md#Athletics) to slog through, DC 13 Perception to find a path; **Horrid Bog (5th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 18 Perception | -| Downpour (1st) | DC 13 Fortitude to push through, DC 15 [Nature](compendium/skills.md#Nature) to predict the weather; **Magical Thunderstorm (5th)** DC 30 Fortitude, DC 25 [Nature](compendium/skills.md#Nature) | -| Rope Bridge (1st) | DC 15 [Acrobatics](compendium/skills.md#Acrobatics) to cross carefully, DC 13 [Crafting](compendium/skills.md#Crafting) to make repairs; **Solitary Frayed Rope (11th)** DC 25 [Acrobatics](compendium/skills.md#Acrobatics), DC 30 [Crafting](compendium/skills.md#Crafting) | -| Rushing River (1st) | DC 15 [Athletics](compendium/skills.md#Athletics) to swim or hop across stones, DC 13 [Survival](compendium/skills.md#Survival) to find a ford nearby;**Flash Flood (5th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 18 [Survival](compendium/skills.md#Survival) | -| Steep Hills (1st) | DC 13 [Athletics](compendium/skills.md#Athletics) to climb across, DC 15 Perception to find easier path; **Rugged Mountain (5th)** DC 20 [Athletics](compendium/skills.md#Athletics), DC 18 Perception | -| Swarm of Wasps (1st) | DC 15 Fortitude to endure stings, DC 13 [Survival](compendium/skills.md#Survival) to smoke them out; **Those Aren't Wasps! (5th)** DC 20 Fortitude, DC 18 [Survival](compendium/skills.md#Survival) | -| Tangled Forest (2nd) | DC 17 Perception to find the way, DC 13 [Survival](compendium/skills.md#Survival) to plot a path; **Enchanted Forest (5th)** DC 20 Perception, DC 18 [Survival](compendium/skills.md#Survival) | - -## Infiltration -GMG p. 160 - -An infiltration requires the heroes to employ guile and subtlety to achieve one or more objectives without directly confronting their enemies. The PCs' goal might be sneaking into a den of thieves to relieve them of ill-gotten gains, navigating the winding passages of the city watch headquarters to break a friend out of prison, or putting themselves in just the right spot to snatch up the right person or the correct item at just the right time. Whatever the case, the heroes are working to avoid drawing the attention of an opposing party, such as the members of a thieves' guild, the prison guards, or the invited guests at an upscale gala. Should the heroes draw too much attention, they might be attacked, arrested, or thrown out—in any case, blocked from accomplishing their goal. - -An infiltration is fundamentally a roleplaying activity. The players narrate their characters' actions in response to the situations around them, and the infiltration subsystem provides a framework to measure incremental success within the overall endeavor. An infiltration takes place over the course of multiple rounds, though it's up to you to determine how long a round is. One round might encompass 10 minutes or 1 hour of in-world time, or something completely different depending on the story and your group's preferences. - -### Building an Infiltration -GMG p. 160 - -When creating an infiltration, you'll want to start with the party's broad goals and an idea of how much time you and your players want to spend. The more complex an infiltration, the longer it will take to play out at the table. - -#### Objective -GMG p. 160 - -The first thing you'll need to determine is the party's objective, or broad goal. Maybe the PCs need to find their way into some [hidden](rules/conditions.md#Hidden) sanctum, find a particular person within an organization, locate and get away with a bit of treasure, or plant a piece of evidence. An infiltration can consist of a single objective, but a more complex one might include two or more objectives in sequence—the PCs might first need to find a way to enter the cult's sanctum, then open the vault, and then escape with the relic. - -To achieve an objective, the PCs must overcome a certain number of obstacles—specific challenges the PCs face, such as getting across a moat or past a nosy butler. For a simple objective, they might need to overcome only one or two obstacles, while a more complex one might require several. - -It's a good idea to offer more obstacles as options than the characters need to overcome, and the PCs don't all have to choose the same ones. This represents the fact that there's more than one way into a castle, and allows PCs to choose obstacles that play to their strengths. It also means you have more options you can adapt if the PCs decide on a truly novel way to tackle their objective. - -Once a character has overcome the required number of obstacles to reach the objective, they move on to the next objective. This might mean that some characters move on to a second objective and start making progress toward it while other characters are still completing obstacles from the first objective. When all characters have completed the final objective, the infiltration is a success! - -While the characters are pursuing their objectives, however, they need to avoid notice. Awareness Points (AP) measure the extent to which an opposing party is aware of the PCs' actions, and apply to the party as a whole. As the PCs' Awareness Points increase, the infiltration becomes more difficult as the opposition shores up its defenses. If the PCs generate too many Awareness Points, they are found out and their infiltration fails altogether! - -#### Obstacles -GMG p. 160 - -Each obstacle has certain statistics that define how it works in play. Infiltration Points (IP) represent a character's progress toward overcoming an obstacle. Each obstacle requires gaining a certain number of Infiltration Points to overcome—typically 1 or 2, but some challenging obstacles might require more. PCs can gain Infiltration Points in multiple ways—usually through a skill or [Perception](compendium/skills.md#Perception) check, but sometimes another roll or even the use of a spell or item. These methods are listed in the obstacle's Overcome entry. Unlike obstacles for chases, these use a difficulty band for the PCs' level, rather than using set DCs. - -The Overcome entry also lists whether the PCs need to overcome an object individually or as a group. For individual obstacles, each PC needs to earn the required number of Infiltration Points themself, while for group obstacles, all PCs working toward that obstacle pool their Infiltration Points toward it together. For example, each PC trying to scale a wall needs to earn points on their own, but the PCs could work together to search a guildhall for clues, and once one PC has picked a lock, everyone can enter. - -A particular PC can overcome an individual obstacle only once during an objective; likewise, the party can overcome a group obstacle only once. - -##### Obstacles in Play -GMG p. 161 - -On a character's turn, the character describes what they do to get past the obstacle. They then attempt any required check (or perform the required action, if their choice doesn't require a check). The result of the check determines how many Infiltration Points the character gains toward overcoming that obstacle—or whether they instead raise suspicions and accrue Awareness Points! - -> [!success-degree] -> - **Critical Success** The PC gains 2 Infiltration Points. -> - **Success** The PC gains 1 Infiltration Point. -> - **Failure** The PCs accrue 1 Awareness Point. -> - **Critical Failure** The PCs accrue 2 Awareness Points. - -If the character's actions automatically help without requiring a check, like using a spell, they usually gain 1 IP, but you can award 2 for particularly [helpful](rules/conditions.md#Helpful) actions. - -Sometimes a PC might become stuck on an individual obstacle. Some opportunities (page 162) allow PCs to spend their turn helping others overcome a tricky obstacle. - -##### Pacing -GMG p. 161 - -The number of obstacles to require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for. - -##### Sample Obstacles -GMG p. 161 - -While you'll want to create custom obstacles to suit the details of your infiltration, the following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles on page 159 as starting points. - -```ad-pf2-note -title: Guard Post *Obstacle* - -2 (individual); - -standard, hard, or very hard [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or Stealth - -Guards cluster at a checkpoint, alert for unusual activity. -``` - -```ad-pf2-note -title: Locked Door *Obstacle* - -1 (group); - -hard or very hard [Athletics](compendium/skills.md#Athletics) or Thievery - -A locked door separates the heroes from their target. -``` - -```ad-pf2-note -title: Trap *Obstacle* - -3 (group); - -hard or very hard Thievery - -A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure. - -> [!success-degree] -> - **Critical Failure** The PCs accrue 2 AP as normal, and the PC who critically fails the [Thievery](compendium/skills.md#Thievery) check also triggers the trap. -``` - -> [!pf2-brown] SETTING INFILTRATION SKILLS AND DCS -> -> Many of the sample infiltration activities and events give a DC range instead of a fixed DC. Set the DCs based on the standard DC of the party level using the table on page 503 of the Core Rulebook, and adjust them using Table 10–6: DC Adjustments on page 504. When given a range of skills for an activity or event, you should vary the difficulty based on the needs of the story. For instance, if a PC is Scouting a Location, you might want to use a low DC for [Stealth](compendium/skills.md#Stealth) (because it's easier to scout when [unnoticed](rules/conditions.md#Unnoticed)), a hard one for [Perception](compendium/skills.md#Perception) (because while the PC might see the enemy, the enemy might also see them), and a very hard DC for [Society](compendium/skills.md#Society) (because walking in like you belong is difficult if you don't have an invitation or the right uniform). This not only adds a certain degree of plausibility, but by planning for and allowing a broad range of skills as means to complete the activity, you also become better prepared for when your players improvise. - -#### Awareness Points -GMG p. 161 - -The trick of any infiltration is to get it done before anyone notices. Awareness Points measure the opposition's awareness of the PCs' efforts, helping you keep the pressure on and ramp up the urgency. While Infiltration Points are specific to a given obstacle, Awareness Points are a single pool spanning the entire infiltration and all participants. - -Awareness Points increase in three different ways. When a PC fails a check to overcome an obstacle, they incur 1 Awareness Point (or 2 on a critical failure) Other failed checks during the infiltration typically don't increase the Awareness Point total unless the failure would reasonably cause a disruption. Awareness Points also increase by 1 at the end of each round of the infiltration, as the passage of time makes it more likely that the PCs will be discovered. Finally, the PCs earn Awareness Points whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion. - -The effects of Awareness Points occur when the PCs reach certain thresholds. The specific effects and thresholds are up to you and your story, but typically for every 5 AP the PCs accrue, the challenges become harder, and if the PCs accrue enough Awareness Points (usually equal to twice the number of Infiltration Points necessary for the party as a whole to overcome all necessary obstacles), the infiltration fails. - -Each threshold should have an effect. It might increase the DCs for obstacles, introduce a complication, spark a combat encounter, or have other effects. Reaching the highest tier of Awareness Points means that the PCs fail, but that doesn't have to be the end of the story! Failed infiltrations are an opportunity to introduce new challenges and move the story forward in a different way. - -This basic Awareness Point scheme for an infiltration requiring the PCs to earn 10 IP can be used as is or tailored to your game. - -**5 Awareness Points:** Suspicions are raised. Increase the DCs for obstacles by 1. The first time the PCs reach this tier, a complication occurs. - -**10 Awareness Points:** The first time the PCs reach this tier, a complication occurs. - -**15 Awareness Points:** Increase the DCs for obstacles by a total of 2, and the first time the PCs reach this tier, a complication occurs. - -**20 Awareness Points:** The infiltration fails. - -#### Complications -GMG p. 162 - -Sometimes when a plan goes sour and seems like it can't get worse, it does. Complications are unexpected problems that compound the difficulty of a challenge. The party might trigger a complication by critically failing a check to overcome a challenge, by reaching a certain threshold of Awareness Points, if you need to spice up the infiltration, or through their own decisions—maybe the wizard's castle has various wards, each triggered when a PC attempts to use a different kind of magic. - -Many complications increase Awareness Points or otherwise make infiltration more difficult. A common form of complication is attracting the attention of guards who try to stop, capture, or even kill the PCs. When this happens, the infiltration may briefly shift into encounter mode as the PCs attempt to defeat their assailants—hopefully taking care not to arouse more suspicions. The sounds of battle are loud, so unless combat occurs in an isolated area or the PCs take precautions, each round of unmitigated combat noise causes them to gain Awareness Points, at the very least. - -When you create a complication, decide on the details of how it will play out. Each complication has a trigger that determines when it occurs. It might affect only a single character, or it might affect everyone in a certain area, and you'll need to determine whether multiple PCs can work together to overcome it or whether only one can. Complications must be overcome before the characters involved can overcome other obstacles, and attempting to overcome a complication takes a character's turn just like trying to overcome an obstacle. Many complications are one-off events and are overcome automatically, even on a failure, though not without a cost. If a complication requires PCs to gain Infiltration Points to clear it, it has an Infiltration Points entry, just like an obstacle. - -Don't overwhelm the characters with complications. Typically, you'll want to aim for two complications per AP threshold. Otherwise, the PCs may end up spending more time on the complications than on the heist itself, and the chance of failure may be too high. - -The following example is a common complication that could occur in almost any infiltration. - -```ad-pf2-note -title: Do I Know You? *Complication* - -The PCs reach 5 Awareness Points for the first time. - -standard, hard, or very hard [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Performance](compendium/skills.md#Performance), or Stealth - -Someone thinks they recognize you, and you must either convince them otherwise before slipping away or find a way to dodge the person entirely. - -> [!success-degree] -> - **Success** You convince or otherwise dodge the person. -> - **Failure** You are recognized, and the party accrues 1 AP. -> - **Critical Failure** As failure, but the party accrues 2 AP. -``` - -#### Opportunities -GMG p. 162 - -Not everything that happens during an infiltration is a challenge that must be solved—sometimes PCs can use their turns to aid the group in some way. Opportunities are very similar to obstacles, but they don't provide Infiltration Points or count toward the objective. They instead provide some kind of benefit, such as a magical password to disable security features further along, reducing the party's Awareness Points, or lowering the DC for a later challenge. But opportunities sometimes come with risks—failing can increase the PCs' Awareness Points or trigger complications. You'll need to decide what opportunities are available and when, and whether they can be completed multiple times or only once. For example, the PCs can steal the guard's keys only once, but can cause a distraction several times. - -Some opportunities might be available at almost any time in any infiltration, like this example. - -```ad-pf2-note -title: Smooth The Path *Opportunity* - -The PC has successfully completed an individual objective and some other PCs have not. - -Having completed your objective, you help an ally who is still trying to reach that goal. Describe how you are helping. This gives the ally the benefits of [Following the Expert](rules/actions/follow-the-expert.md). In unusual cases, the GM might allow you to attempt a relevant skill check to overcome the obstacle on behalf of the other PC instead. -``` - -### PC Preparations -GMG p. 162 - -Sometimes the party has a chance to prepare before conducting their infiltration, by scouting a location, bribing officials, and so on. This takes the form of special downtime activities that can give the PCs Edge Points (EP): resources and advantages they can bring to bear during their infiltration, such as stolen uniforms, forged documents, and the like. As with infiltration opportunities, careless work runs the risk of increasing Awareness Points—but in this case, before the infiltration even begins! - -Typically, you'll limit the preparation phase in some way, such as by setting a number of days the PCs have to prepare and by constraining how many preparation activities are available to make sure the PCs aren't entering the infiltration with so many Edge Points that the infiltration is no longer suspenseful. The more opportunities for Edge Points you give, the lower you should set the Awareness Point thresholds for complications and failure. Also decide how many times the characters can benefit from each preparation activity—most activities should grant their benefits only once. - -You can use the activities below for your infiltration by adjusting the details, but you should also create custom activities that link directly to your story. - -#### Edge Points -GMG p. 163 - -Edge Points (EP) represent advantages the party gains by proper planning, quick thinking, the intervention of an ally, or some other benefit. They are typically gained by pursuing opportunities in previous infiltrations or through preparation before the infiltration. When a PC fails or critically fails a check to overcome an obstacle or a complication, they can spend an Edge Point to succeed instead. Some Edge Points can be spent only during particular circumstances—for instance, no matter how well you forge documents, it won't help you unlock a door—so consider using unique tokens to represent such Edge Points. - -#### Preparation Activities -GMG p. 163 - -```ad-embed-ability -title: **Bribe Contact** ([downtime](rules/traits/downtime.md), [secret](rules/traits/secret.md)) -- **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). - -**Effect** 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. -%% - #trait/downtime #trait/secret -%% -``` - -```ad-embed-ability -title: **Forge Documents** ([downtime](rules/traits/downtime.md), [secret](rules/traits/secret.md)) - - -You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check. - -> [!success-degree] -> - **Success** You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork. -> - **Failure** You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used. -> - **Critical Failure** As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure. -%% - #trait/downtime #trait/secret -%% -``` - -```ad-embed-ability -title: **Gain Contact** ([downtime](rules/traits/downtime.md)) - - -You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC [Diplomacy](compendium/skills.md#Diplomacy) or Society check, or a check using a Lore skill appropriate to your prospective contact. - -> [!success-degree] -> - **Success** You make contact and gain 1 EP. -> - **Failure** You fail to make contact. -> - **Critical Failure** You insult or spook the contact in some way. Future attempts take a –2 circumstance penalty. -%% - #trait/downtime -%% -``` - -```ad-embed-ability -title: **Gossip** ([downtime](rules/traits/downtime.md), [secret](rules/traits/secret.md)) - - -You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard [Diplomacy](compendium/skills.md#Diplomacy) check. - -> [!success-degree] -> - **Critical Success** You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus. -> - **Success** You gain inside information about the place or group you're attempting to infiltrate that aids your planning. -> - **Failure** You learn nothing. -> - **Critical Failure** You hear a few mistaken rumors and take a –2 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1. -%% - #trait/downtime #trait/secret -%% -``` - -```ad-embed-ability -title: **Scout Location** ([downtime](rules/traits/downtime.md), [secret](rules/traits/secret.md)) - - -You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC Perception, Society or [Stealth](compendium/skills.md#Stealth) check. - -> [!success-degree] -> - **Success** You make observations that provide 1 EP. -> - **Failure** You learn nothing particularly noteworthy. -> - **Critical Failure** You misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure. -%% - #trait/downtime #trait/secret -%% -``` - -```ad-embed-ability -title: **Secure Disguises** ([downtime](rules/traits/downtime.md)) - - -You seek to procure or create disguises. Attempt a normal, hard, or very hard [Crafting](compendium/skills.md#Crafting), [Deception](compendium/skills.md#Deception), [Performance](compendium/skills.md#Performance), or Society check. - -> [!success-degree] -> - **Success** You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity. -> - **Failure** Your efforts result in an unusable disguise. -%% - #trait/downtime -%% -``` - -> [!pf2-brown] BUILDING AN INFILTRATION -> -> For most infiltrations, you'll want to detail the site or group the PCs are trying to infiltrate. This might involve mapping a building or fleshing out NPCs within the organization—or, most likely, both. You likely need to know the party's objectives before you can decide on these details, but knowing this information can help you brainstorm the obstacles, opportunities, and complications of the infiltration itself. Also, with details on the site and its adversaries, you can more confidently improvise when the PCs do something unexpected! - -## Reputation -GMG p. 164 - -Reputation is a mid- to long-term subsystem wherein the PCs accumulate or lose Reputation Points with a particular group of people, whether it be a guild, a government, a church, a village, or anything else you can think of. The PCs gain Reputation Points by performing favors for the organization, to a maximum of 50 Reputation Points, and lose Reputation Points by doing disservices, to a minimum of –50 Reputation Points. - -### Favors -GMG p. 164 - -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 -GMG p. 164 - -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 -GMG p. 164 - -PCs generally start with a reputation of "ignored" with most groups, as most groups have never heard of them. - -If they are particularly famous or infamous among related groups, the PCs might start at a different reputation of your choice. The reputation is generalized to the whole group—an individual NPC can hold a different opinion. - -| 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 to –50 | Moderate or major favor | Major disservice. | - -#### Ignored -GMG p. 164 - -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 -GMG p. 164 - -The PCs have gained this group's favor. Many members of the group know about the PCs, and those who do are usually [friendly](rules/conditions.md#Friendly) to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further. - -#### Admired -GMG p. 164 - -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](rules/conditions.md#Helpful) toward the PCs, and those who aren't are [friendly](rules/conditions.md#Friendly). Only major favors accrue Reputation Points. - -#### Revered -GMG p. 164 - -The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is [helpful](rules/conditions.md#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 -GMG p. 165 - -The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually [unfriendly](rules/conditions.md#Unfriendly) to them. At this reputation, only moderate and major disservices reduce Reputation Points. - -#### Hated -GMG p. 165 - -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](rules/conditions.md#Hostile) toward the PCs, and those who aren't are [unfriendly](rules/conditions.md#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 -GMG p. 165 - -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](rules/conditions.md#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. - -### Running Reputation -GMG p. 165 - -Using Reputation Points in the background allows you to track the PCs' status with a variety of groups or factions in your campaign based on the PCs' actions and choices. This is especially useful for a sandbox campaign or other structure with numerous possibilities, helping you build a reactive structure and track how PCs are doing with groups they interact with only occasionally. When the point totals don't fit the story, use common sense. For instance, if the PCs are hunted by the town guard due to a corrupt mayor, but then perform a major quest revealing the mayor's wrongdoing and saving the town, that might jump them from the worst negative reputation to a much more positive reputation. Similarly, the PCs' foes could frame them, harming the PCs' reputation though they've done no disservice. - -> [!pf2-brown] REPUTATION IN PATHFINDER SOCIETY ORGANIZED PLAY -> -> Pathfinder Society Organized Play uses a version of the reputation subsystem with various factions to offer unique benefits for different characters, with different Reputation Point thresholds that adapted to the Organized Play structure. Check it out for inspiration for reputation in your own game! - -## Duels -GMG p. 166 - -### Setting Up a Duel -GMG p. 166 - -Participants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duel's rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules. - -#### Compete Alone -GMG p. 166 - -It's customary that each participant must compete alone and may receive no help from outside sources. - -However, some duels pit pairs of combatants against one another (either all together or as tag teams) - -#### Limited Tools -GMG p. 166 - -The participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that don't involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or necromancy. - -#### Duration -GMG p. 166 - -Combat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability. - -#### Adjudication -GMG p. 166 - -Most duels are overseen by a third party who ensures the duelists don't break the duel's rules—inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge. - -### Combat Duels -GMG p. 166 - -Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat. - -#### Initiative and Dueling Actions -GMG p. 167 - -Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use [Deception](compendium/skills.md#Deception), [Intimidation](compendium/skills.md#Intimidation), or [Perception](compendium/skills.md#Perception) when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelist's next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round. - -If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for [Intimidation](compendium/skills.md#Intimidation), Deceptive Sidestep for [Deception](compendium/skills.md#Deception), or Sense Weakness for [Perception](compendium/skills.md#Perception). Neither duelist is aware of what type of roll the other used for initiative—surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders. - -```ad-embed-ability -title: **Bullying Press** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([flourish](rules/traits/flourish.md)) - -- **Trigger**: You attempt a melee Strike 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. - -**Effect** If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead. -%% - #trait/flourish -%% -``` - -```ad-embed-ability -title: **Deceptive Sidestep** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([misfortune](rules/traits/misfortune.md)) - -- **Trigger**: An opponent hits, but does not critically hit you, with a melee Strike. -- **Requirements**: You're in a duel, you're trained in [Deception](compendium/skills.md#Deception), and you rolled a [Deception](compendium/skills.md#Deception) check for initiative this round. - -**Effect** You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using [Intimidation](compendium/skills.md#Intimidation) for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll. -%% - #trait/misfortune -%% -``` - -```ad-embed-ability -title: **Sense Weakness** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You attempt a melee Strike against your opponent, but haven't rolled yet. -- **Requirements**: You're in a duel, you're trained in Perception, and you rolled a Perception check for initiative this round. - -**Effect** You pick a precise moment to attack, giving you an edge. Your opponent is [flat-footed](rules/conditions.md#Flat-footed) against the attack. If your opponent is using [Deception](compendium/skills.md#Deception) for initiative when this ability is used, they are instead [flat-footed](rules/conditions.md#Flat-footed) until the start of their next turn. -``` - -#### Ending the Duel -GMG p. 167 - -The duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat. - -### Spellcasting Duels -GMG p. 167 - -Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turn's worth of spells, giving their rivals a chance to counter the spells if they can. - -#### Initiative and Dueling Actions -GMG p. 167 - -In most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) check instead of [Perception](compendium/skills.md#Perception). If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a certain magical school corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponent's spell if their tradition focus matches the tradition of that spell. - -They also gain the Change Tradition Focus action, which changes the duelist's tradition focus to a different tradition. - -Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders. - -When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels. - -```ad-embed-ability -title: **Dueling Counter** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") ([magical](rules/traits/magical.md)) - -- **Trigger**: Your opponent [Casts a Spell](rules/actions/cast-a-spell.md) from the same tradition as your tradition focus. -- **Requirements**: You are in a duel and have a tradition focus. - -**Effect** Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell. -%% - #trait/magical -%% -``` - -```ad-embed-ability -title: **Change Tradition Focus** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **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). - -**Effect** You change your tradition focus to another magical tradition. -``` - -#### Ending the Duel -GMG p. 167 - -Just like a combat duel, a spellcasting duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat. - -## Leadership -GMG p. 168 - -Leadership is a long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. This subsystem provides a flexible way to reflect the party's growing influence in and connection to the world around them through downtime events and periodic benefits similar to those gained from joining an existing in-world organization. The organization can come into play only during downtime, or it can provide adventure seeds or even play a major role in a campaign. - -### Organization Levels -GMG p. 168 - -Every organization has a level from 1 to 20. Any organization below level 1 has no followers; it's just an ordinary group of PCs. Unlike many other subsystems in this chapter, leveling up an organization in the leadership subsystem does not involve accumulating points. Instead, the process of growing the organization itself is what causes it to level up! As a reward for quests, roleplaying scenes, or succeeding at other subsystems (particularly influence or reputation), the PCs can add an NPC follower to their organization. At first, only a few level 0 NPCs follow the PCs, but as the party builds up more followers, they can also gain followers of higher and higher level, as well as a small number of higher-level lieutenants to lead groups of followers. Once an organization has recruited enough followers, the organization itself levels up, which increases the maximum level of followers, the number of lieutenants, and the level range of those lieutenants. - -| Level | Followers | Max Follower Level | Lieutenants | Lieutenants Levels | -|-------|-----------|--------------------|-------------|--------------------| -| 1 | 1–2 | 0 | — | — | -| 2 | 3–4 | 0 | — | — | -| 3 | 5–6 | 0 | 1 | 1 | -| 4 | 7–9 | 0 | 1 | 1 | -| 5 | 10–13 | 0 | 1 | 1 | -| 6 | 14–18 | 1 | 2 | 2 | -| 7 | 19–27 | 1 | 2 | 2 | -| 8 | 28–36 | 1 | 3 | 2–3 | -| 9 | 37–53 | 1 | 4–5 | 2–3 | -| 10 | 54–75 | 2 | 6–7 | 3–4 | -| 11 | 76–99 | 2 | 8–10 | 3–4 | -| 12 | 100–150 | 2 | 11–15 | 3–5 | -| 13 | 151–215 | 2 | 16–22 | 3–5 | -| 14 | 216–300 | 3 | 23–30 | 4–6 | -| 15 | 301–425 | 3 | 31–42 | 4–6 | -| 16 | 426–600 | 3 | 43–60 | 4–7 | -| 17 | 601–850 | 3 | 61–85 | 4–7 | -| 18 | 851–1,200 | 4 | 86–120 | 5–8 | -| 19 | 1,201–1,700 | 4 | 121–170 | 5–8 | -| 20 | 1,701–2,400 | 4 | 171–240 | 5–9 | - -### Base of Operations -GMG p. 168 - -Beyond the very smallest organizations, PCs need some kind of base of operations the organization calls home. This allows the organization to function and grow in its intended role. For instance, if the PCs run a mercenary army, it might have a keep for training and as a base for defending the nearby area. While organizations usually gain a base of operations early in their existence, they must have one by 6th level unless the story of the organization demands otherwise. A base of operations is not necessarily immobile; a caravan, circus, or flagship (or fleet, for a larger organization) could serve well for wandering organizations. - -### Organization Npcs -GMG p. 168 - -Followers and lieutenants are noncombatant NPCs of the levels indicated on Table 3–3: Organization Statistics by Level. When an organization has followers or lieutenants of several levels, most of them are at the lowest possible level. As a rule of thumb, an organization has twice as many NPCs of a given level than of the next-higher level. This allows you to quickly estimate the level composition of the organization's members, but you can of course change the levels of various followers as much as you like. When the minimum level for lieutenants increases, either the lower-level lieutenants level up to the new minimum, or they become followers of more powerful lieutenants the PCs recruit, whichever fits best with the story. - -Followers and lieutenants are loyal to the PCs and their organization, working to maintain the organization, its base of operations, and their own way of life. Because of this work, PCs don't need to pay for basic upkeep of their base of operations or for expansions to house the burgeoning activity as their organization grows in level—the followers and lieutenants take care of all of that. But similarly, these followers and lieutenants never get involved in the PCs' adventuring, nor do they provide a source of free magic or labor. - -#### Cohorts and New Pcs -GMG p. 168 - -While the followers and lieutenants who define an organization's advancement don't accompany the PCs on adventures, sometimes the organization is the perfect plot hook to introduce an NPC who will be traveling along with the party or a new PC hoping to join the party. For instance, if the PCs are running a mercenary army, a rising officer might become a new PC. Treat such NPC cohorts and PCs just like any other additional characters in the party, with an enriched story that ties them to the PCs. - -### Running Leadership -GMG p. 169 - -When running a game with the leadership subsystem, adding new NPCs who join the PCs' cause becomes a type of reward you should grant the PCs consistently throughout the campaign. For a typical rate of growth, give the PCs enough followers for the organization to level up at roughly the same rate as the PCs. In some cases, you might want to vary that rate—sometimes drastically. Perhaps the 10th-level PCs have a 20th-level organization with top lieutenants nearly as powerful as the PCs, or maybe the PCs start gathering followers only at 15th level and start their organization from scratch as a 1st-level organization. - -#### Leadership Events -GMG p. 169 - -During downtime, or over the course of long stretches of time when the PCs aren't in downtime but their organization is operating in the background, you should periodically provide special leadership events. These are in addition to the events you would normally provide the PCs during downtime. These should generally be a good mix between the following three categories. - -**Opportunity:** An opportunity offers the PCs a chance to steer the ship for their organization by making a decision that shapes the organization moving forward, with consequences generally ranging from neutral to a mix of good and bad. For instance, the Aspis Consortium offers the PCs a deal to store their goods in the PCs' mercenary fort. Accepting gives the PCs money, but they'll have to deal with the consortium's unsavory goods. Rejecting the proposal might upset the consortium, but it allows the PCs to show their priorities between conscience and coin. - -**Trouble:** Something's gone wrong with the organization, requiring the PCs' attention or assistance to solve. Perhaps the thieves' guild is dealing with a clever new guard captain and needs help from the PCs to stay safe. Typically the resources the PCs need to invest to solve the troubles should be less than the benefits the PCs gain from windfalls to ensure that the organization is providing a substantial benefit to the PCs, rather than simply evening out. - -**Windfall:** The organization has received an unexpected benefit that helps the PCs. This is typically access to an uncommon option: perhaps the organization researched a new spell or discovered the techniques for an uncommon feat. However, it could be extra money or resources, clues for the PCs' adventures, political prestige, or anything else you can think of. The players might even be able to suggest a few options for their followers and lieutenants to work toward to give you some ideas. - -## Hexploration -GMG p. 170 - -While you can represent long, heroic journeys using normal exploration, if you want something more detailed, you can use the hexploration subsystem instead. This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers. - -The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies. - -Hexploration is ideal for sandbox-style campaigns, where the players are at liberty to set the course of their own adventure. The GM populates a region with interesting locations and situations that the players explore in any order they see fit. - -### Designing a Hexploration Map -GMG p. 170 - -The best way to map the area is with a hex grid. Each hex represents a discreet area 12 miles from corner to corner, which can be traveled across and explored in about 1 day even by slower-moving groups. Hexes track the distance the party travels while exploring and define the bounds of certain types of terrain. - -When designing your hex map, it's best to have each hex represent one primary terrain type. This doesn't mean that's the only feature of the land in this hex, but it is the predominant type and represents the challenges of traveling across and exploring that hex. You can also give your hex other elements: a river or a road might snake through the area, or it could contain a castle, cave, village, fort, or some other type of encounter setting. You can quickly draw your map using just a few colors, some basic symbols, and letters or numbers for reference. - -But this is only the start. This detailed map is your GM map, holding all the secrets for the PCs to discover. Give the players a blank map that they can fill in as they explore the wilderness hex by hex. The more they explore, the more their map will look like yours. - -#### Populating Hexes -GMG p. 170 - -When populating a hexploration map, keep in mind that you have little control over which areas the players choose to explore first—or if they'll explore those areas at all. Because hexploration leads to nonlinear, player-guided play, consider providing hooks within encounters and sites for them to explore in several directions from their starting point. You can provide some direction by presenting jobs like exploring a site on behalf of an NPC, escorting travelers, delivering goods, or scouting a region for a local noble. This typically leads to a set encounter (see below). - -##### Set Encounters -GMG p. 170 - -Even a sandbox adventure has a story or is the setting of multiple stories. Set encounters, be they just a simple encounter or an entire adventuring site, can serve as important beats in the story behind the PCs' exploration. These are typically the points on the hex maps the PCs are searching for, and the discovery of one set encounter will often incorporate story points that lead to the next. - -##### Random Encounters -GMG p. 170 - -You can instill additional danger into your hexploration by including random encounters, whether they take the form of interesting features, natural hazards, or creatures native to the terrain. It can help to create a series of short lists in advance, each including a mix of three types of encounters: harmless, hazards, and creature encounters. Then create tables to randomize the results, or simply pick whichever encounter you think would work best for your hexploration narrative when these encounters occur (as described in Random Encounters on page 173). It's often easier to create a list by terrain rather than for each hex. The forest hexes could have their own random encounter list while the plains beyond have a different list, possibly with some overlap. - -A harmless encounter is just that: the party is in no danger from it. Harmless encounters can be opportunities to flesh out the world with interesting bits of set-dressing, like a shrine on the side of the road dedicated to a minor god, opportunities for the party to interact with other travelers, or simply interesting or noteworthy moments on the road, like a distant and dazzling electrical storm. - -Hazard encounters can include those located in the Hazards section on pages 520–529 of the _Core Rulebook_ and pages 77–81 of this book, primarily the environmental hazards and haunts. You can also create your own hazards using the rules found in Building Hazards on page 74. - -Creature encounters can use the creatures found in the _Bestiary_, or you can create your own using the rules found in Building Creatures on page 56. - -Plan your hazard and monster encounters with a degree of flexibility so you can tailor them to the PCs' current level, perhaps by creating a lower-level encounter and including notes on how to scale it up. Alternatively, if you want to run a more challenging or open-world hexploration, don't adapt to your players at all. Make a variety of encounters, some of which are so powerful that the correct tactic is to flee. You can even create a chase to make the escape exciting (see Chases on page 156) - -##### Terrain -GMG p. 171 - -While each hex should have a predominant terrain type, your terrain can come alive using the info in the Environment section on pages 512–519 of the _Core Rulebook_. A hex might also include a river or road. These can cut through the terrain, making it easier for the PCs to travel through the hex, so long as they follow the path. Additionally, each hex might have special features like resources and secrets (see the Types of Terrain sidebar on page 172) - -#### Generating Random Hex Maps -GMG p. 171 - -If you'd like to create your map randomly, begin by selecting a hex on a blank map as the starting point. Then decide the type of terrain for that starting point or roll it on Table 3–4: Random Terrain Type. From that point onward, let the players decide which direction they travel. If they enter an unexplored hex, generate that hex by rolling `1d20` on Table 3–4 and Table 3–5: Random Terrain Feature to determine a type and element for that hex. Apply common sense when producing terrain in this way. Unless magic is involved, it is unlikely a patch of arctic ice would appear in the heart of a desert—though figuring out a way for that to occur could lead to an interesting encounter or subplot later on. - -| `1d20` | Result | -|--------|--------| -| 1–3 | Plains | -| 4–5 | Desert | -| 6–7 | Aquatic (lake, sea, or ocean) | -| 8–9 | Mountain | -| 10–11 | Forest | -| 12 | Swamp | -| 13 | Arctic | -| 14–20 | Match the previous hex | - -| `1d20` | Result | -|--------|--------| -| 1–3 | **Landmark** A feature of some significance that distinguishes the hex as noteworthy. | -| 4–6 | **Secret** The hex contains a secret the party uncovers upon exploring the hex. | -| 7–9 | **Resource** The hex contains some valuable resource appropriate to the terrain. | -| 10–20 | **Standard** A standard representation of the terrain type. | - -> [!pf2-brown] TYPES OF TERRAIN -> -> The following are examples of the types of terrain you can use when creating your hexploration map. Each section provides the difficulty of traversing that terrain (either open, difficult, or greater difficult terrain) and the potential resources and secrets found there. -> -> ### AQUATIC -> GMG p. 172 -> -> - **Terrain** typically requires a boat or a swim speed; depends on the strengths of currents and the weather -> - **Resources** seafood, coral, pearls, shipwrecks -> - **Secrets** remote islands filled with monsters, isolated communities, pirates, flooded or underwater cities of aquatic creatures -> -> ### ARCTIC -> GMG p. 172 -> -> - **Terrain** typically difficult or greater difficult terrain -> - **Resources** scarce food (broken ice floes that allow for fishing, breeding grounds for seals or whales) -> - **Secret** thawed passes that allow ship travel, hidden caverns, isolated communities of arctic dwellers -> -> ### DESERT -> GMG p. 172 -> -> - **Terrain** typically difficult or greater difficult terrain -> - **Resources** water sources (underground springs, oases, and streams), mineral wealth -> - **Secrets** forgotten civilizations beneath the dunes -> -> ### FOREST -> GMG p. 172 -> -> - **Terrain** typically difficult terrain, or greater difficult terrain for a dense jungle -> - **Resources** diverse flora and fauna, natural remedies, plentiful game -> - **Secrets** bandit encampment, druid's henge, fey-touched glade or mushroom circle -> -> ### MOUNTAIN -> GMG p. 172 -> -> - **Terrain** typically greater difficult terrain, or difficult terrain for hills -> - **Resources** minerals (including gold, silver, and gemstones) -> - **Secrets** hidden pass, watchtower or waypoint constructed by a nearby empire, dragon's lair, bandit hideout -> -> ### PLAIN -> GMG p. 172 -> -> - **Terrain** open terrain -> - **Resources** useful plants (flax or cotton) -> - **Secrets** artifacts abandoned after a historic battle, valuables buried by outlaws for later retrieval -> -> ### SWAMP -> GMG p. 172 -> -> - **Terrain** typically greater difficult terrain -> - **Resources** materials useful for medicine or poison -> - **Secrets** river raider camps, remains and gear of unlucky travelers, sites of mystic significance. - -### Running Hexploration -GMG p. 172 - -Once you have your hexploration map ready, it's time for the PCs to start exploring! Each day, the PCs decide how they plan on exploring, either learning more about their current hex or traversing a new hex. They do this by declaring one or more hexploration activities for the day. - -These activities take two forms: group or individual. The number of hexploration activities a group can accomplish each day is based on the Speed of their slowest member. If a group is willing to split up, faster members can perform more hexploration activities based on their own Speed, but such a decision may be deadly given the threat of random encounters. A group moving at a Speed of 10 feet or less is so slow it can't even traverse an open hex in a single day; it takes such a group 2 days for each hexploration activity. - -| Speed | Activities per Day | -|-------|--------------------| -| 10 feet or less | 1/2 | -| 15–25 feet | 1 | -| 30–40 feet | 2 | -| 45–55 feet | 3 | -| 60 feet or more | 4 | - -This rate assumes the PCs are taking time to camp and rest at healthy intervals. When a new day of hexploration begins, the group can decide to take a forced march as long as no one in the group is [fatigued](rules/conditions.md#Fatigued). Doing so allows them to gain an extra Travel activity (or perform a full Travel activity each day if their Speed is 10 feet or less), but this is the only activity they can perform that day. A character can participate in a forced march safely for a number of days equal to the character's Constitution modifier (minimum 1 day). Any additional days of forced march make the character [fatigued](rules/conditions.md#Fatigued) until they spend an entire day of downtime resting. - -#### Group Activities -GMG p. 172 - -Group activities require the entire party to work together in order to be effective; these activities each count as one of the day's hexploration activities for the whole group. For instance, if the group had 2 hexploration activities per day and decided to Travel and Reconnoiter, no one would have any additional hexploration activities that day. There are two group activities: Travel and Reconnoiter. - -```ad-pf2-note -title: Travel -[move](rules/traits/move.md "Move Combat Trait") - -You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with difficult terrain (such as a typical forest or desert) requires 2 Travel activities, and hexes of greater difficult terrain (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is difficult terrain instead of greater difficult terrain. - -The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or greater difficult terrain. Traveling down a river is open terrain, but traveling upriver is difficult or greater difficult terrain. -``` - -```ad-pf2-note -title: Reconnoiter -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - -You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex—1 for open terrain, 2 for difficult terrain, and 3 for greater difficult terrain. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can Map the Area to reduce your chance of getting lost in that hex (see below). You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features. - -For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a Perception check as part of your Reconnoiter activity to find the monastery. -``` - -#### Individual Activities -GMG p. 173 - -Not all hexploration activities need to be accomplished as a group. In place of using a hexploration activity to Travel or Reconnoiter, each individual group member can instead perform one of these individual activities. - -```ad-pf2-note -title: Fortify Camp - -You can spend time fortifying your camp for defense with a successful [Crafting](compendium/skills.md#Crafting) check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp. -``` - -```ad-pf2-note -title: Map The Area -[concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") - -As long as your group has successfully Reconnoitered the hex, you can use this activity to create an accurate map of the hex with a successful [Survival](compendium/skills.md#Survival) check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2. -``` - -##### Existing Activities -GMG p. 173 - -Characters can use the [Subsist](rules/actions/subsist.md) downtime activity, which follows the same rules but assumes they're using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to [Subsist](rules/actions/subsist.md) normally still apply here. - -In general, the various exploration activities found in the sidebar on page 498 of the _Core Rulebook_ (except [Hustle](rules/actions/hustle.md)) can be used as individual hexploration activities, as can skill actions in Chapter 4 of the _Core Rulebook_, at the GM's discretion. - -#### Random Encounters -GMG p. 173 - -When exploring, there is always a chance the PC will stumble upon random encounters, depending on the terrain. At the start of each day of hexploration, roll a flat check and consult the appropriate terrain type on Table 3–7: Random Encounter Chance. If the flat check is a success, the PCs have a random encounter, and on a critical success, they have two random encounters. Roll on Table 3–8: Random Encounter Type to determine the type of encounter. Once you know the type of the encounter, either choose from the list you made for that region or choose your own. - -| Terrain Type | Flat Check DC* | -|--------------|----------------| -| Aquatic | 17 | -| Arctic | 17 | -| Desert | 17 | -| Forest | 14 | -| Mountain | 16 | -| Plains | 12 | -| Swamp | 14 | - -* On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs. - -| `1d10` | Encounter | -|--------|-----------| -| 1–5 | Harmless | -| 6–7 | Hazard | -| 8–10 | Creature | - -#### Switching Out of Hexploration -GMG p. 173 - -Most short encounters do not affect the number of hexploration activities that the PCs can perform during the day, but when the PCs take on multiple encounters or engage in activities that take hours rather than minutes, you'll want to deduct the time from their available hexploration activities. For the story's sake, it's best to think of hexploration activities as the various things that the PCs have time to do in the daylight hours. For instance, maybe the group spends 2 of their 3 hexploration activities Reconnoitering a hex, finding a tengu monastery, and learning that it is a sprawling complex underneath a small wooded hill. You might decide that the PCs found it in the evening, and they have the choice between making a foray into the complex late in the day or pursuing some individual activities, camping for the night, and starting off fresh in the morning. - -## Vehicles -GMG p. 174 - -Vehicles can play many roles in a game. They might simply be the means by which the party travels from one location to another, determining only the Price to be paid for passage. But a caravan wagon that gets attacked becomes part of an encounter. In a pirate campaign, the ship is both the party's home and its primary weapon. - -The majority of the rules in this section are for using vehicles in encounters, but vehicles are also useful during exploration and even downtime play. - -### Vehicle Basics -GMG p. 174 - -Ultimately, vehicles are objects. They have object immunities (_Core Rulebook_ 273), and they can't act. In addition to the statistics most objects have, vehicles have several additional statistics and abilities. Vehicles have a size like any object, but their spaces are more specifically defined. Vehicles also have specialized movement rules. - -#### Size, Space, and Capacity -GMG p. 174 - -Vehicles have size traits, but they don't occupy the same spaces that most creatures use. Instead, each vehicle has specific dimensions provided in its stat block. - -Most vehicles are Large or larger, and many vehicles are made for the purpose of carrying cargo. Unless stated otherwise, the amount of cargo a vehicle can carry depends on its size, terrain, and propulsion. A draft horse or similar creature can usually pull around 100 Bulk of goods consistently throughout the day, so pulled vehicles can typically hold 100 Bulk per Large creature pulling. Water vehicles, such as ships, have limits that are more based on volume than weight; a ship can hold upwards of 1,000 Bulk. Flying vehicles can typically hold only 1/10 the Bulk of a water vehicle and still remain airborne. - -#### Movement and Heading -GMG p. 174 - -A vehicle's movement type is determined by the vehicle itself, while its movement each round is based on the pilot's actions. Vehicles trigger reactions when they move, just like a creature does, as do the actions of the pilot and any passengers. - -Creatures can rotate and turn freely, so when you play a creature, you usually don't need to keep track of which way it's facing. However, vehicles can't turn on a dime, so when controlling a vehicle, you need to keep track of which direction it's facing. This is called the vehicle's heading. - -When a vehicle moves, it must move in the direction of its heading—it can't move backwards or sideways, though it can turn gradually as it moves forward. Most vehicles can turn up to 90 degrees for every vehicle length they move forward. For example, a 10-foot-long carriage could turn left in only 10 feet. A 100-foot-long warship, however, would need 100 feet to make the same turn; given the warship's 30-foot Speed, turning typically requires several actions' worth of movement. - -Some rules specify that a vehicle must move in a straight line. This line is measured from the center of the vehicle's front edge, and it can skew up to 45 degrees from the vehicle's current heading. - -When using a vehicle in exploration mode, the vehicle's Speed determines its travel speed just like a creature (for more information, see Table 9–2: Travel Speed on page 479 of the _Core Rulebook_). No Drive actions or piloting checks are necessary to pilot a vehicle at these speeds. - -#### Propulsion -GMG p. 174 - -Vehicles typically travel over land, on water, or through the air, and their Speeds indicate their terrain and movement types. But vehicles also have a form of propulsion—the way in which their movement is powered—and this propulsion often has additional considerations. - -There are five main types of propulsion: alchemical, magical, pulled, rowed, and wind. A vehicle can have more than one means of propulsion, though it usually uses only one type of propulsion at a time. For instance, a galley has both the rowed and the wind propulsion traits, meaning it can sail when the winds are favorable, but the crew can also lower the sails and row the ship when necessary. The vehicle's means of propulsion informs the skills a pilot can use for piloting checks (page 175), and some means of propulsion have additional rules. - -##### Alchemical -GMG p. 174 - -Powered by the reactions of alchemical reagents, [controlled](rules/conditions.md#Controlled) internal combustion, lighter-than-air gases, or steam, vehicles with alchemical propulsion tend to be powerful but have the potential to be wildly unpredictable. Alchemical vehicles can often be piloted using the [Crafting](compendium/skills.md#Crafting) skill. - -##### Magical -GMG p. 174 - -Magically propelled vehicles are powered by spells, magic items, or an entirely magical engine. A magical propulsion system can be targeted with counteracting effects like _dispel magic_, using the vehicle's level and a standard DC for that level for the counteract check. A creature can use [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) (depending on the type of magic) for a magical vehicle's piloting checks. - -##### Pulled -GMG p. 175 - -This method of propulsion is perhaps the most common, wherein a wheeled conveyance (such as a carriage or wagon) is pulled by one or more creatures. The Speed of the vehicle can never exceed that of the slowest creature pulling the vehicle. The creatures pulling the vehicle don't act on their own; they instead act as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot. - -When a pulled vehicle takes collision damage, so do the creatures pulling that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more pulling creatures might damage or slow the vehicle, and it might cause the pilot to lose control. - -For a vehicle pulled by an animal or similarly unintelligent creature, a pilot can use [Nature](compendium/skills.md#Nature) for piloting checks; for sapient pulling creatures, the pilot can instead use [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) for piloting checks. - -##### Rowed -GMG p. 175 - -These vehicles are propelled by the power of creatures rowing the vehicle from within. The creatures rowing the vehicle act only as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot (though rowers often have some degree of cover) - -When a rowed vehicle takes collision damage, so do the creatures rowing that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more creatures might cause the vehicle to go out of control or slow the vehicle, but usually doesn't damage the vehicle. - -A pilot on a vehicle rowed by other people can use [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) for piloting checks. - -##### Wind -GMG p. 175 - -Wind-propelled vehicles require some form of air movement to power them, and adverse wind conditions can cause them to stall or even go out of control. Wind vehicles that rely on cloth sails typically have weakness to fire. Pilots of wind-powered vehicles can use [Nature](compendium/skills.md#Nature) for piloting checks. - -### Piloting a Vehicle -GMG p. 175 - -In encounter mode, a vehicle moves on its pilot's turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round. - -#### Vehicle Momentum -GMG p. 175 - -A vehicle in motion builds up momentum that keeps it in motion. Each round, if the vehicle has moved in the previous round, the pilot must either use another move action or Stop the vehicle. If the pilot does neither of these things on their turn (even if the pilot Delays), the vehicle continues to move and becomes uncontrolled, as described in Uncontrolled Vehicles on page 176. - -#### Piloting Checks -GMG p. 175 - -Many actions related to vehicles call for the pilot to attempt a piloting check. The skills a pilot can use for a piloting check are listed in the vehicle's stat block, but most vehicles use [Driving Lore](compendium/skills.md#Lore) or [Piloting Lore](compendium/skills.md#Lore) along with others determined by their propulsion. The creature piloting a vehicle when an encounter begins can usually roll an appropriate piloting skill for that vehicle for initiative. - -The GM sets the DC of the piloting check using a standard DC for the vehicle's level, with adjustments based on the circumstances. Generally speaking, an action that would move a vehicle through difficult terrain increases the DC to a hard DC for its level, and moving through greater difficult terrain increases the DC to incredibly hard. Other factors, such as turbulent winds for a wind-powered vehicle, monsters threatening the creatures pulling a pulled vehicle, or rough seas for a water-based vehicle could all increase the DC of a vehicle's piloting checks. - -#### Piloting Actions -GMG p. 175 - -Characters use the actions listed below to move and interact with vehicles. The effects of the [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") trait appear on page 176. - -```ad-embed-ability -title: **Board** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([move](rules/traits/move.md)) - -- **Requirements**: You are adjacent to a point of entry on the vehicle you are attempting to board. - -**Effect** 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. -%% - #trait/move -%% -``` - -```ad-embed-ability -title: **Drive** [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") ([move](rules/traits/move.md)) - -- **Requirements**: You are piloting a vehicle. - -**Effect** You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can't Drive through spaces occupied by creatures, even if they are allies. - -[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled. - -[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait")) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. - -[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait")) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading. -%% - #trait/move -%% -``` - -```ad-embed-ability -title: **Run Over** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([move](rules/traits/move.md), [reckless](rules/traits/reckless-gmg.md)) - -- **Requirements**: You are piloting a vehicle. - -**Effect** You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, the vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger. - -Each creature in your path, including a rammed target, takes the vehicle's collision damage (basic Reflex save at vehicle's collision DC). If the rammed target is a vehicle, its pilot can attempt a piloting check in place of this Reflex save, with the same results. If the target of your ram takes damage, you and your vehicle each take collision damage (no save) and your movement ends. -%% - #trait/move #trait/reckless -%% -``` - -```ad-embed-ability -title: **Stop** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md)) - -- **Requirements**: You are piloting a vehicle in motion. - -**Effect** You bring the vehicle to a stop. -%% - #trait/manipulate -%% -``` - -```ad-embed-ability -title: **Take Control** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([manipulate](rules/traits/manipulate.md)) - -- **Requirements**: You are aboard the vehicle and adjacent to its controls. - -**Effect** You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity. -%% - #trait/manipulate -%% -``` - -#### Reckless Piloting -GMG p. 176 - -Actions that have the [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself. - -**Success** The action occurs as described. - -**Failure** The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled. - -#### Uncontrolled Vehicles -GMG p. 176 - -Some situations can cause a pilot to lose control of their vehicle. Most commonly, this is due to a failed piloting check for a reckless action, but it can also occur if a round passes without a pilot using a move action to control the vehicle or Stopping the vehicle. A vehicle can also become uncontrolled if the pilot becomes unable to act during a move action to control the vehicle. For example, if a vehicle's movement triggers an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) that knocks the pilot [unconscious](rules/conditions.md#Unconscious) or paralyzes them, the vehicle becomes uncontrolled. - -An uncontrolled vehicle continues to move each round at its most recent pilot's initiative position. The distance it moves each round is 10 feet less than on the previous round, always in a straight line at its current heading until it crashes or it comes to a stop. At your discretion, it could slow down more if it's on uneven terrain, difficult terrain, on an upward slope, or facing adverse wind conditions; by the same token, it could stay at the same speed or even accelerate if it's on a downward slope or being pushed by strong winds. - -An uncontrolled vehicle in motion interacts with obstacles, other vehicles, and creatures using the effects of the Run Over action, except that the distance it moves is dictated by the factors above instead of the Speed specified in that action. - -#### Vehicles in Combat -GMG p. 177 - -Whether driving a chariot in an arena or fighting off a boarding party, characters sometimes attack from a vehicle or target other creatures aboard a vehicle. Attacks made while on a vehicle that has moved within the last round take a –2 penalty, or a –4 penalty if the vehicle is uncontrolled or any action in the last round had the [reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") trait. - -While on a vehicle, a character might have cover from certain angles of attack. A vehicle with sides but no top, such as a chariot or a keelboat, usually provides lesser cover, or standard cover from an attacker on the ground. - -An enclosed vehicle, such as a carriage, provides greater cover or may prevent attacks entirely. Breaking the vehicle can reduce the cover it provides. - -Some vehicles have special mounted weapons that can be used by the pilot or passengers. These are typically ranged weapons, such as a crossbow, and use the same rules as any other weapon, save that they might be able to target only creatures in a certain range or direction. - -#### Broken Vehicles -GMG p. 177 - -When a vehicle is [broken](rules/conditions.md#Broken), it becomes harder to use. It takes a –2 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The [broken](rules/conditions.md#Broken) vehicle's Speeds are halved. - -A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when it's destroyed, it sinks; if it is flying, it falls and everyone aboard takes falling damage. A pulled or rowed vehicle that becomes wrecked, regardless of which method of propulsion it's using at the time, deals its collision damage (no saving throw) to the creatures pulling or rowing it, and the creatures may have to be physically freed from the wreckage. - -### Vehicle Statistics -GMG p. 177 - -Vehicles can be as simple as a farmer's cart, or as large and complex as an airship. Whatever the size or complexity of a vehicle, it uses the following stat block format. - -### Sample Vehicles -GMG p. 177 - -Presented here is a sample of the many vehicles that can be found throughout Golarion. \ No newline at end of file diff --git a/content/Mechanics/Rules/gamemastery-guide/chapter-4-variant-rules.md b/content/Mechanics/Rules/gamemastery-guide/chapter-4-variant-rules.md deleted file mode 100644 index 00fb2ef2f..000000000 --- a/content/Mechanics/Rules/gamemastery-guide/chapter-4-variant-rules.md +++ /dev/null @@ -1,885 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["chapter-4-variant-rules"] ---- -# Chapter 4: Variant Rules -GMG p. 181 - -Most of the variant rules in this chapter involve characters, how they progress, and how those pieces fit together. The variants included in this chapter are divided into the following sections. - -- **Ability Score Variants** (page 182) includes an alternate ability score system that works entirely through Ability Points, plus ways to distribute what each ability score impacts more evenly. -- **Alignment Variants** (page 184) contains options for removing alignment and an incremental alignment system. -- **Deep Backgrounds** (page 186) replace simply selecting a background with a series of steps that flesh out more of the character's backstory. -- **Feats and Features** (page 192) shows how to build characters who gain feats and class features in different ways, from dual-classed characters with all the options of two classes to characters with a free archetype or more ancestry feats. -- **Level 0 Characters** (page 195) can play through the characters' adventures before they take on character classes. -- **Magic Item Variants** (page 196) contains rules deconstructing the magic item bonuses, allowing you to progress them automatically or via craftsmanship to more easily run a lower-magic game. -- **Proficiency without Level** (page 198) changes the fundamental math of the proficiency system to tell stories where being outnumbered by weaker foes remains a challenge and high-level characters are less superhuman. -- **Skill Points** (page 199) offers a more granular system for characters to choose and hone their skills. -- **Stamina** (page 200) grants characters a pool of Stamina Points that they lose before Hit Points and can recover with by resting to catch their breath. - -## Choosing Variant Rules -GMG p. 181 - -When you and your group are deciding which variant rules to use, think about the types of stories you want to tell together, including the genre, themes, and characters, and use that information to choose which variant rules might be the best fit. If different players think different variant options would work best for the game, let each of them make their point, but ultimately you as the GM make the final call. - -You might discover that your game requires variant rules beyond those listed here—and that's okay! In fact, it's to be expected. Use these options as a starting point for some of the most commonly [helpful](rules/conditions.md#Helpful) tools, but you and your group should work together to build your own variant rules whenever you want a different experience. Don't be afraid to deviate from the baseline—you and your group know what you like and what you're looking for better than a baseline rules set ever could. More about creating your own house rules can be found on page 29. - -If you're not sure about a variant rule, take a chance! Make sure everyone in your group understands that this is a trial run and that you might need to adjust or remove the variant rules later on if they're causing unexpected side effects or not working as you intended. When you're playing with variant rules, be sure to let any new players who join the group know about the variant rules your group has chosen. This helps them set their expectations and ensures they don't feel ambushed by any variant rules the first time they're encountered in the game, which is important for making sure there is a feeling of fairness among your players. - -## Ability Score Variants -GMG p. 182 - -### Gradual Ability Boosts -GMG p. 182 - -In this variant, a character gains ability boosts more gradually as they level up, rather than receiving four ability boosts at 5th, 10th, 15th, and 20th levels. Each character gains one ability boost when they reach each of 2nd, 3rd, 4th, and 5th levels. These are collectively a single set of ability boosts, so a character can't boost the same ability score more than once per set; players can put a dot next to each boosted ability score or otherwise mark it to keep track. PCs also receive an ability boost at 7th, 8th, 9th, and 10th level (a second set); at 12th, 13th, 14th, and 15th level (a third set); and at 17th, 18th, 19th, and 20th level (the fourth and final set). - -This spreads out the ability boosts, and using them earlier means a character can increase their most important ability modifiers at a lower level. This makes characters slightly more powerful on average, but it makes levels 5, 10, 15, and 20 less important since characters usually choose the least important ability boost of the set at those levels. - -### Point Buy -GMG p. 182 - -This alternative ability score generation method replaces ability boosts and flaws with a number of Ability Points. Players determine their ability scores by investing Ability Points into each score, as seen in Table 4–1: Cost for an Ability Score. These give players more customization in their ability scores and can allow a player to really prioritize their favorite ones, but the system is significantly more complicated to use. - -#### Step 1: Decrease Starting Scores -GMG p. 182 - -All of a character's ability scores start at 10. If the PC's ancestry has ability flaws, decrease those ability scores to 8. A player can also voluntarily lower any ability score to below 10 to gain more Ability Points to use in Step 2. They gain 1 Ability Point for lowering an ability score to 9, or 2 Ability Points for lowering a score to 8. - -#### Step 2: Spend Points -GMG p. 182 - -Now that each player has set their minimum scores, they'll spend Ability Points to increase their ability scores. Ability Points come in two categories: dedicated and flexible. Dedicated Ability Points can be spent only on specified ability scores, but flexible Ability Points can be used to increase any scores. These Ability Points replace all the ability boosts a character would normally get. - -The total number of Ability Points spent determines the character's starting ability score, as shown on Table 4–1: Cost for an Ability Score. The maximum score a player can buy at character creation is 18. Raising a score costs 2 points more than the listed value if the score started at an 8 after Step 1, or 1 point more if the score started at a 9. Any Ability Points not spent during character creation are lost. - -- **Dedicated Ability Points:** A character gets 2 dedicated Ability Points for each ability score their ancestry gives predetermined ability boosts to. Human characters, or those with another ancestry that grants two free ability boosts, get 2 more flexible Ability Points instead. Each character also gets 2 dedicated Ability Points for one of their background's choices of predetermined ability scores, and 2 dedicated Ability Points for their class's key ability score. -- **Flexible Ability Points:** Each character gets 15 flexible Ability Points, plus any gained for voluntarily lowering ability scores below 10 in Step 1. - -| Total Ability Points Spent | Ability Score | -|----------------------------|---------------| -| -2 | 8 | -| -1 | 9 | -| 0 | 10 | -| 1 | 11 | -| 2 | 12 | -| 3 | 13 | -| 5 | 14 | -| 7 | 15 | -| 10 | 16 | -| 13 | 17 | -| 17 | 18 | - -#### Increasing Scores at Higher Levels -GMG p. 182 - -When a character levels up, they gain Ability Points at each level, as shown on Table 4–2: Ability Points Gained. Unlike the Ability Points from character creation, a player can save these to buy a more expensive increase, and they can increase ability scores to a maximum of 22. When a player is ready to increase one or more ability scores, they spend the number of Ability Points listed on Table 4–3: Raising an Ability Score and increase the ability score accordingly. A player can increase a score more than once at a given time, but they must pay for each increase individually, such as going from 14 to 16 by spending 2 points to increase from 14 to 15, and then 3 points to increase from 15 to 16. For most games, it's best to increase scores when leveling up, between game sessions, or during downtime. - -Apex items work as described in the Core Rulebook. They can increase an ability score to a maximum of 24. - -| Level | Ability Points Gained | -|-------|-----------------------| -| 1 | Starting points | -| 2 | 2 | -| 3 | 2 | -| 4 | 2 | -| 5 | 2 | -| 6 | 3 | -| 7 | 3 | -| 8 | 3 | -| 9 | 3 | -| 10 | 3 | -| 11 | 4 | -| 12 | 4 | -| 13 | 4 | -| 14 | 4 | -| 15 | 4 | -| 16 | 5 | -| 17 | 5 | -| 18 | 5 | -| 19 | 5 | -| 20 | 5 | - -| Current Ability Score | Cost to Raise by 1 | -|-----------------------|--------------------| -| 8 | 1 | -| 9 | 1 | -| 10 | 1 | -| 11 | 1 | -| 12 | 1 | -| 13 | 2 | -| 14 | 2 | -| 15 | 3 | -| 16 | 3 | -| 17 | 4 | -| 18 | 5 | -| 19 | 6 | -| 20 | 7 | -| 21 | 8 | - -#### Example -GMG p. 183 - -Merisiel is an elven rogue with the criminal background. She starts with 10 in all ability scores and reduces her Constitution to 8 for being an elf. She decides to voluntarily lower her Strength and Intelligence to 8 each, gaining 4 flexible Ability Points. She has now set her minimum scores: Str 8, Dex 10, Con 8, Int 8, Wis 10, and Cha 10. - -In Step 2, she starts by determining how many points she has to spend. She gains 2 dedicated Ability Points in Intelligence and Dexterity for being an elf, 2 in Dexterity for being a criminal, and 2 more in Dexterity for being a rogue. She also has 19 flexible points to spend: 15 plus 4 for the two ability scores she voluntarily lowered to 8. - -Merisiel purchases an 18 in Dexterity, which costs her the 6 dedicated Ability Points plus 11 flexible Ability Points. Spending her 2 dedicated Ability Points in Intelligence brings her to a 10, which she's happy with. She now has 8 flexible Ability Points left. She's worried she'll be too frail with a Constitution score of only 8, so she spends 4 flexible Ability Points to increase it to 12, leaving her with 4 Ability Points left over. Finally, she raises Wisdom and Charisma each to 12 because it's inexpensive but still grants her bonuses; this uses all her Ability Points, leaving her with Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 12. - -When she reaches 2nd level, she gains 2 Ability Points. She decides to save these until 3rd level, when she gains 2 more. She then spends 3 of her 4 Ability Points to raise her Constitution from 12 to 14. She then saves up for more Dexterity, gaining 2 Ability Points each at 4th and 5th levels, then 3 each at 6th and 7th levels. She spends all 11 Ability Points at 7th level to gain a 20 in Dexterity! Unless it helps her to have an odd score (for example, to satisfy a feat prerequisite), it's usually best to wait until she has enough Ability Points that increasing a score will increase her modifier—just in case she changes her mind. - -### Alternative Scores -GMG p. 183 - -The classic ability scores aren't of equal value in the rules. Dexterity, Constitution, and Wisdom tend to be more important unless a character requires a particular ability score from among the other three for a specific purpose. If you'd prefer ability scores to all be of roughly equivalent value in character building, this variant creates six ability scores that are in much closer balance with each other. - -Make the following changes. - -- **Strength** does everything that both Strength and Constitution do in the _Core Rulebook_, and Constitution is gone. A character uses their Strength for melee weapon and unarmed attack rolls, damage rolls, [Athletics](compendium/skills.md#Athletics), Hit Points, Fortitude saves, and so on. -- **Dexterity** splits into two ability scores. The first, still called Dexterity, represents manual dexterity and applies to ranged weapon and unarmed attack rolls, attack and damage rolls with [finesse](rules/traits/finesse.md "Finesse Weapon Trait") attacks (if better than Strength), and [Thievery](compendium/skills.md#Thievery) checks. Agility, which represents footwork, applies to Armor Class, Reflex saves, [Acrobatics](compendium/skills.md#Acrobatics) checks, and [Stealth](compendium/skills.md#Stealth) checks. -- **Charisma** applies to Will saves instead of Wisdom. -- **Wisdom** is otherwise unchanged. -- **Intelligence** is unchanged. - -You'll need a small number of gameplay tweaks. [Anklets of alacrity](compendium/equipment/items/anklets-of-alacrity.md) become an Agility apex item, both the [belt of giant strength](compendium/equipment/items/belt-of-giant-strength.md) and [belt of regeneration](compendium/equipment/items/belt-of-regeneration.md) become Strength apex items, and so on. The rogue's thief racket is obsolete, so you might allow rogues to choose a different racket but still gain [Thievery](compendium/skills.md#Thievery). For anything else that references an ability score, such as feats with a Dexterity prerequisite, decide with you group whether Dexterity or Agility makes more sense as the prerequisite. For instance, Agility would make sense for Feather Step since that feat involves footwork. Prewritten NPCs and monsters can just use their Dexterity modifier when their Agility modifier is necessary. - -## Alignment Variants -GMG p. 184 - -Pathfinder's alignment system summarizes a character's ideals, signals that some of the players' opponents are despicable villains, and establishes that truly evil monsters exist. The alignment system can trouble some players because it doesn't simulate the nuance and complexity of real-world moral issues, which are often not so easily categorized. What is considered "good" may be heavily influenced by societal norms or religious beliefs. It's not hard to find two kind, generous people who hold starkly differing interpretations of what good is in specific situations. The variant alignment ideas below provide examples of other options and can serve as inspiration for your own games. - -### Minor Changes -GMG p. 184 - -If you want to keep parts of the existing alignment system, you can use either of the following variants to make changes without entirely removing or replacing alignment. Alignment-based effects still exist in both of these variants, but they might not be as useful as in standard Pathfinder. - -#### Extreme Good and Evil -GMG p. 184 - -In this variant, some creatures exemplify the concepts of extreme good and evil by their very nature. Only fiends, celestials, and other residents of aligned Outer Sphere planes have an alignment. Remove most alignment restrictions—such as the cleric and champion restrictions—but not ones related to those extraplanar creatures. Replace the removed restrictions with appropriate anathema if necessary. - -#### Incremental Alignment -GMG p. 184 - -Changing character alignment can be extremely dramatic under the Core Rulebook rules. Sometimes, this comes as a surprise to the player, as they find out they and the GM had differing ideas on how their acts impact alignment. The incremental alignment variant breaks each axis of alignment into seven steps that reflect how close a character is to shifting alignments. - -This lets you and the player better understand where the character falls, and it allows a player who wants to play a character living on the edge between alignments to see that represented in the rules. This is not meant to be a highly granular system or one a player can exploit by repeatedly making trivial gestures toward a given alignment. It's meant to indicate the trends of a character's behavior and foreshadow any alignment change that might occur over time. It's typically harder to reach the ends of the scale through minor acts, especially for the evil versus good axis. A character who commits multiple minor acts toward an alignment might shift one step, but it would take a truly reprehensible act to shift them fully to evil all at once—and to recover it could take a long-term atonement and commitment to good. - -If a rule depends on a character's alignment, disregard the "fully" and "somewhat" distinctions. A protection spell keyed against evil works against both somewhat and fully evil characters. However, some spells, like detect alignment, might give more precise information. - -| 1 | 2 | 3 | 4 | 5 | 6 | 7 | -|---|---|---|---|---|---|---| -| FULLY LAWFUL | SOMEWHAT LAWFUL | SOMEWHAT NEUTRAL | FULLY NEUTRAL | SOMEWHAT NEUTRAL | SOMEWHAT CHAOTIC | FULLY CHAOTIC | -^changing-alignment-4-4-2 - -| 1 | 2 | 3 | 4 | 5 | 6 | 7 | -|---|---|---|---|---|---|---| -| FULLY GOOD | SOMEWHAT GOOD | SOMEWHAT NEUTRAL | FULLY NEUTRAL | SOMEWHAT NEUTRAL | SOMEWHAT EVIL | FULLY EVIL | - -### Major Changes -GMG p. 184 - -These two variants massively change how the alignment system works. In fact, one removes it entirely! - -#### No Alignment -GMG p. 184 - -The simplest variant is to not use the alignment system at all. To many players, this feels like the variant closest to real-world morality. Creatures, NPCs, and players have complex and many-layered beliefs and motivations, just like humans in the real world. Not using the alignment system simultaneously embraces complexity and variance in what is seen as moral behavior. For example, worshippers of a powerful sun god might feel that spreading their deity's light is virtuous behavior. Some might go so far as to say this means they should conquer their neighbors in order to achieve this. Another example might be a large and powerful government placing safety and security as its foremost concern, drawing the conclusion that it's acceptable to sacrifice some individual liberties in favor of increasing the safety of its citizens. - -#### Moral Intentions -GMG p. 185 - -> [!pf2-sidebar] Example Moral Intentions -> -> - I will never let my companions down. -> - I will avenge my family. -> - I will protect the natural world. -> - I will achieve great wealth. -> - I will spread the word of my deity. -> - I will help others in need. -> - I will spread the rule of the rightful government. - -In this variant, every character, NPC, and monster selects one or more closely held beliefs, intentions, or loyalties. Simple statements about a character's intentions, like the examples listed in the sidebar, flesh out characters and enliven roleplaying scenes. This system requires some back-and-forth between the GM and the other players, and more thought on the part of everyone at the table. - -Typically, specifying three intentions or loyalties works well to define a character. These personal intentions cover broad spectra of behavior and in large part define the subjective definition of good for that individual. Intentions could be as abstract as acting with honor or as concrete as devotion to the character's mother. A person following their core beliefs or intentions feels like they are acting in a good manner, and they are likely to view actions against or restrictions to these beliefs as evil. For example, a character who believes strongly in the law would see allowing a crime to go unpunished as evil. - -A specific individual will likely have different levels of commitment for each of their intentions. Determine a relative order of commitment by considering what the character would do if these intentions came into conflict. - -#### Rules Adjustments -GMG p. 185 - -Alignment restrictions no longer exist in either major variant. You can replace them with edicts and anathema, if necessary, and make the following other adjustments. - -##### Aligned Damage -GMG p. 185 - -If you're using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like "radiant" and "shadow" that don't have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters' maximum Hit Points, and call it good. No matter what you do with creatures, you'll also have to replace abilities like the champion's that deal aligned damage in a similar way, or remove those abilities. - -If you're using the moral intentions variant, you can replace chaotic, evil, good, and lawful damage with a single type of damage called aligned damage, which harms those with intentions directly opposed to those held by the character, as determined by you as GM. - -##### Detection -GMG p. 185 - -Alignment-detecting effects don't exist. In the moral intentions variant, you might replace such an ability with one that detects whether a creature is following its own intentions, or to detect others with similar intentions to the creature using the ability. - -##### Traits -GMG p. 185 - -Alignment traits don't exist, and anything that has those traits loses them. Effects that require the traits to function, like [protection](compendium/spells/protection.md), don't exist. - -## Deep Backgrounds -GMG p. 186 - -### Using Deep Backgrounds -GMG p. 186 - -This variant replaces Step 4 of Character Creation (Core Rulebook page 25). 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 [Lore](compendium/skills.md#Lore) 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](compendium/feats/quick-identification.md)). 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 -GMG p. 186 - -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 -GMG p. 186 - -As a player, follow the steps below to generate your character's deep background. - -#### Step 1: Family Background -GMG p. 186 - -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. - -| d% | 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 -GMG p. 186 - -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](compendium/skills.md#Lore) skill based on your homeland's terrain to your background options, such as [Forest Lore](compendium/skills.md#Lore) for a wooded frontier or [Absalom Lore](compendium/skills.md#Lore) if you grew up in that city. - -| `1d20 + 0` | 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](compendium/skills.md#Lore), [Labor Lore](compendium/skills.md#Lore), and [Mining Lore](compendium/skills.md#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](compendium/skills.md#Lore), [Fishing Lore](compendium/skills.md#Lore), [Hunting Lore](compendium/skills.md#Lore), [Scouting Lore](compendium/skills.md#Lore), and [Lore](compendium/skills.md#Lore) pertaining to a type of creature that threatened your homeland regularly (such as [Giant Lore](compendium/skills.md#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](compendium/skills.md#Lore), [Guild Lore](compendium/skills.md#Lore), [Mercantile Lore](compendium/skills.md#Lore), [Stabling Lore](compendium/skills.md#Lore), and [Lore](compendium/skills.md#Lore) of a common ancestry (such as [Dwarf Lore](compendium/skills.md#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](compendium/skills.md#Lore), [Midwifery Lore](compendium/skills.md#Lore), [Milling Lore](compendium/skills.md#Lore), [Tanning Lore](compendium/skills.md#Lore), and [Lore](compendium/skills.md#Lore) of a type of food, drink, or product the village was known for producing (such as [Alcohol Lore](compendium/skills.md#Lore) or [Wagon Lore](compendium/skills.md#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](compendium/skills.md#Lore), [Guild Lore](compendium/skills.md#Lore), [Legal Lore](compendium/skills.md#Lore), and [Underworld Lore](compendium/skills.md#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](compendium/skills.md#Lore), [Gladiatorial Lore](compendium/skills.md#Lore), [Guild Lore](compendium/skills.md#Lore), [Legal Lore](compendium/skills.md#Lore), and [Theater Lore](compendium/skills.md#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](compendium/skills.md#Lore), [Scouting Lore](compendium/skills.md#Lore), and [Warfare Lore](compendium/skills.md#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](compendium/skills.md#Lore), Fortune-[Telling Lore](compendium/skills.md#Lore), [Games Lore](compendium/skills.md#Lore), [Labor Lore](compendium/skills.md#Lore), and [Underworld Lore](compendium/skills.md#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](compendium/feats/adopted-ancestry.md) feat and the [Lore](compendium/skills.md#Lore) skill related to your adopted ancestry (such as [Dwarf Lore](compendium/skills.md#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](compendium/skills.md#Lore), [Sailing Lore](compendium/skills.md#Lore), and [Lore](compendium/skills.md#Lore) of a specific type of sea creature (such as [Shark Lore](compendium/skills.md#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](compendium/skills.md#Lore), [Scribing Lore](compendium/skills.md#Lore), Lore about a deity that was the focus or enemy of your community (such as [Pharasma Lore](compendium/skills.md#Lore)), and [Lore](compendium/skills.md#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](compendium/skills.md#Lore), [Genealogy Lore](compendium/skills.md#Lore), [Library Lore](compendium/skills.md#Lore), and [Scribing Lore](compendium/skills.md#Lore) to your background options. | - -#### Step 3: Major Childhood Event -GMG p. 186 - -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. - -| `1d20` | 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](compendium/feats/multilingual.md) 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](compendium/feats/additional-lore.md) skill feat to your background options. If you select [Additional Lore](compendium/feats/additional-lore.md) as your skill feat, instead of becoming trained in [Lore](compendium/skills.md#Lore), you become trained in your choice of [Arcana](compendium/skills.md#Arcana), [Occultism](compendium/skills.md#Occultism), or [Society](compendium/skills.md#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](compendium/feats/arcane-sense.md) skill feat to your background options. | -| 4 | **Betrayed** A friend or family member whom you trusted more than anyone else betrayed you. Add the [Lie to Me](compendium/feats/lie-to-me.md) 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 [Intimidating Glare](compendium/feats/intimidating-glare.md) 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](compendium/feats/titan-wrestler.md) 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](compendium/skills.md#Society). | -| 8 | **Died** You died or came so close that you walked the boundary between life and death. Add the [Diehard](compendium/feats/diehard.md) 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](compendium/feats/experienced-smuggler.md) 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](compendium/feats/assurance.md) 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](compendium/skills.md#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](compendium/feats/quick-squeeze.md) 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](compendium/feats/survey-wildlife.md) 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](compendium/feats/recognize-spell.md) 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](compendium/skills.md#Medicine). | -| 16 | **Robbed** Your family's possessions were stolen, and you vowed to catch the next burglar in the act. Add the [Snare Crafting](compendium/feats/snare-crafting.md) 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](compendium/feats/quick-repair.md) 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](compendium/feats/experienced-professional.md) 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](compendium/feats/battle-medicine.md) 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](compendium/feats/fascinating-performance.md) skill feat to your background options. | - -#### Step 4: Influencial Associate -GMG p. 186 - -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. - -| `1d20` | 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 -GMG p. 186 - -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. - -| `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](compendium/feats/assurance.md) skill feat for [Athletics](compendium/skills.md#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](compendium/feats/group-coercion.md) 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](compendium/feats/streetwise.md) 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](compendium/feats/natural-medicine.md) 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](compendium/feats/lengthy-diversion.md) 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](compendium/feats/subtle-theft.md) 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](compendium/feats/hobnobber.md) 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](compendium/feats/virtuosic-performer.md) 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](compendium/feats/student-of-the-canon.md) 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](compendium/feats/alchemical-crafting.md) 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](compendium/feats/forager.md) skill feat to your background options. | - -| `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](compendium/feats/cat-fall.md) 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](compendium/feats/pickpocket.md) 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](compendium/feats/group-impression.md) 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](compendium/feats/hefty-hauler.md) 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](compendium/feats/bargain-hunter.md) 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](compendium/feats/quick-identification.md) 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](compendium/feats/quick-coercion.md) 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 [Experienced Tracker](compendium/feats/experienced-tracker.md) 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](compendium/feats/impressive-performance.md) 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](compendium/feats/charming-liar.md) 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](compendium/feats/courtly-graces.md) 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](compendium/feats/read-lips.md) skill feat to your background options. | - -## Feats and Features -GMG p. 192 - -### Dual-Class PCs -GMG p. 192 - -Sometimes, especially when you have a particularly small play group or want to play incredibly versatile characters, you might want to allow dual-class characters that have the full benefits of two different classes. - -#### Building a Dual-Class Character -GMG p. 192 - -When building a dual-class character, the primary changes to the character creation process are fairly straightforward. Choose and implement your character's ancestry and background as normal. Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on. As always, use the highest proficiency granted for a given statistic. For instance, if one class gave you expert proficiency in Will saves and the other gave you master proficiency in Will saves, you would be a master in Will saves. - -Use only the higher Hit Points per level from the two classes. For starting skills, apply the skills automatically granted by each class, and then apply the larger number of additional skills. For instance, a cleric of [Shelyn](compendium/setting/deities/shelyn.md)/ranger would gain Hit Points equal to 10 + their Constitution modifier per level, start with the trained proficiency rank in [Nature](compendium/skills.md#Nature) and [Survival](compendium/skills.md#Survival) from ranger and [Religion](compendium/skills.md#Religion) and either [Crafting](compendium/skills.md#Crafting) or [Performance](compendium/skills.md#Performance) from cleric, and then gain a number of additional skills of their choice equal to 4 + their Intelligence modifier, since the ranger provides the trained proficiency rank in more additional skills than the cleric does (this example doesn't include any skills they gained from their background or other sources). This character would also have the deity|Cleric||1, divine spellcasting|Cleric||1, divine font|Cleric||1, and doctrine|Cleric||1 class features from cleric plus the Hunt Prey|Ranger||1, hunter's edge|Ranger||1, and ranger feats|Ranger||1||ranger feat class features from ranger. - -##### Spells -GMG p. 192 - -Dual-class spellcasters get full access to all the spells of any spellcasting classes they have. For instance, a sorcerer/wizard gets five cantrips in their spell repertoire from sorcerer, five prepared cantrips from wizard, three spontaneous 1st-level spell slots from the sorcerer (with three 1st-level spells in their repertoire), and three 1st-level prepared spell slots from wizard (or four, for a specialist). They keep these spells entirely separate and get the full benefits of both spellcasting class features, even if both classes use the same tradition. - -Classes with focus pools get all the Focus Points granted by all of them. These share one focus pool as normal, with the standard cap of 3 maximum Focus Points. - -##### Character Advancement -GMG p. 192 - -A dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases—the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class rogue/ranger still gets the extra skill feat and skill increase at levels where the other class doesn't provide them.) - -If a character gains the same proficiency rank in a statistic more than once, they still use only the highest rank. In the example above, when the cleric gets Alertness|Cleric||5 at 5th level, they wouldn't change their [Perception](compendium/skills.md#Perception) rank, since it was already expert due to the ranger's initial proficiencies|Ranger||1. - -#### Playing with Dual-Class Characters -GMG p. 192 - -Playing a dual-class character certainly gives a character more options, and adding additional spellcasting classes can result in a significantly wider variety of powerful spell effects available to each character. Nonetheless, this sort of dual-classing is more likely to increase the party's longevity than it is to drastically adjust the level of opponents a dual-class character should be fighting. The increases to saving throw proficiencies and Hit Points make characters somewhat sturdier and able to take on slightly higher challenges, but not every fight should be harder, nor should encounters exceed extreme-threat difficulty. - -Dual-classing in two similar martial classes to double up on their advantages can result in characters who, instead of increasing their flexibility, become drastically more powerful in one focus. For instance, a fighter/ranger with the flurry hunter's edge gains access to incredibly accurate press actions, and a barbarian/fighter has the barbarian's high damage plus the fighter's high accuracy. One way around this is to simply disallow combinations that double down on a narrow ability, and instead encourage dual-class characters that open up narrative options and increase the character's flexibility. The other solution is to raise the challenge from the opposition, treating the party as if the characters were a level higher. However, this is a choice that affects the whole group, even if only one character is built to mow down foes. - -Due to the increased number of class feats a dual-class character has, you should limit how much of a benefit a character gets from feats that scale based on the number of feats you have, such as Resiliency feats from multiclass archetypes. Typically, the limit should be half the number of total class feats the character has. - -### Free Archetype -GMG p. 194 - -Sometimes the story of your game calls for a group where everyone is a pirate or an apprentice at a magic school. The free archetype variant introduces a shared aspect to every character without taking away any of that character's existing choices. It can also provide a lighter version of dual-class characters by giving everyone a free multiclass archetype. - -#### Building a Character -GMG p. 194 - -The only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats. Depending on the needs of the group and the theme of the game, you might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game. - -If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetype's normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character. - -#### Playing with Free Archetypes -GMG p. 194 - -Free-archetype characters are a bit more versatile and powerful than normal, but usually not so much that they unbalance your game. However, due to the characters' increased access to archetype feats, you should place a limit on the number of feats that scale based on a character's number of archetype feats (mainly multiclass Resiliency feats). Allowing a character to benefit from a number of these feats equal to half their level is appropriate, as this is the maximum number of feats you could use to take archetype feats without this variant. - -### Ancestry Paragon -GMG p. 194 - -Most characters have some elements that connect them to their ancestry but identify more strongly with their class or unique personality. Sometimes, though, a character is the embodiment of their ancestry to the point that it's of equal importance to their class. For a game where an ancestral background is a major theme and such characters are the norm, your group might consider using the ancestry paragon variant. - -#### Building an Ancestry Paragon Character -GMG p. 194 - -When creating an ancestry paragon character, instead of starting with one ancestry feat and gaining another at 5th, 9th, 13th, and 17th levels, the character starts with two ancestry feats and gains another at every odd level thereafter (3rd, 5th, 7th, 9th, and so on) for a total of 11 ancestry feats. - -#### Playing with Ancestry Paragon Characters -GMG p. 194 - -Ancestry paragon characters have a bit more versatility and power than other characters, though their extra abilities are usually limited to themes the ancestry already was suited for. It's unlikely to affect the game balance of combat encounters, but it might make exploration and social challenges easier for the heroes. - -### Simplified Ancestries -GMG p. 194 - -The variants presented so far have mostly been aimed at groups looking to increase their nuance in exchange for greater character complexity. However, sometimes players are looking for something a little simpler instead, or want to increase the complexity in one area and decrease it elsewhere, keeping a rough balance. In games where a character's ancestry is only incidental and each PC is more defined by their class and individual characteristics, simplified ancestries allows your group to pick an ancestry and go. - -#### Building a Simplified Ancestry Character -GMG p. 194 - -When choosing an ancestry for a simplified ancestry character, you gain the ancestry's normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat ([Dwarven Lore](compendium/skills.md#Lore) for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats. - -### Simplified Ancestries -GMG p. 194 - -The standard system gives feats specifically to spend on skills to let PCs gain fun, skill-based options without feeling like they had to sacrifice a feat that could have improved their class's core specialties. In some games, especially those focused on combat with little exploration, downtime, or social interaction, the PCs might have more skill feats than they need. The simplified skill feats variant allows you to reduce this aspect of decision-making. - -#### Building a Simplified Skill Feat Character -GMG p. 194 - -Simplified skill feat characters don't receive any skill feats, even from their backgrounds. They still gain general feats and can use those to select skill feats if they want a crucial ability. You may want to allow rogues to gain skill feats, but at the normal advancement most characters have, instead of their usual double advancement. - -#### Playing with Simplified Skill Feat Characters -GMG p. 194 - -While you probably won't need to adjust combat challenges at all for simplified skill feat characters, skillbased challenges—especially social challenges—will be tougher, especially at higher levels where it's expected characters will have more efficient skill-based abilities due to skill feats. If you prefer more baseline difficulty, you could adjust the expectations down slightly. - -## Level 0 Characters -GMG p. 195 - -### Building Characters -GMG p. 195 - -Building a level 0 character is similar to building a 1st-level character, but you stop after choosing your ancestry and background. A level 0 character still gets the four free ability boosts from Step 6 of the normal character creation process, but not the class ability boost. - -#### Initial Proficiencies -GMG p. 195 - -A level 0 character is trained in [Perception](compendium/skills.md#Perception), all saving throws, unarmed attacks, unarmored defense, and one simple weapon of their choice. Additionally, they are trained in a number of skills equal to 2 + their Intelligence modifier. The proficiency bonus for a level 0 character works the same way as normal, but since the level is 0, the total proficiency bonus for being trained is +2. - -#### Hit Points -GMG p. 195 - -A level 0 character adds their Constitution modifier to their ancestry Hit Points to determine their starting Hit Points. - -#### Starting Money -GMG p. 195 - -A level 0 character starts with 5 gp (50 sp) to spend on equipment. - -#### Apprentice Option -GMG p. 195 - -If the story you want to tell is about characters who have started training to become a particular class, you can grant them a small number of additional abilities. An apprentice character is trained in the skill or skills specified for their chosen class (such as [Occultism](compendium/skills.md#Occultism) and [Performance](compendium/skills.md#Performance) for a bard) in addition to the skills they gain through their initial proficiencies. They also gain benefits based on the class. - -##### Alchemist -GMG p. 195 - -An apprentice alchemist gains the advanced alchemy|Alchemist|CRB|1 ability of the alchemy|Alchemist|CRB|1 class feature. Their advanced alchemy level is 1, and they have one batch of infused reagents each day. They can make only infused alchemical items. - -##### Monk -GMG p. 195 - -An apprentice monk gains the powerful fist|Monk|CRB|1 class feature. - -##### Other Martial Class -GMG p. 195 - -An apprentice of another martial class (barbarian, champion, fighter, ranger, or rogue) is trained in light armor, all simple weapons, and one martial weapon listed in the class's initial proficiencies. If a martial class not listed here lacks light armor or martial weapon training (as the monk does), give it a different ability as well. - -##### Spellcaster -GMG p. 195 - -An apprentice spellcaster is trained in the appropriate magic tradition and gains two cantrips from their class. A prepared caster can't change these cantrips each day. - -### Gameplay -GMG p. 195 - -Combat can be especially dangerous for level 0 characters. For safety's sake, you might treat the characters as level –1 when determining what combat encounters are appropriate. For skill checks, they can still accomplish tasks with a simple trained DC using their trained skills, but success is less certain. Since they have fewer skills, the party might not have anyone trained for a given task. - -If you're playing these characters for more than a few sessions, consider advancing them to 1st level using the fast advancement speed (800 XP). If your group wants a longer experience at level 0, start the group without the apprentice benefits, then level up to apprentice (gaining those benefits and the apprentice adjustments for their class), and then level up to 1st level. - -#### Treasure -GMG p. 195 - -As the characters start with 5 gp, their adventures up to 1st level should account for the rest of a 1st-level character's starting money. That means you'll distribute treasure worth 10 gp × the number of PCs, a large percentage of which should be in currency. - -## Magic Item Variants -GMG p. 196 - -### Automatic Bonus Progression -GMG p. 196 - -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 instead. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases. - -#### Special Class Features -GMG p. 196 - -Every character automatically gains the class features on [Table 4–11: Automatic Bonus Progression](rules/tables/automatic-bonus-progression-gmg.md). - -| 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, 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 -GMG p. 196 - -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 -GMG p. 196 - -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 -GMG p. 196 - -At 4th level, your weapon and unarmed [Strikes](rules/actions/strike.md) deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level. - -##### Defense Potency -GMG p. 196 - -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 -GMG p. 196 - -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 -GMG p. 196 - -At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20. - -##### Ability Apex -GMG p. 196 - -At 17th level, choose one ability score to either increase by 2 or increase to 18 (whichever grants the higher score). - -#### Adjusting Items and Treasure -GMG p. 196 - -With this variant, you can ignore as much of [Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md) on page 509 of the Core Rulebook 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 [Table 10–9](rules/tables/party-treasure-by-level.md) of the Core Rulebook. - -If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like flaming or [holy](compendium/equipment/items/holy.md). If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses. - -### High-Quality -GMG p. 197 - -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](compendium/skills.md#Crafting) to [Craft](rules/actions/craft.md). - -| 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 | - -| 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 | - -| 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 | - -| 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 Weapons and Armor -GMG p. 197 - -High-quality weapons and armor give the same benefits as weapon and armor potency runes ([Tables 4–12](rules/tables/high-quality-weapons-gmg.md) and [4–13](rules/tables/high-quality-armor-gmg.md)). 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 4–14](rules/tables/devastating-weapons-gmg.md) and [Table 4–15](rules/tables/resilient-armor-gmg.md). If you choose to still have magic weapons and armor, the effects don't stack with quality. - -#### High-Quality Skill Items -GMG p. 197 - -Items with skill or [Perception](compendium/skills.md#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](rules/actions/craft.md) or buy a non-magical item to boost [Perception](compendium/skills.md#Perception) or a skill using the table below. - -| Quality | Item Bonus | Item Level | Price | -|---------|------------|------------|-------| -| Expert | +1 | 3 | 40 gp | -| Master | +2 | 9 | 550 gp | -| Legendary | +3 | 17 | 11,000 gp | - -## Proficiency Without Level -GMG p. 198 - -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 on page 503 of the _Core Rulebook_, or you can reference [Table 4–17: Simple Skill DCs (No Level)](rules/tables/simple-skill-dcs-no-level-gmg.md) 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. - -| Proficiency Rank | DC | -|------------------|----| -| Untrained | 10 | -| Trained | 15 | -| Expert | 20 | -| Master | 25 | -| Legendary | 30 | - -### Adjusting Encounters -GMG p. 198 - -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 4–18: Creature XP (No Level)](rules/tables/creature-xp-no-level-gmg.md). You'll still use the same XP budget for a given threat level as shown on [Table 10–1: Encounter Budget](rules/tables/encounter-budget.md) (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on). - -| 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 | - -While the XP values in [Table 4–18](rules/tables/creature-xp-no-level-gmg.md) 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 -GMG p. 198 - -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 item bonus progression. - -## Skill Points -GMG p. 199 - -### Assigning Skill Points -GMG p. 199 - -At 1st level, a character using the Skill Points variant gains their initial skill proficiencies as described in the Core Rulebook. However, at every level beyond 1st, instead of gaining skill increases, the character gains a number of Skill Points, as indicated on [Table 4–19: Skill Points by Level](rules/tables/skill-points-by-level-gmg.md). The character can spend these Skill Points to increase their proficiency rank in various skills, as shown on [Table 4–20: Cost to Increase Rank](rules/tables/cost-to-increase-rank-gmg.md). A character must meet the minimum level indicated on the table to increase their rank, primarily to avoid having a player becoming unrealistically good at one skill early in their adventuring career while neglecting everything else. Characters can save up Skill Points between levels for a more expensive increase later on. - -| Level | Skill Points Gained | -|-------|---------------------| -| 1 | Initial proficiencies | -| 2-5 | 1 | -| 6-13 | 2 | -| 14-20 | 4 | - -| Rank | Minimum Level | Skill Point Cost | -|------|---------------|------------------| -| Untrained to trained | 1 | 1 | -| Trained to expert | 3 | 2 | -| Expert to master | 7 | 4 | -| Master to legendary | 15 | 8 | - -#### Rogues -GMG p. 199 - -Because rogues get skill increases at every level in the standard rules, they also get more Skill Points. Rogues gain double the number of Skill Points listed on [Table 4–19](rules/tables/skill-points-by-level-gmg.md). - -#### Retraining -GMG p. 199 - -A character can retrain the proficiency ranks they gained using Skill Points much as they would retrain a skill increase under the normal rules. With a week of downtime, a character can reduce their proficiency rank in one skill by one step to get back the number of Skill Points spent to gain that increase. For example, reducing a master proficiency rank to expert would grant a character 4 Skill Points. The character can then reassign those points as they see fit or save them for later. Reducing proficiency ranks for multiple skills or reducing a single proficiency rank by multiple steps takes additional weeks of downtime. - -### Skill Points in Play -GMG p. 199 - -Players using Skill Points have more flexibility to build characters with a broader range of skills in which they're trained or better than normal, and this variant encourages that flexibility by increasing the cost of specializing. For instance, a 19th-level fighter could use Skill Points to be a master in seven different skills, or to be legendary in three skills. While this makes the variance in skills slightly less predictable, it shouldn't have a big enough effect on a group's capabilities that you need to make any significant adjustments when you run the game. - -## Stamina -GMG p. 200 - -> [!pf2-sidebar] 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](rules/actions/take-a-breather-gmg.md) and [Treating Wounds](rules/actions/treat-wounds.md) 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. - -> [!pf2-sidebar] 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](rules/actions/take-a-breather-gmg.md) and [Rally](rules/actions/rally-gmg.md) 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](rules/actions/take-a-breather-gmg.md) before they can [Steel their Resolve](compendium/feats/steel-your-resolve-gmg.md) again. - -### Stamina Points -GMG p. 200 - -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](compendium/spells/heal.md) spell restores Hit Points, not Stamina Points, and the actions described below (like [Take a Breather](rules/actions/take-a-breather-gmg.md)) 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 4–21](rules/tables/stamina-and-hit-points-by-class-gmg.md) 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. - -| 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 | - -### Resolve Points -GMG p. 200 - -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 -GMG p. 200 - -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 -GMG p. 200 - -```ad-embed-action -title: Take a Breather -collapse: closed -# Take a Breather -[exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -*Source: Gamemastery Guide p. 200* - -- **Cost**: 1 Resolve Point - -You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points. -``` - -```ad-embed-action -title: Rally -collapse: closed -# Rally -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [emotion](rules/traits/emotion.md "Emotion Effect Trait") [exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") -*Source: Gamemastery Guide p. 201* - -- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), [Performance](compendium/skills.md#Performance) - -You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the [Performance](compendium/skills.md#Performance) skill, the GM might adjust the traits for this action to match the traits for your type of performance. - -Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat. - -> [!success-degree] -> - **Critical Success** The ally can spend 1 Resolve Point to regain all their Stamina Points. -> - **Success** You can continue encouraging your ally for a total of 10 minutes. If you do, they can spend 1 Resolve Point to regain all their Stamina Points. -> - **Critical Failure** The ally takes `1d8` mental damage, but this can reduce only Stamina Points, never Hit Points. -``` - -### Stamina Feats -GMG p. 200 - -```ad-embed-feat -title: Encouraging Words [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Single Action ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")), *Feat 2* -collapse: closed -[auditory](rules/traits/auditory.md "Auditory Effect Trait") [general](rules/traits/general.md "General Feat Trait") [linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") [mental](rules/traits/mental.md "Mental Effect Trait") [skill](rules/traits/skill.md "Skill Feat Trait") - -- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) -- **Requirements**: The target ally lost Stamina Points within the last round. -- **Activity** Single Action ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")) - -You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a [Diplomacy](compendium/skills.md#Diplomacy) check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in [Diplomacy](compendium/skills.md#Diplomacy), you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day. - -> [!success-degree] -> - **Critical Success** The ally recovers `2d8` Stamina Points. -> - **Success** The ally recovers `1d8` Stamina Points. -> - **Critical Failure** The ally takes `1d8` mental damage, but this can reduce only Stamina Points, never Hit Points. - -*Source: Gamemastery Guide p. 201* -%% #compendium/src/pf2e/gmg #trait/auditory #trait/general #trait/linguistic #trait/mental #trait/skill %% -``` - -```ad-embed-feat -title: Steel Your Resolve [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Single Action ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")), *Feat 3* -collapse: closed -[general](rules/traits/general.md "General Feat Trait") - -- **Cost**: 1 Resolve Point -- **Activity** Single Action ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")) - -Regain Stamina Points equal to half your maximum. - -*Source: Gamemastery Guide p. 201* -%% #compendium/src/pf2e/gmg #trait/general %% -``` - -### Other Creatures -GMG p. 200 - -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 newline at end of file diff --git a/content/Mechanics/Rules/gamemastery-guide/chapter-5-npc-gallery.md b/content/Mechanics/Rules/gamemastery-guide/chapter-5-npc-gallery.md deleted file mode 100644 index a965888a0..000000000 --- a/content/Mechanics/Rules/gamemastery-guide/chapter-5-npc-gallery.md +++ /dev/null @@ -1,753 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["chapter-5-npc-gallery"] ---- -# Chapter 5: Npc Gallery -GMG p. 203 - -## Using the Npc Gallery -GMG p. 203 - -In this section, you'll find all kinds of NPCs across a variety of categories and roles for you to use in your game. Their levels span from –1 to 8, the range you most often need for stock characters. Since high-level opponents, major villains, ruling monarchs, and the like tend to be unique individuals, you'll likely create those NPCs specifically for the role they serve, using the rules for Building Creatures on page 56. But you can never have too many lower-level NPCs on hand when the PCs unexpectedly take an unusually keen interest in an NPC or pick a fight at a roadside tavern. - -The level listed on an NPC's stat block is their level assuming they're used in combat; they should be able to hold their own as well as any other creature of that level. But many of these NPCs are primarily noncombatants who are much more skilled in their occupation than they ever would be in combat. To that end, those specialist NPCs' entries also mention a higher level that you would use when the PCs have to compete against them in their area of expertise. - -### Customizing Npcs -GMG p. 203 - -The NPCs in this gallery are all humans with no languages besides Common. In some cases, such as human-centric Taldor where Common is the official language, you can most likely use the NPCs in this section as written. But more often, you'll need to make minor adjustments to the details to portray a particular NPC. Since these stat blocks present the most basic possible version for each character, you shouldn't need to remove any statistics or abilities unless your NPC can't speak Common. - -The next few sections provide guidelines and ancestry adjustments you can use to quickly customize a default NPC. - -### Adjusting Level -GMG p. 203 - -Sometimes you'll need an NPC that fills a particular role—say an angry drunk—but the level in the stat block presented isn't the right fit for your group. You can start by applying the elite or weak adjustments on page 6 of the _Bestiary_ to adjust the NPC's level by 1 in either direction. - -If you need to change the NPC's level beyond that, use the values from the tables in Building Creatures in Chapter 2, and add or remove special abilities as necessary to suit the NPC's new level. - -### Changing Alignment -GMG p. 203 - -Aside from some obviously aligned NPCs, like the villains, most of the NPCs in this gallery are presented as neutral. If you want to change an NPC's alignment, all you have to do is change their alignment trait. You might consider how the new alignment affects the NPC's personality and adjust their skills accordingly; for instance, a lawful evil teacher might have a higher modifier for [Intimidation](compendium/skills.md#Intimidation) than [Diplomacy](compendium/skills.md#Diplomacy). - -### Changing Languages -GMG p. 203 - -If you need a human character who speaks more languages to fit their backstory, nation of origin, or role, simply add those languages. - -### Npc Ancestry Adjustments -GMG p. 204 - -To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like [darkvision](rules/abilities/darkvision.md), altered Speed, and unique abilities like a halfling's keen eyes. For other ancestries, you can create similar templates following the same format. - -In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry's strengths and weaknesses. - -For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect. - -#### Dwarf -GMG p. 204 - -Change the [human](rules/traits/human.md "Human Ancestry & Heritage Trait") trait to [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait"). - -- Add Dwarven to the NPC's languages. -- Add [darkvision](rules/abilities/darkvision.md). -- Decrease the NPC's Speed by 5 feet. If the NPC already has a reduced Speed due to their armor, consider applying the [Unburdened Iron](compendium/feats/unburdened-iron.md) ancestry feat. - -#### Elf -GMG p. 204 - -Change the [human](rules/traits/human.md "Human Ancestry & Heritage Trait") trait to [elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait"). - -- Add Elven to the NPC's languages. -- Add [low-light vision](rules/abilities/low-light-vision.md). -- Increase the NPC's Speed by 5 feet. - -#### Gnome -GMG p. 204 - -Change the [human](rules/traits/human.md "Human Ancestry & Heritage Trait") trait to [gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait"). - -- Add Gnomish and Sylvan to the NPC's languages. -- Add [low-light vision](rules/abilities/low-light-vision.md). - -#### Goblin -GMG p. 204 - -Change the [human](rules/traits/human.md "Human Ancestry & Heritage Trait") trait to [goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait"). - -- Add Goblin to the NPC's languages. -- Add [darkvision](rules/abilities/darkvision.md). - -#### Halfling -GMG p. 204 - -Change the [human](rules/traits/human.md "Human Ancestry & Heritage Trait") trait to [halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait"). - -- Add Halfling to the NPC's languages. -- Add the keen eyes ability below. - -```ad-embed-ability -title: **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. -``` - -### Making a Specialist -GMG p. 204 - -These NPCs contain several specialists, such as barristers and navigators, who are a higher-level challenge at their specialty than in combat, and often have a special ability related to it. To make your own specialists, you can easily switch out skills, but you might want to use the following special abilities to make those NPCs more evocative! - -```ad-embed-ability -title: **Butter Up** ([emotion](rules/traits/emotion.md), [mental](rules/traits/mental.md)) - - -When someone eats a dish or treat made by this NPC, the NPC can attempt a Baking Lore, Cooking Lore, or similar check against that creature's Will DC, with the same results as the Make an Impression 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. -%% - #trait/emotion #trait/mental -%% -``` - -```ad-embed-ability -title: **Call Your Bluff** When gambling, the NPC may use Games Lore to Sense Motive instead of Perception. -``` - -```ad-embed-ability -title: **Child Care** When treating infants, the NPC can use their Midwifery Lore skill in place of [Medicine](compendium/skills.md#Medicine), and can use [Medicine](compendium/skills.md#Medicine)'s trained actions on infants. -``` - -```ad-embed-ability -title: **Find Footing** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([concentrate](rules/traits/concentrate.md)) - - -The NPC attempts an Architecture Lore, Engineering 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 across that ground. -%% - #trait/concentrate -%% -``` - -```ad-embed-ability -title: **Gone Fishing** The NPC can use Fishing Lore to Track aquatic creatures or to Aid checks to Track them. -``` - -```ad-embed-ability -title: **Local Lore** When they first meet a given person from their home settlement, the NPC can automatically attempt one check to Recall Knowledge about that person. This uses the Lore skill for that settlement. -``` - -```ad-embed-ability -title: **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 check, completing the task in half the time on a success (onequarter on a critical success). -``` - -| NPC | Level | Page | -|-----|-------|------| -| Acolyte of Nethys | 1 | 212 | -| Acrobat | 2 | 236 | -| Adept | –1 | 228 | -| Advisor | 5 | 207 | -| Antipaladin | 5 | 247 | -| Apothecary | –1 (3)* | 220 | -| Apprentice | –1 | 244 | -| Archer sentry | 2 | 233 | -| Assassin | 8 | 211 | -| Astronomer | 2 | 241 | -| Bandit | 2 | 208 | -| Barkeep | 1 | 238 | -| Barrister | –1 (4)* | 232 | -| Beast tamer | 4 | 237 | -| Beggar | –1 | 214 | -| Bodyguard | 1 | 226 | -| Bosun | 3 | 243 | -| Bounty hunter | 4 | 226 | -| Burglar | 4 | 210 | -| Captain of the guard | 6 | 234 | -| Charlatan | 3 | 209 | -| Chronicler | 3 | 216 | -| Commoner | –1 | 214 | -| Cult leader | 7 | 230 | -| Cultist | 1 | 228 | -| Dancer | 1 | 236 | -| Demonologist | 7 | 231 | -| Despot | 5 | 248 | -| Dockhand | 0 | 222 | -| Drunkard | 2 | 239 | -| Executioner | 6 | 235 | -| False priest | 4 | 229 | -| Farmer | 0 | 222 | -| Fence | 5 | 210 | -| Gang leader | 7 | 249 | -| Grave robber | 1 | 208 | -| Gravedigger | 1 | 223 | -| Guard | 1 | 232 | -| Guide | 4 | 216 | -| Guildmaster | 8 (12)* | 245 | -| Harbormaster | 3 | 225 | -| Harrow reader | –1 (3)* | 228 | -| Hunter | 7 | 219 | -| Innkeeper | 1 | 239 | -| Jailer | 3 | 233 | -| Judge | –1 (6)* | 224 | -| Librarian | –1 (3)* | 240 | -| Mage for hire | 3 | 226 | -| Mastermind | 4 (7)* | 246 | -| Merchant | –1 (4)* | 244 | -| Miner | 0 | 223 | -| Monster hunter | 6 | 227 | -| Navigator | 2 (4)* | 242 | -| Necromancer | 5 | 230 | -| Noble | 3 | 206 | -| Palace guard | 4 | 206 | -| Physician | –1 (4)* | 220 | -| Pirate | 2 | 242 | -| Plague doctor | 5 | 221 | -| Poacher | 2 | 218 | -| Priest of Pharasma | 6 | 213 | -| Prisoner | 1 | 215 | -| Prophet | 2 | 212 | -| Reckless scientist | 6 | 248 | -| Ruffian | 2 | 209 | -| Saboteur | 2 | 246 | -| Sage | 6 | 241 | -| Servant | –1 | 222 | -| Server | –1 | 238 | -| Ship captain | 6 | 243 | -| Smith | 3 (6)* | 245 | -| Spy | 6 | 207 | -| Surgeon | 2 (6)* | 220 | -| Tax collector | –1 (3)* | 224 | -| Teacher | –1 (4)* | 240 | -| Tomb raider | 5 | 217 | -| Torchbearer | 0 | 216 | -| Tracker | 3 | 218 | -| Troubadour | 3 | 237 | -| Urchin | –1 | 215 | -| Warden | 6 | 225 | -| Watch officer | 3 | 234 | -| Zealot of Asmodeus | 4 | 212 | - -* This NPC is a higher-level challenge in their area of expertise. The NPC's level during such a challenge is listed in parentheses. - -## Courtiers -GMG p. 207 - -Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court. - -### Noble -GMG p. 207 - -Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear—along with a healthy dose of suspicion. - -### Palace Guard -GMG p. 207 - -Every palace has its gatekeepers. Often the younger offspring of minor nobility or those from long lines of trusted staff, the palace guards are in charge of defending the royal family and their inner stronghold. Their days consist of guarding doorways, escorting nobles to various locations, and keeping those in their charge as safe as possible. The statistics below are for the lowest rank-and-file member of a small nation's palace guards; they also work well for elite guards of a lesser noble. - -### Advisor -GMG p. 208 - -Trusted counselors of the court, advisors whisper words of guidance in the ears of those in power. Many nobles lean so heavily on their counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators, and their guidance can shape a barony or even a kingdom—for good or ill. - -### Spy -GMG p. 208 - -No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder. - -## Criminals -GMG p. 209 - -Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures. - -### Grave Robber -GMG p. 209 - -Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions, and some include gifts that are thought to provide a boon in the afterlife. Such valuables can be easy pickings for those with no respect for—or fear of—the dead. - -### Bandit -GMG p. 209 - -By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. - -Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses. - -### Ruffian -GMG p. 210 - -Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences. - -### Charlatan -GMG p. 210 - -Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and [confused](rules/conditions.md#Confused). Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts. - -### Burglar -GMG p. 211 - -Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining [undetected](rules/conditions.md#Undetected) all the while. - -### Fence -GMG p. 211 - -The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers. - -### Assassin -GMG p. 212 - -Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both. - -## Devotees -GMG p. 212 - -Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives. - -### Acolyte -GMG p. 212 - -Underling clerics are still learning the tenets of their faith and answer to a superior priest. Their days are spent in devotion and learning, sequestered in temples. - -### Prophet -GMG p. 212 - -The gods occasionally send messages in dreams to individuals who wander the lands, gaining followers with their oratorical abilities. Some prophets have not received true divine missives, but have misinterpreted normal dreams. - -### Zealot -GMG p. 212 - -Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus, but others might serve [Abadar](compendium/setting/deities/abadar.md), Calistria, Iomedae, Norgorber, Pharasma, Sarenrae, or Zon-Kuthon. They often ride a war horse (_Bestiary_ 209) wearing light barding. This horse is an additional monster in the fight. - -### Priest -GMG p. 213 - -Cloistered priests safeguard their temples and communities. They are the stalwart keepers of their god's tenets, devoted to spreading the word. Their guidance or healing services come at the cost of a donation. - -## Downtrodden -GMG p. 214 - -Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes—due to economic downturn, famine, or war—the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain. - -### Beggar -GMG p. 214 - -Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society—folks who have been cast out into the streets due to a variety of setbacks or the weight of circumstance. Some beggars work for underworld organizations as lookouts, spies, or even hired muscle on the cheap—sometimes by choice, but often not. - -### Commoner -GMG p. 214 - -Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies. - -Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect. - -### Urchin -GMG p. 215 - -Although their escapades might be notorious, few urchins are thrill-seekers. For some urchins, when begging alone is not enough to fill their bellies, theft becomes a viable survival tactic. Many underworld powers also use urchins as spies and messengers, while training them to become future pickpockets, burglars, and foot soldiers. - -### Prisoner -GMG p. 215 - -Most who end up in a jail, dungeon, or prison are just biding their time until their imprisonment ends, trying to find ways to make it through interminable days of boredom and deprivation. Some, however, may use their time on the inside to strengthen their criminal connections. Using force and intimidation to gain status among other prisoners, they create makeshift weapons to take down their enemies and give them an edge if escape becomes possible. Even for prisoners who don't become involved in the world of prison politics, learning to stand up for themselves and projecting an air of toughness can become essential for survival in a place where people have little left to lose. - -## Explorers -GMG p. 216 - -The world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of the land. - -### Torchbearer -GMG p. 216 - -Torchbearers carry a light sources for seasoned explorers and serve as apprentices. - -### Chronicler -GMG p. 216 - -Exploration means very little if no account of the details exist. Members of adventuring bands cherish chroniclers who record tales of their deeds. - -### Guide -GMG p. 216 - -Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome hazards. - -### Tomb Raider -GMG p. 217 - -Great treasure awaits those willing to explore the hazardous depths of the world's ancient tombs and forgotten dungeons. Some tomb raiders seek riches of bygone eras; others recover pieces of history thought lost to the sands of time. - -## Foresters -GMG p. 219 - -From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there. - -### Poacher -GMG p. 219 - -Some forests are protected by kings, others only by wild things. Laws against hunting may protect the private reserves of nobles or guard the viability of animal populations of shared forests during specific seasons. Poachers violate those laws—sometimes out of greed, sometimes out of desperation, and sometimes for sport. - -Although penalties against poaching often include public shaming (see Penalties for Poaching), in lean times a successful poacher is a local hero. - -### Tracker -GMG p. 219 - -The forest offers dangerous creatures—whether they walk on four legs or two—a place to hide. Dim light, low brush, and fallen leaves conspire to hide their trails. Given these poor conditions, an unskilled eye might spot a sign or two of a creature's passing, but only a skilled tracker can identify several such signs and discern their relationship to each other, connecting one to the next until they form a trail of prints, scat, fur, feathers, and blood that leads to the quarry's lair. - -### Hunter -GMG p. 220 - -As is reflected in the many depictions of an elk-headed Erastil, god of the hunt, the hunter is very much a creature of the forest, known by the forest and familiar with every aspect of it. After all, the final determination of who is the hunter and who is prey often depends on who is able to make an ally of the terrain. - -## Healers -GMG p. 221 - -The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others. - -### Apothecary -GMG p. 221 - -Surrounded by bottles and bins of crushed herbs, curative minerals, and potent extracts, the apothecary skillfully combines materials into unguents and medicines. For encounters involving making medicine or alchemical contests, the apothecary is a 3rd-level challenge. - -### Physician -GMG p. 221 - -The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be found consulting well-thumbed tomes while meticulously examining patients to better understand their condition, before determining the most effective treatment. For medical matters, the physician is a 4th-level challenge. - -### Surgeon -GMG p. 221 - -The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the whole to survive. Few healers know the science of anatomy and physiology better than the surgeon. - -While their expertise is of grave importance in the medical world, the downside is that when one is in need of their talents, it is likely the complaint is serious. In medical matters, a surgeon is a 6th-level challenge. - -### Plague Doctor -GMG p. 222 - -These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. To see a plague doctor signals that disease has infested the land—and that it might have already taken hold. Despite their devoted work in curing the untouchable, they are sometimes treated with suspicion, as if they are somehow the cause of the plague. - -## Laborers -GMG p. 223 - -Every day, laborers perform backbreaking physical work. - -### Servant -GMG p. 223 - -Maids, butlers, and majordomos alike, servants are skilled at keeping a home in working order and protecting the interests of their employers. - -### Dockhand -GMG p. 223 - -Working to load and unload cargo from ships, dockhands are considered unruly, but many stay focused and work hard until the job is done. Some do celebrate the end of their work day with rowdy drinking. - -### Farmer -GMG p. 223 - -Workers of the fields, vineyards, and orchards of the world, farmers are known for their rugged endurance and their skill with both plants and animals. - -### Miner -GMG p. 224 - -Miners explore deep underground in search of minerals and rare materials, taking numerous precautions to keep themselves safe. - -### Gravedigger -GMG p. 224 - -An often-overlooked group of laborers, gravediggers have a reputation for being as quiet and grim as their workplace. They are commonly strong and tough from their long hours of backbreaking labor, and they tend to have a unique perspective on life and death. - -## Magistrates -GMG p. 224 - -Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo. - -### Judge -GMG p. 224 - -These magistrates have the final say on the intent and spirit of the law. Properly exercised, the duty of a judge is the strict adherence to the law regardless of station, with minimal sentimentality toward rationalization and justification of why the law was broken. Yet expectations and practice are not always the same thing. For every unbiased justice, there is one who is zealously confident in their own agenda. - -In a court case or other legal proceeding, the judge is a 6th-level challenge. - -### Tax Collector -GMG p. 224 - -Ledgers and marks, positive and negative flows, and levies and allotments are a tax collector's daily bread. Where coin is gained, from whom it is collected, and to whom is it disbursed are their main concerns; the collector is unconcerned with whether the taxed can afford it or take a loan to make up for any shortfall. However, tax collectors aren't immune to corruption: arrangements can be made, deals discussed, documents altered, or coin misappropriated. When dealing with matters of taxes and finance, the tax collector is a 3rd-level challenge. - -### Harbormaster -GMG p. 225 - -There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A harbormaster is expected to know the former two reflexively and encourage the latter while knowing jurisdictional rules of law. Often old hands of the sea, harbormasters find themselves anchored to a port by commitment, conflict, or reputation. - -### Warden -GMG p. 225 - -Wardens are the chief guardians of borders and frontiers. Whether they stand watch over a single village or an entire region, wardens keep a vigilant eye out for outside threats to their charges. Wardens are stalwart folk, often called to duty by Erastil to protect those around them. Be it times of war or upon the frontier, wardens are often the balanced edge of a blade between a community and the wilds at its fringes. - -## Mercenaries -GMG p. 226 - -A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it. - -### Bodyguard -GMG p. 226 - -Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons. - -### Mage for Hire -GMG p. 226 - -Not all mercenaries sell brawn and intimidating glares. Some sell their magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in divination, using their skills for infiltration and sabotage. - -### Bounty Hunter -GMG p. 226 - -Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture... or disposal. Often relying on stealth or deception as much as martial skill, bounty hunters employ a vast array of talents to accomplish their goals, not to mention to collect the hefty payout that follows. - -### Monster Hunter -GMG p. 227 - -Some mercenaries eschew the complications of politics, oaths of service, and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary service, often dangerous in the extreme, but one that can yield glory and fame. - -## Mystics -GMG p. 228 - -Those initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom. - -### Adept -GMG p. 228 - -Adepts have unlocked only the most minor occult mysteries of the universe. A few are chosen by accomplished practitioners for further training. Others volunteer to join a cabal by passing an initiation ritual. - -### Harrow Reader -GMG p. 228 - -A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. For encounters involving social interaction, the harrow reader is a 3rd-level challenge. - -### Cultist -GMG p. 228 - -Excessively zealous, a cultist finds exalted purpose in their sect. Never questioning their leader, they devote themselves to achieving their most perfect spiritual form. - -### False Priest -GMG p. 229 - -Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic. - -### Necromancer -GMG p. 230 - -Defiling the natural order and spitting in the face of convention, the necromancer remains dutifully committed to understanding what forces await beyond the mortal boundaries of life and death. - -### Cult Leader -GMG p. 230 - -A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position. - -### Demonologist -GMG p. 231 - -Demonologists can pull a creature from the Abyss and bend it to their will... for a time. - -## Officers -GMG p. 233 - -Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy. - -### Barrister -GMG p. 233 - -Barristers may serve as criminal prosecutors or as legal advocates, defending the rights of those accused of crimes or named as defendants in civil cases. In a court case or other legal proceeding, the barrister is a 4th-level challenge. - -### Guard -GMG p. 233 - -Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats. - -### Archer Sentry -GMG p. 234 - -Archer sentries slightly outrank the rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of the fray and pick off criminals or assailants. - -### Jailer -GMG p. 234 - -A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in line, as even the most carefully crafted cells, manacles, or chains can fail with time and persistence when the prisoners have the will to attempt an escape. - -### Watch Officer -GMG p. 235 - -Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness. - -### Captain of the Guard -GMG p. 235 - -The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lower-ranking captain of the guard for the leader of a nation. - -A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward. - -### Executioner -GMG p. 236 - -Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil executioners grow to love the power of having someone else's life in their hands. - -## Performers -GMG p. 237 - -[Performance](compendium/skills.md#Performance)s can serve as entertainment, expressions of beauty, or part of a shared culture. - -### Dancer -GMG p. 237 - -Dance can be used to tell stories, share emotions, provide entertainment, and display a performer's athletic ability. The dancer is a 5th-level challenge for dance contests. - -### Acrobat -GMG p. 237 - -Acrobats perform feats of agility, balance, and strength. The acrobat is a 5th-level challenge for contests of acrobatics and the like. - -### Troubadour -GMG p. 238 - -Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events. - -### Beast Tamer -GMG p. 238 - -Beast tamers bring the wild to civilization, rearing and training creatures to follow their commands and perform flashy tricks that entertain audiences. - -## Publicans -GMG p. 238 - -Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little liquid courage before they decide to take on a group of rampaging ogres. - -### Server -GMG p. 238 - -Always on the move from patron to patron, servers are the backbone of any tavern or eatery. Their work hones both their agility and their diplomacy. - -### Barkeep -GMG p. 238 - -Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice. - -### Innkeeper -GMG p. 239 - -The sight of an inn is a welcome one to any weary traveler. Innkeepers can often be found cleaning the common room, overseeing the evening meal, or settling in new lodgers. Innkeepers keep an eye on their neighbors' doings and are often excellent sources of information. - -### Drunkard -GMG p. 239 - -Every tavern has one—that person who drinks a little too much and starts a fight. While many drunkards are relatively harmless, a few have a hair trigger, and when they're set off come, no one—even the drunkard themself—can tell you what started the row. - -## Scholars -GMG p. 240 - -True power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even knowing which flora is best for creating untraceable poisons. - -### Librarian -GMG p. 240 - -Keepers of knowledge, librarians document discoveries, events, and laws. The best librarians record events twice; once for public record, and again to record how events truly unfolded. A librarian typically knows four to six additional languages, often including Elven and Draconic. A librarian is a 3rd-level challenge for encounters involving research. - -### Teacher -GMG p. 240 - -The passing of knowledge and traditions from generation to generation is a time-honored occupation. Teachers exist to strengthen their populations with literacy, history, and advanced sciences, but most of all with inspiration. Most teachers provide general knowledge so their students are well rounded, but some are experts or even masters of a single discipline. A teacher typically knows three languages in addition to Common. For academic encounters, a teacher is a 4th-level challenge. - -### Astronomer -GMG p. 241 - -Different cultures have created stories of the hows and whys of the universe, if things exist beyond the stars, and if the gods manipulate the heavenly bodies. But astronomers aren't interested in folktales—they desire truth. - -### Sage -GMG p. 241 - -The greatest knowledge comes from experience. Village elders, ancient seers, and advisors to royalty are examples of individuals who are valued for their experiences. Sages serve their people as much as their sovereigns. They educate and try to prevent their people from straying from their cultures' acceptable norms and traditions. Sages rarely take power for themselves, as they take their responsibility seriously to guide wisely and empower those they serve. - -## Seafarers -GMG p. 242 - -Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements. - -### Navigator -GMG p. 242 - -A navigator uses celestial bodies and shipping lanes to determine routes. For noncombat tasks involving navigation or sailing, the navigator is a 4th-level challenge. - -### Pirate -GMG p. 242 - -These scourges of the seas are a threat to anyone who spends time away from land. - -### Bosun -GMG p. 243 - -A ship's boatswain, or bosun, leads the deckhands who maintain the ship. - -### Ship Captain -GMG p. 243 - -The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship. - -## Tradespeople -GMG p. 244 - -Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments. - -### Apprentice -GMG p. 244 - -Ambitious apprentices can be found in all cities. These individuals are generally younger and seek the approval of their masters as they learn their craft. Many yearn to exemplify the artistry behind their craft, one day becoming masters themselves. - -Depicted below is an apprentice cartographer. - -### Merchant -GMG p. 244 - -Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. - -Merchants can be found anywhere: vendors hustling in the public square, shopkeepers running small storefronts, traveling salespeople in carriages or caravans, or wealthy tycoons running entire organizations devoted to commerce. - -For encounters involving negotiation or mercantile skill, a merchant is a 4thlevel challenge. A merchant might have an additional [Lore](compendium/skills.md#Lore) skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than [Mercantile Lore](compendium/skills.md#Lore). - -### Smith -GMG p. 245 - -Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a 6th-level challenge when competing with smithing or other crafting tasks. - -### Guildmaster -GMG p. 245 - -In cities, artisans working in a common trade often form guilds to set standards of quality, establish common prices, engage in collective bargaining with business owners, and lobby local governments for favorable laws. The guildmaster—often a master artisan in their own right—also acts as an administrator and politician, advocating for artisans in their trade. The guildmaster is a 12th-level challenge when competing in crafting or their area of expertise (architecture in the example below) - -## Villains -GMG p. 246 - -Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way. - -### Saboteur -GMG p. 246 - -Saboteurs excel at infiltration, using it to perform destructive acts, whether they are the physical destruction of a valuable object or obstructing important political proceedings. Unlike those of spies, the motivations of saboteurs is not to steal information, but rather to sow chaos among their enemies. - -### Mastermind -GMG p. 246 - -Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, and turning enemies into friends and then pitting them against one another. When competing in a social or intellectual arena, the mastermind is a 7th-level challenge. - -### Antipaladin -GMG p. 247 - -There is perhaps nothing more anathematic to peace than an antipaladin. - -Dedicated holy warriors to the darkest and foulest of deities, antipaladins work to fulfill the vile wishes of their evil masters. The zeal with which they implement the plans of dark gods makes them truly fearsome foes for anyone allied with the forces of good. - -### Despot -GMG p. 248 - -Despots live to amass and exploit power over others. - -### Reckless Scientist -GMG p. 248 - -It's the reckless scientist's job to break the rules of reality, no matter the cost. - -### Gang Leader -GMG p. 249 - -Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader. \ No newline at end of file diff --git a/content/Mechanics/Rules/gamemastery-guide/gamemastery-guide.md b/content/Mechanics/Rules/gamemastery-guide/gamemastery-guide.md deleted file mode 100644 index 05f4da8c4..000000000 --- a/content/Mechanics/Rules/gamemastery-guide/gamemastery-guide.md +++ /dev/null @@ -1,74 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- book-core-gamemastery-guide -- compendium/src/pf2e/gmg -aliases: ["Gamemastery Guide"] ---- -**[Introduction](rules/gamemastery-guide/introduction.md)** - -- [The Game Master](rules/gamemastery-guide/introduction.md#The%20Game%20Master) -- [How to Use This Book](rules/gamemastery-guide/introduction.md#How%20to%20Use%20This%20Book) -- [Choosing Your Tools](rules/gamemastery-guide/introduction.md#Choosing%20Your%20Tools) - -**[Chapter 1: Gamemastery Basics](rules/gamemastery-guide/chapter-1-gamemastery-basics.md)** - -- [General Advice](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#General%20Advice) -- [Running Encounters](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Running%20Encounters) -- [Running Exploration](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Running%20Exploration) -- [Running Downtime](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Running%20Downtime) -- [Adjudicating Rules](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Adjudicating%20Rules) -- [Resolving Problems](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Resolving%20Problems) -- [Narrative Collaboration](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Narrative%20Collaboration) -- [Special Circumstances](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Special%20Circumstances) -- [Rarity in Your Game](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Rarity%20in%20Your%20Game) -- [Campaign Structure](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Campaign%20Structure) -- [Adventure Design](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Adventure%20Design) -- [Encounter Design](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Encounter%20Design) -- [Drawing Maps](rules/gamemastery-guide/chapter-1-gamemastery-basics.md#Drawing%20Maps) - -**[Chapter 2: Tools](rules/gamemastery-guide/chapter-2-tools.md)** - -- [Building Creatures](rules/gamemastery-guide/chapter-2-tools.md#Building%20Creatures) -- [Building Hazards](rules/gamemastery-guide/chapter-2-tools.md#Building%20Hazards) -- [Building Items](rules/gamemastery-guide/chapter-2-tools.md#Building%20Items) -- [Item Quirks](rules/gamemastery-guide/chapter-2-tools.md#Item%20Quirks) -- [Intelligent Items](rules/gamemastery-guide/chapter-2-tools.md#Intelligent%20Items) -- [Relics](rules/gamemastery-guide/chapter-2-tools.md#Relics) -- [Artifacts](rules/gamemastery-guide/chapter-2-tools.md#Artifacts) -- [Gems and Art Objects](rules/gamemastery-guide/chapter-2-tools.md#Gems%20and%20Art%20Objects) -- [Afflictions](rules/gamemastery-guide/chapter-2-tools.md#Afflictions) -- [Building Worlds](rules/gamemastery-guide/chapter-2-tools.md#Building%20Worlds) -- [Nations](rules/gamemastery-guide/chapter-2-tools.md#Nations) -- [Settlements](rules/gamemastery-guide/chapter-2-tools.md#Settlements) -- [The Planes](rules/gamemastery-guide/chapter-2-tools.md#The%20Planes) - -**[Chapter 3: Subsystems](rules/gamemastery-guide/chapter-3-subsystems.md)** - -- [Victory Points](rules/gamemastery-guide/chapter-3-subsystems.md#Victory%20Points) -- [Influence](rules/gamemastery-guide/chapter-3-subsystems.md#Influence) -- [Research](rules/gamemastery-guide/chapter-3-subsystems.md#Research) -- [Chases](rules/gamemastery-guide/chapter-3-subsystems.md#Chases) -- [Infiltration](rules/gamemastery-guide/chapter-3-subsystems.md#Infiltration) -- [Reputation](rules/gamemastery-guide/chapter-3-subsystems.md#Reputation) -- [Duels](rules/gamemastery-guide/chapter-3-subsystems.md#Duels) -- [Leadership](rules/gamemastery-guide/chapter-3-subsystems.md#Leadership) -- [Hexploration](rules/gamemastery-guide/chapter-3-subsystems.md#Hexploration) -- [Vehicles](rules/gamemastery-guide/chapter-3-subsystems.md#Vehicles) - -**[Chapter 4: Variant Rules](rules/gamemastery-guide/chapter-4-variant-rules.md)** - -- [Ability Score Variants](rules/gamemastery-guide/chapter-4-variant-rules.md#Ability%20Score%20Variants) -- [Alignment Variants](rules/gamemastery-guide/chapter-4-variant-rules.md#Alignment%20Variants) -- [Deep Backgrounds](rules/gamemastery-guide/chapter-4-variant-rules.md#Deep%20Backgrounds) -- [Feats and Features](rules/gamemastery-guide/chapter-4-variant-rules.md#Feats%20and%20Features) -- [Level 0 Characters](rules/gamemastery-guide/chapter-4-variant-rules.md#Level%200%20Characters) -- [Magic Item Variants](rules/gamemastery-guide/chapter-4-variant-rules.md#Magic%20Item%20Variants) -- [Proficiency Without Level](rules/gamemastery-guide/chapter-4-variant-rules.md#Proficiency%20Without%20Level) -- [Skill Points](rules/gamemastery-guide/chapter-4-variant-rules.md#Skill%20Points) -- [Stamina](rules/gamemastery-guide/chapter-4-variant-rules.md#Stamina) - -**[Chapter 5: Npc Gallery](rules/gamemastery-guide/chapter-5-npc-gallery.md)** - -- [Using the Npc Gallery](rules/gamemastery-guide/chapter-5-npc-gallery.md#Using%20the%20Npc%20Gallery) \ No newline at end of file diff --git a/content/Mechanics/Rules/gamemastery-guide/introduction.md b/content/Mechanics/Rules/gamemastery-guide/introduction.md deleted file mode 100644 index 33fdddee2..000000000 --- a/content/Mechanics/Rules/gamemastery-guide/introduction.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["introduction"] ---- -# Introduction -GMG p. 4 - -## The Game Master -GMG p. 4 - -In a game of Pathfinder, the Game Master (often abbreviated GM) is the player in charge of the story and the world the other players are exploring with their characters. As the GM, you set the stage for the adventure, show how the rest of the world responds to the player characters' actions, and guide the action along an engaging storyline. It falls to you to describe the characters' surroundings, the threats facing them, and the creatures they interact with. You're presenting the challenges the heroes must overcome, whether that's a deadly trap of haunted blades in a lost tomb full of ancient treasures or a vicious troll threatening the heroes' home village. It also comes to you to interpret and adjudicate the rules. Game Mastering involves many more components than playing a character, but it's a fun and tremendously rewarding experience. - -Though the word "master" is in the GM's title, it's not a role that requires or even benefits from absolutism. - -Pathfinder is a collaborative experience, and while your role as the Game Master is one of an adjudicator or a moderator, it doesn't mean you control everything at the table—especially not the players and their characters. - -Nor does the role require mastery, either of the rules or the setting. You'll need to understand the game, but you don't need to have every rule memorized. When everyone shares the goal of having fun and telling a story together, the details will fall into place. - -## How to Use This Book -GMG p. 4 - -The _Gamemastery Guide_ is one of the central rule books for Pathfinder. It's not required to play the game, but it builds upon the basic guidelines provided in the Game Mastering chapter of the _Pathfinder Core Rulebook_, and you'll find it [helpful](rules/conditions.md#Helpful) to read that chapter before delving into this book. This book provides more detail on those topics, as well as many more tools to help you make your game a fun and memorable experience for everyone involved. - -Throughout most of this book, "you" refers to the Game Master. In some sections of player-facing material, however, such as some player-focused variant rules and the actions for certain subsystems, "you" instead refers to the player using that material. - -Pathfinder as a game is all about customization, and this book provides you as the Game Master ways to customize your game just as a player customizes their character. The toolbox nature of the _Gamemastery Guide_ makes it easy to take and use whatever components you need for the game you're running at any time. As with any toolbox, you won't need to use everything at once! - -## Choosing Your Tools -GMG p. 5 - -The tools of this book you'll use most depend on what kind of Game Master you are, what your players want, and the story you're telling together. - -No two Game Masters are the same. Perhaps you're a veteran Game Master who's looking for new ways to customize the game and tailor it to suit your interests and those of your players. Or perhaps you're a brand new GM and looking for guidance to feel comfortable leading a game of your own. Maybe you've been a Game Master for years, but this is your first time running a Pathfinder game. No matter where you are as a Game Master, this book is a valuable tool that can help you tell the stories you want to tell with your players. - -If you're a newer Game Master, you'll find a wealth of information to help you feel confident in running your games. Chapter 1 in particular can help you better understand how to run a game in the different modes of play, how to adjudicate the rules quickly and fairly, and what to do when special circumstances or problems crop up at your table. This chapter also contains advice on using and determining rarity in your game, working with your players to create a collaborative story, and adapting your game to meet the needs of the players at your table. - -You'll also find the NPC Gallery in Chapter 5 useful as a source of stock NPCs to play a role in your game and also for examples to compare against when using the rules in Chapter 2 to build your own monsters and NPCs. - -If you're a Game Master running a published Pathfinder adventure, you'll find guidance in Chapter 1 specifically for running published adventures, and much of the advice in that chapter about running a game applies to published adventures. A number of adventures—especially scenarios in the Pathfinder Society Organized Play campaign and Pathfinder Adventure Path volumes—use the subsystems in Chapter 3. The Victory Points subsystem is the most fundamental of these, but many adventures also use the other subsystems found here, such as vehicles, chases, and influence. - -If you are looking to create your own Pathfinder adventures, Chapter 1 provides you design guidance ranging from the broad strokes of an entire campaign, to individual adventures, and then to the particular considerations of any given encounter. Chapter 2 is a veritable toolbox you can use to build the creatures, hazards, items, and other elements you want to use in your adventures. If you plan to set your adventures in a world of your own design, the world-building section of Chapter 2 can guide that process and help you establish the details you'll need to ensure your setting is a vibrant backdrop for fantastic adventure. The NPC Gallery in Chapter 5 can help populate your story and world so that you don't have to create every element from scratch. - -If you're an experienced Game Master, you will find a wealth of customization options to tailor your games to the needs of players. The advice in Chapter 1, such as the guidance to make encounters more dynamic, can help you fine-tune your GM skills and enrich your game. Using the tools in Chapter 2, you'll be able to build precisely the option you need for any game. Chapter 3 offers a variety of rules subsystems that provide a framework for specific endeavors and situations, from chases and duels to social influence and overland exploration. In Chapter 4, you'll find variant rules options that let you tweak specific elements of the game, from backgrounds to the entire mathematical underpinning of the game, to suit your preferences or the needs of a particular setting or story. - -### Remember the First Rule -GMG p. 5 - -The first rule of Pathfinder is that this game is yours. The rest of the rules exist for you to use to tell the stories you want to tell and share exciting adventures with your friends. There are plenty of rules in this book, but none of them overrule that first rule. Take the rules that help you make the game you want, change those that don't do quite what you need them to, and leave the ones that aren't helping. It's your game. There's no right or wrong way to GM so long as everyone is having fun—and that includes you! \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-gods-magic/character-options.md b/content/Mechanics/Rules/lost-omens-gods-magic/character-options.md deleted file mode 100644 index e171480db..000000000 --- a/content/Mechanics/Rules/lost-omens-gods-magic/character-options.md +++ /dev/null @@ -1,112 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/logm -aliases: ["character-options"] ---- -# Character Options -LOGM p. 102 - -A character's faith or philosophy can shape them in powerful ways both fundamental and peripheral, from the cleric who receives spells by the grace of their deity to a champion who fights tyranny wielding a weapon imbued with divine power to a raging barbarian who cares only that their companions' [divine](rules/traits/divine.md "Divine Tradition Trait") healing keeps them in the fight. In a world rife with [divine](rules/traits/divine.md "Divine Tradition Trait") magic, only a few rare individuals live without considering how faith affects their lives—even if that consideration means working in opposition to the divine. The gifts and curses of the gods filter down through all aspects of life, from the truly world-shaking powers of the mightiest clerics to the minor miracles performed by righteous crusaders and wicked priests to the everyday minutiae of a common acolyte. - -While any character can express their faith through their actions, the options presented in this chapter provide ways for a character to incorporate their convictions into their abilities as well. New domains and domain spells expand a cleric's options beyond those listed in the _Pathfinder Core Rulebook_. New spells grant specialized abilities to clerics and other spellcasters, while new feats, weapons, and gear provide ways for characters of any class and philosophy to embrace and express their ideology. - -Many of the new rules presented in this section are closely related to a single deity or domain, but in some cases, they're simply more common among a given faith, and practitioners of any faith can make use of them if they can gain access. Priests of [Brigh](compendium/setting/deities/brigh-logm.md) might develop the formula for a revolutionary magic item available to the faithful, but that doesn't mean they won't ever trade it in exchange for information about another creator's inventions. Similarly, priests of [Nalinivati](compendium/setting/deities/nalinivati-logm.md) certainly aren't the only warriors who wield urumis, but they are in part responsible for the popularity of the weapon across the Inner Sea region, and the polytool is only one of numerous innovations emerging from Numeria. - -In addition to seeking access to options simply more common among other faiths, if you'd like to incorporate an option limited to a faith other than the one your character holds, work with your GM to make sure your use of that option works with the campaign and doesn't diminish the choices of other characters who might worship the original deity who grants that option. If so, you and the GM might work together to alter certain aspects of a feat, spell, item, or other option to ensure it fits your faith and makes sense within the larger story you want to tell. - -## Feats -LOGM p. 102 - -Feats can be used to customize a character in several specific ways, whether by expanding the options available to a character whose class is already tied to a deity, or by granting ways for a character with an unrelated class to incorporate a philosophy into their suite of abilities. Some of the feats presented here enhance a follower's powers, while other abilities arise among those working to foil or deceive the faithful. This section includes general feats, skill feats, and a small number of more specialized class feats. - -## Spells -LOGM p. 103 - -Divine spellcasters can call a deity's might to their fingertips, acting as a worldly conduit for divine wrath or redemption—but not just anyone can call the power of the gods. Some of the spells in this section are new additions to the [divine](rules/traits/divine.md "Divine Tradition Trait") spell list, and thus they can be cast by any clerics, sorcerers whose bloodlines grant [divine](rules/traits/divine.md "Divine Tradition Trait") spells, or other characters with access to [divine](rules/traits/divine.md "Divine Tradition Trait") spells. Others are more commonly used by bards, druids, sorcerers, wizards, and other characters with access to spellcasting, but can be granted to worshippers of a specific deity as a blessing to the faithful. - -## Domains and Domain Spells -LOGM p. 103 - -This section provides a number of new domains, as well as basic and advanced domain spells for each of these new domains. Several of the gods presented in this book rely upon the new domains listed here, but several of the entries for the more common deities on Golarion list some of the domains in this section as alternate domains, representing lesser-known or niche aspects of the deity. Followers of these deities can take the [Expanded Domain Initiate](compendium/feats/expanded-domain-initiate-logm.md) or [Splinter Faith](compendium/feats/splinter-faith-logm.md) feats to gain access to alternate domains and their associated spells. GMs may instead prefer to take inspiration from the rules in the [Splinter Faith](compendium/feats/splinter-faith-logm.md) feat to present new approaches to existing faiths or altogether new faiths. - -## Items and Weapons -LOGM p. 103 - -The final section of this chapter provides rules for a number of new items, both magical and non-magical, suitable for characters who operate closely within a faith or philosophy—or those who oppose them! The deities in this book are revered across all of Golarion, with some having origins or centers of worship far removed from the Inner Sea region. As such, many of these deities favor weapons not commonly found around the Inner Sea. - -In addition to the new weapons, this section presents a variety of exciting items to give all characters the means to express their faith and make their mark on the world, from simple trinkets to powerful items granted to the most favored of a god's servants. - -## Appendix -LOGM p. 103 - -The tables at the end of this book list dozens of other deities whose faiths are prominent in the Age of Lost Omens. The chart provides the basic details required for a worshipper, such as permitted alignments, edicts, and anathema. GMs and players are encouraged to use the tables as inspiration for characters and new deities. - -> [!pf2-note] -> Please note that the Appendix table has not been replicated. Visit the deities page to view all deities. - -## Feats -LOGM p. 104 - -While champions and clerics have clear ties to their chosen deities and gain definitive benefits from them, they don't hold a monopoly on such abilities. The following feats represent ways all characters might benefit from adherence to a deity or a particular philosophy—as well as feats for characters who oppose the faithful. - -> [!pf2-note] -> Please visit the feats page to view all feats. - -## Spells -LOGM p. 106 - -The following spells are often associated with the deities of the Inner Sea region. - -> [!pf2-note] -> Please visit the spells page to view all spells. - -## Domains -LOGM p. 112 - -Though each god wields great power over many aspects of the universe, their focus tends toward specific areas of concern, known as domains. Worshippers who devote themselves to a deity may be granted access to secret spells, known as domain spells, through which they can manifest a sliver of their deity's power and work great feats of magic. - -This section presents spells for 18 new domains. - -![Domains](rules/tables/domains-logm.md) - -## Items and Weapons -LOGM p. 120 - -Champions, clerics, and other faithful employ a variety of holy (and unholy) instruments to demonstrate the majesty of their deity and triumphantly vanquish the foes of their faith. - -### Favored Weapons -LOGM p. 120 - -The following weapons are favored by adherents of various faiths. - -#### Weapon Traits -LOGM p. 120 - -The weapons in this section include the following new traits. - -> [!pf2-note] -> Please visit the traits page to view all traits. - -#### Weapon Descriptions -LOGM p. 120 - -The weapons detailed in the tables below are described here. - -> [!pf2-note] -> Please visit the items page to view all items. - -![Martial Melee Weapons](rules/tables/martial-melee-weapons-logm.md) - -![Uncommon Martial Melee Weapons](rules/tables/uncommon-martial-melee-weapons-logm.md) - -![Uncommon Martial Ranged Weapons](rules/tables/uncommon-martial-ranged-weapons-logm.md) - -### Magic Items -LOGM p. 121 - -The following magic items see use among adherents of different deities as well as impious adventurers who simply want to channel the might of the gods. - -> [!pf2-note] -> Please visit the items page to view all items. \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-gods-magic/demigods-and-other-divinities.md b/content/Mechanics/Rules/lost-omens-gods-magic/demigods-and-other-divinities.md deleted file mode 100644 index 335c25e83..000000000 --- a/content/Mechanics/Rules/lost-omens-gods-magic/demigods-and-other-divinities.md +++ /dev/null @@ -1,65 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/logm -aliases: ["demigods-and-other-divinities"] ---- -# Demigods and Other Divinities -LOGM p. 72 - -Away from the temple districts of major cities, places of pilgrimage, and mass celebrations of holidays and religious festivals, smaller cults, cabals, and sects pursue their own rites and codes of conduct across the Inner Sea and beyond. While many faithful primarily worship more mainstream and well-known deities, others dedicate themselves to less conventional paths of devotion. This calling from a higher power comes in many forms, whether it's the potent voice of the fey embodied in the Eldest of the First World; the raw power of fire, air, earth, and water exemplified by the elemental lords; or even paragons of the aligned outer planes such as empyreal lords, archdevils, and monitor demigods. Some mortals even worship the inscrutable and incomprehensible entities from beyond reality known as the Outer Gods, extraordinarily powerful beings that are nonetheless so alien to mortalkind that their followings' impact fills a similar niche to the worship of demigods. - -Though rarely invested with the full strength of a true god, some powerful, unique extraplanar creatures nevertheless carry a spark of the divine that empowers their followers to perform miracles and call upon divine aid in times of need. To the everyday resident of the Inner Sea, such a difference in power is largely academic, as the only ones with the strength to subdue or even slay such a being are largely gods themselves, or figures of myth and legend. These entities are collectively referred to as "demigods." Some demigods are children of the true gods, others are mortals who have achieved a spark of divinity that allows them to influence the world much like other traditional deities, and still others are powerful divine servitors. Regardless of their origin or true nature, the term has expanded over time to include any of the myriad of powerful entities from the Great Beyond who take an interest in Golarion and answer the prayers of their followers, from divine entities who truly went through a sort of ascension to exemplars of already powerful types of outsiders. - -The following pages describe many of the demigods whose followers can be found in the Inner Sea region. Many more demigods exist than are detailed here, including ones whose worship is common in other parts of Golarion, demigods who have ascended from obscure types of planar beings rarely encountered on Golarion, beings of lesser power with very limited presences in Golarion, and those that have fully devoted their attentions to other planes altogether. Additionally, the ranks of the demigods are constantly changing as their jockeying for power—their alliances, betrayals, and competitions with one another—and the distant but ever-present possibility of true apotheosis lead to realignments, declines in stature, and occasional deaths that reverberate through the fabric of the Great Beyond. - -The entries that follow provide details on these demigods and Outer Gods, and statistics for their worship can be found in the tables on pages 124–133. - -## Archdevils and Queens of the Night -LOGM p. 74 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## Demon Lords -LOGM p. 76 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## The Eldest -LOGM p. 78 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## Elemental Lords -LOGM p. 80 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## Empyreal Lords -LOGM p. 82 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## The Horsemen -LOGM p. 86 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## Monitor Demigods -LOGM p. 88 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## Outer Gods & Great Old Ones -LOGM p. 90 - -> [!pf2-note] -> Please visit the deities page to view these deities. \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-gods-magic/gods-of-the-inner-sea.md b/content/Mechanics/Rules/lost-omens-gods-magic/gods-of-the-inner-sea.md deleted file mode 100644 index 29779be57..000000000 --- a/content/Mechanics/Rules/lost-omens-gods-magic/gods-of-the-inner-sea.md +++ /dev/null @@ -1,80 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/logm -aliases: ["gods-of-the-inner-sea"] ---- -# Gods of the Inner Sea -LOGM p. 10 - -The gods venerated—or feared—by the people of the Inner Sea region are as diverse as the people themselves. This chapter provides information about many of the gods that are important in the region and beyond. While the 20 primary deities of the Inner Sea region are well known due to either widespread worship or their historical tendency to help or harm the people who live there, the other 20 gods detailed in this chapter grant their worshippers just as much power and are just as important in their worshippers' lives. - -## Using the Entries -LOGM p. 10 - -The entries for deities in this book use one of the two stat block formats described below to present the vital information required for worship, depending on the prominence of the particular deity. Additional information useful for playing a champion, cleric, or worshipper of one of the 20 core deities is available in 8 of the _Pathfinder Core Rulebook_. - -### Core Deities -LOGM p. 10 - -The entries for the 20 deities who are most influential in the Inner Sea region present information useful for understanding those gods. Each entry includes three boons and three curses the god might use to express their approval of or displeasure at a specific deed; the power of these intercessions varies between deities, depending on their specific focuses and interest in mortal concerns. Each section also begins with statistics for the deity, which use the following format. - -> [!pf2-note] -> Please note that many of these statistics are found in the _Lore_ tab on the deities page. - -**Name:** The deity's name plus a common title or epithet. - -**Alignment:** The deity's alignment and areas of concern. - -**Realm:** Where the deity and the souls of their deceased faithful live among the Outer Planes, including the name of the god's divine realm, if they have one. - -**Allies:** Gods this deity has good working or personal relationships with and whom they can call on for aid. - -**Enemies:** Gods this deity often comes into conflict with due to philosophical differences, conflicts in aims, or personal vendettas. - -**Relationships:** Gods the deity has the most important connections to, including siblings, lovers, or other vital relationships. This section is omitted if it doesn't apply to the god. - -**Temples:** If temples to this deity tend to be in a certain kind of place, or if they tend to serve a certain societal function, that information is listed here. - -**Worshippers:** The kind of people who tend to worship this deity, aside from dedicated priests. - -**Sacred Animal:** An animal that is considered holy to the deity and their followers. - -**Sacred Colors:** The colors favored by the deity and typically worn in the raiment of their followers. - -**Divine Ability:** This section lists the two ability boosts the deity grants as options for characters with the [raised by belief](compendium/character/backgrounds/raised-by-belief-logm.md) background. - -**Alternate Domains:** If the deity offers 1, they are listed here. If the deity does not offer alternate domains, this section is omitted. - -### Other Deities -LOGM p. 11 - -Starting on page 52, this chapter also provides details on 20 additional deities who are important in their own right, including their statistics and the mechanical information required to play a champion, cleric, or other worshipper of that deity. Each god's stat block presents information useful for understanding that deity and lists the benefits worshippers receive from the [avatar](compendium/spells/avatar.md) spell. These statistics use the following format. - -**Name:** The deity's name plus a common title or epithet. - -**Areas of Concern:** The topics that the deity cares most deeply about. - -**Alignment:** The deity's alignment. In parentheses, the entry lists other character alignments that this deity accepts from worshippers. For instance, [Kazutal](compendium/setting/deities/kazutal-logm.md), the goddess of protection and community, accepts any good-aligned clerics. [Arazni](compendium/setting/deities/arazni-logm.md), who is embittered and prone to cruelty, nonetheless has some sympathy for victims of abuse and accepts evil, neutral, and good worshippers, since she is less concerned about her worshippers' morality. - -**Divine Font:** This entry presents whether the deity grants worshippers [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md), or can grant both. [Heal](compendium/spells/heal.md) heals the living and harms undead, while [harm](compendium/spells/harm.md) harms the living and heals undead. Usually, good deities channel [heal](compendium/spells/heal.md), evil deities channel [harm](compendium/spells/harm.md), and neutral deities can channel [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md), but there are exceptions. - -**Divine Ability:** This section lists the two ability boosts the deity grants as options for characters with the [raised by belief](compendium/character/backgrounds/raised-by-belief-logm.md) background. - -**Divine Skill:** This section lists a skill that is especially associated with this deity, which their followers would naturally be good at due to their worship or association with this deity. - -**Domains:** The domains that best represent this deity. - -**Alternate Domains:** If the deity offers 1, they are listed here. If the deity doesn't offer alternate domains, this section is omitted. - -**Cleric Spells:** Each deity provides at least three additional spells to the spell list of clerics who worship them. Typically these are a 1st-level spell and two other thematically appropriate spells. - -**Edicts:** These are things that the deity urges their followers to do. Followers must adhere to these as closely as possible if they wish to gain favor with this deity. - -**Anathema:** These are things that are absolutely abhorrent to the deity; committing these acts will likely earn a follower disfavor or punishment. - -**Favored Weapon:** The deity's 1. - -> [!pf2-note] -> Please visit the deities page to view all deities. \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-gods-magic/lost-omens-gods-magic.md b/content/Mechanics/Rules/lost-omens-gods-magic/lost-omens-gods-magic.md deleted file mode 100644 index b8f08a145..000000000 --- a/content/Mechanics/Rules/lost-omens-gods-magic/lost-omens-gods-magic.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- book-lost-omens-lost-omens-gods-magic -- compendium/src/pf2e/logm -aliases: ["Lost Omens: Gods & Magic"] ---- -**[Overview](rules/lost-omens-gods-magic/overview.md)** - -- [Why Belief Matters](rules/lost-omens-gods-magic/overview.md#Why%20Belief%20Matters) -- [The Role of the Gods](rules/lost-omens-gods-magic/overview.md#The%20Role%20of%20the%20Gods) -- [Rules Elements](rules/lost-omens-gods-magic/overview.md#Rules%20Elements) - -**[Gods of the Inner Sea](rules/lost-omens-gods-magic/gods-of-the-inner-sea.md)** - -- [Using the Entries](rules/lost-omens-gods-magic/gods-of-the-inner-sea.md#Using%20the%20Entries) - -**[Demigods and Other Divinities](rules/lost-omens-gods-magic/demigods-and-other-divinities.md)** - -- [Archdevils and Queens of the Night](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Archdevils%20and%20Queens%20of%20the%20Night) -- [Demon Lords](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Demon%20Lords) -- [The Eldest](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#The%20Eldest) -- [Elemental Lords](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Elemental%20Lords) -- [Empyreal Lords](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Empyreal%20Lords) -- [The Horsemen](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#The%20Horsemen) -- [Monitor Demigods](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Monitor%20Demigods) -- [Outer Gods & Great Old Ones](rules/lost-omens-gods-magic/demigods-and-other-divinities.md#Outer%20Gods%20&%20Great%20Old%20Ones) - -**[Philosophies and Spirituality](rules/lost-omens-gods-magic/philosophies-and-spirituality.md)** - -- [Pantheons](rules/lost-omens-gods-magic/philosophies-and-spirituality.md#Pantheons) - -**[Character Options](rules/lost-omens-gods-magic/character-options.md)** - -- [Feats](rules/lost-omens-gods-magic/character-options.md#Feats) -- [Spells](rules/lost-omens-gods-magic/character-options.md#Spells) -- [Domains and Domain Spells](rules/lost-omens-gods-magic/character-options.md#Domains%20and%20Domain%20Spells) -- [Items and Weapons](rules/lost-omens-gods-magic/character-options.md#Items%20and%20Weapons) -- [Appendix](rules/lost-omens-gods-magic/character-options.md#Appendix) \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-gods-magic/overview.md b/content/Mechanics/Rules/lost-omens-gods-magic/overview.md deleted file mode 100644 index 835de5e27..000000000 --- a/content/Mechanics/Rules/lost-omens-gods-magic/overview.md +++ /dev/null @@ -1,105 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/logm -aliases: ["overview"] ---- -# Overview -LOGM p. 6 - -A defining characteristic of fantasy as a genre is the presence and use of magic—a fantasy roleplaying game without magic would be like a science fiction story without technology or a horror story without fear! Pathfinder posits four traditions of magic: arcane, divine, occult, and primal. For a faithful character, divine magic is usually the most intrinsically appealing, as it reflects a direct connection to a deity. - -Divine magic is the intersection of the instinctual and faith-based vital essence that rules over life and death, and the otherworldly spiritual essence that forms the building blocks of all souls. It can close wounds in seconds, call down blasts of divine vengeance, uncover hidden truths, reveal the future, and even temporarily turn a devotee into an avatar of their god. The idea of divine might invokes images of a righteous crusader, but neutral and evil gods similarly imbue their devotees with power to further their own causes. The divine tradition also encompasses spiritual philosophies that don't involve any specific deity, as well as pantheons of multiple deities. - -This book presents an in-depth look at the gods presented in 8 of the _Pathfinder Core Rulebook_, including alternate domains and divine intercessions each god grants. Following that are 20 additional gods, with rules for playing their clerics and champions, including how to assume the forms of their mighty avatars. Following these entries, this book describes demigod pantheons, such as the Eldest and the empyreal lords, as well as spiritual philosophies, including the [Green Faith](compendium/setting/deities/green-faith.md) and [Sangpotshi](compendium/setting/deities/sangpotshi-logm.md). This book also includes exciting new domains, feats, items, spells, and weapons useful for many characters, not just clerics. - -## Why Belief Matters -LOGM p. 6 - -Faith is important in any fantasy world where mortals can wield divine power. On Golarion, the existence of the gods is not a speculative question. To the contrary, the veracity of each of the gods is demonstrable, visible through manifestations ranging from powerful divine spells to portentous curses and boons. - -Belief and devotion shape life on Golarion in numerous ways. Generally, the gods imbue their most devoted followers with their magic. A cleric's adherence to the principles and observances of their god underpins their ability to access the divine magic that powers their spells. A champion forges their very identity in devotion to their deity and cause, from which they draw their righteous zeal. Other mortals often view with awe those characters commanding divine power through such intense piety. - -Yet these are exceptional cases, and more mundane faith is common. A fighter might worship [Kurgess](compendium/setting/deities/kurgess-logm.md), the god of healthy competition and physical development, while a barbarian similarly follows [Gorum](compendium/setting/deities/gorum.md), the god of strength and battle, each finding inspiration for their personal growth and values in their worship. Wilderness-roaming characters, such as rangers and druids (whose magic derives from primal forces rather than the divine), may feel drawn to the [Green Faith](compendium/setting/deities/green-faith.md) or [Shoanti animism](compendium/setting/deities/shoanti-animism-logm.md) as an expression of their connection to the earth—or they might venerate [Gozreh](compendium/setting/deities/gozreh.md), the god of nature; [Sarenrae](compendium/setting/deities/sarenrae.md), the goddess of the sun; or [Tsukiyo](compendium/setting/deities/tsukiyo-logm.md), the god of the moon. Scholarly characters, such as alchemists and wizards, may recognize that religious devotions provide them with a connection to community, a sense of purpose, or even a path to greater personal power. They might worship a deity associated with intellectual pursuits, like the god of magic, [Nethys](compendium/setting/deities/nethys.md), or they might enjoy established and well-connected churches, such as those of [Abadar](compendium/setting/deities/abadar.md), the god of cities and wealth; [Iomedae](compendium/setting/deities/iomedae.md), the goddess of justice and honor; or [Asmodeus](compendium/setting/deities/asmodeus.md), the god of tyranny and pride. Sorcerers and bards, on the other hand, might be inspired to worship [Shelyn](compendium/setting/deities/shelyn.md), the goddess of art and love; [Desna](compendium/setting/deities/desna.md), the goddess of luck and travel; or even [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), the god of freedom and alcohol. Devotion might be woven into their self-expression, or it could provide a connection to like-minded followers, or give them a deeper sense of purpose. Characters who rely on perfecting their skills, such as rogues and monks, might be drawn to the worship of [Irori](compendium/setting/deities/irori.md), the god of knowledge and self-perfection—or of [Norgorber](compendium/setting/deities/norgorber.md), the god of secret knowledge and thievery. - -While most characters faithful enough to gain power from their deity do so in service to a single god or goddess, most people on Golarion venerate many deities, giving praise or asking for aid based on the circumstances of their lives. The focus of a person's faith may change as circumstances do. A barbarian might have a central devotion to [Chaldira](compendium/setting/deities/chaldira-logm.md), the halfling god of battle and luck, but add prayers to [Shelyn](compendium/setting/deities/shelyn.md), god of beauty and love, when she finds true love. Upon the untimely death of her lover, she may turn to [Pharasma](compendium/setting/deities/pharasma.md), god of death and fate, or to [Desna](compendium/setting/deities/desna.md), god of dreams, to ease her grief—or to [Calistria](compendium/setting/deities/calistria.md), god of vengeance, to repay the death. Similarly, a dishonored politician might continue to honor [Gruhastha](compendium/setting/deities/gruhastha-logm.md) the Keeper but offer a prayer to [Achaekek](compendium/setting/deities/achaekek-logm.md), the mantis god of assassins and death, to regain her power. - -## The Role of the Gods -LOGM p. 7 - -## Rules Elements -LOGM p. 7 - -This book presents the following new rules elements. - -### Alternate Domains -LOGM p. 7 - -Each deity grants four domains—these are their primary domains. Some deities, however, have such expansive jurisdiction that more than four domains are appropriate for them. Many of these alternate domains are available only to characters who specialize in these areas, as they often fall outside of their deity's main purposes or areas of focus. This book lists alternate domains a deity may have. Followers of a deity do not initially have access to these alternate domains, but a cleric can take the [Expanded Domain Initiate](compendium/feats/expanded-domain-initiate-logm.md) feat on the following page to gain access to one of their deity's alternate domains, and either a cleric or a champion from an unusual branch of their faith can take the [Splinter Faith](compendium/feats/splinter-faith-logm.md) feat below to redefine the domains available to them. - -![Expanded Domain Initiate](compendium/feats/expanded-domain-initiate-logm.md) - -![Splinter Faith](compendium/feats/splinter-faith-logm.md) - -### Changing Faith -LOGM p. 8 - -Whether dramatic or gradual, a character may have a crisis of faith or even a fall from grace. When this happens, the character is no longer able to use the spells, feats, and other class features tied to their now-lost faith. As reflects the genuine struggle within their soul, such characters may find themselves hobbled in their actions and interactions until they are restored to good standing via the atone ritual—or, in the case of a more complete break, until they retrain. - -[Retraining](rules/actions/retraining.md) requires substantial downtime—in most cases, at least a month. A character who wishes to [retrain](rules/actions/retraining.md) into a different faith with similar concerns and domains requires less time to convert than a character moving into a radically divergent faith. Thus, a cleric of [Grandmother Spider](compendium/setting/deities/grandmother-spider-logm.md) might move to the worship of [Calistria](compendium/setting/deities/calistria.md) with a month's tutelage and service in one of her temples. However, that same cleric of [Grandmother Spider](compendium/setting/deities/grandmother-spider-logm.md) could not so easily become a priest of [Asmodeus](compendium/setting/deities/asmodeus.md), even though both deities share the trickery domain—their longstanding animosity is reflected in their diametrically opposed doctrines and cultures. Such a conversion is not impossible but could take several months of downtime or happen piecemeal over months of in-game development. In some instances, particularly in the case of PCs or other high-profile targets of conversion, a new deity might send an emissary directly to a character struggling with a crisis of faith in order to tempt that character to righteousness or villainy. In these cases, the emissary might be able to offer a near-immediate transformation as an enticement, funneling vital and spiritual essence primed to the deity's philosophy into the converting character to remove the need for any downtime at all. Such a transformation is not without risks, however, and may come with complications down the line. - -At the GM's discretion, characters for whom divine patronage is essential but who lose faith completely can [retrain](rules/actions/retraining.md) into a new class. A champion might retrain as a fighter or a ranger, swapping out faith-based feats and class features for appropriate analogues. The length of downtime required in any of these cases is at the GM's discretion, though the player and GM are advised to work together to determine a suitable time frame that does not fully interrupt play and can help tell a satisfying story. - -### Divine Intercession -LOGM p. 9 - -To make their influence on Golarion felt directly—but without manifesting on the planet in all their divine glory—each god has the tool of divine intercession. Divine intercession manifests as a boon or a curse, of varying duration and power, visited upon a mortal. Curses are not triggered simply by doing something a god does not like, or everyone in Golarion would be cursed all the time; they are often reserved for followers of the god who commit anathema that aren't strong enough to warrant ejection from the faith, or those who have committed shocking blasphemies. Conversely, an unaffiliated worshipper embroiled in high-profile actions that are anathema to a god could earn a curse. Similarly, boons are not automatically granted to anyone petitioning the god. Certainly, someone who upholds a deity's edicts could earn a boon, especially when acting under adverse circumstances. Most often, as befits their inscrutable nature, a deity will bestow a boon or a curse for their own reasons. Perhaps a mission is of dire importance to a god's plan for a specific place or people, or perhaps the survival of a particular character figures in their plans decades from now. - -The divine intercessions provided in each entry are examples, and the GM can have any deity grant a different effect than the intercessions provided. These intercessions are special and are always at the deity's, and thus the GM's, direct discretion, with the GM deciding when a boon or curse goes into effect. The GM is also at liberty to remove a boon or curse as is appropriate for the game's story. A PC or NPC can never select a feat, spell, or other rules option that entitles them to a divine boon or bestows a divine curse upon foes. Minor intercessions are memorable for the recipient, providing either a relatively modest and long-lasting effect or a spectacular but fleeting one. Moderate intercessions are hugely significant events that typically come with permanent consequences, and major intercessions can pivotally reshape a recipient's life, granting powers wildly beyond their innate abilities or inflicting life-changing curses. - -#### Creating New Intercession -LOGMWS p. 2 - -The intercessions presented in _Lost Omens Gods & Magic_ and in this document provide intercessions for the featured deities of the Inner Sea region. However, the people of Golarion worship countless deities, including those that may not already have intercessions listed. If you wish to create new intercessions for these other deities or even new deities of your own design, here are a few suggestions. - -**Balance:** Deities are all-powerful beings in the Age of Lost Omens, capable of feats far beyond those that any PC or NPC could ever achieve. However, even with this unlimited power and potential, deities tend to only use a fraction of their abilities to help or hinder mortals. A good guideline to determine the power and capability of a boon or curse is to look at the effects of spells and rituals. Minor effects should be on par with a 1st-, 2nd-, or 3rd-level spell or ritual. Use 4th-, 5th-, and 6th-level spells and rituals as a guideline for moderate effects. Major effects should probably be equivalent to a 7th-, 8th-, or 9th-level spell or ritual. - -The effects of intercessions tend to be instantaneous or last a single combat at most. As these effects aren't spells, feel free to be a bit more liberal with the power of the effects, however. For example, an intercession that [quickens](rules/conditions.md#Quickened) a creature but grants the creature 2 additional actions instead of 1 is more powerful than a standard [haste](compendium/spells/haste.md) spell, but would probably still serve well as a moderate boon. Any effects that last much longer should probably remain closer to the power of a spell or ritual. Deities can be fickle, though, so feel free to enhance, reduce, or outright remove any effect that isn't working how you would like. - -**Frequency:** Repeated use of divine intercessions will quickly cause them to lose their luster. Deities tend to avoid interceding for the most part and will only do so on rare occasions. If PCs started receiving boons with every prayer, the intercessions would eventually lose what makes them unique and become just another "buff" that the PCs use in their everyday adventures. Try to keep intercessions restricted to key moments of drama or as rewards for significant events in your campaign. - -In addition, try to avoid keeping long-lasting intercessions in effect for too long. A PC that earns a boon might only keep it until their deity's will is done, such as after the slaying of a significant enemy. A cursed PC could lose their curse after a genuine attempt to atone and seek forgiveness for their misdeeds against a deity. Typically, one level's worth of adventuring or a significant story milestone is a good place to remove the effects of an intercession. Allowing a PC to keep the effects of an intercession for longer has effects on the overall balance of play, either in or against the PC's favor. However, in the end, your group can decide what's best. A group of divinely mandated characters each with a unique boon from their respective deity can make for a truly exciting and heroic game! - -**Theme:** Most important of all is that any new intercession matches the theme of the deity who grants it. In some cases, a thematic and flavorful intercession is more interesting than a simple numerical bonus. For example, [Iomedae's](compendium/setting/deities/iomedae.md) minor boon allows a PC to remain clean and tidy at all times, regardless of what events they undergo. This has no mechanical effect but ties into [Iomedae's](compendium/setting/deities/iomedae.md) themes of purity and valor. Minor boons are a great place for effects such as these. Rather than granting a bonus to Diplomacy checks, consider having the boon allow a PC to be heard by anyone who can see them, enabling them to influence others at a distance. - -Beyond making these unique abilities, you can always choose to provide existing effects that are thematic. A storm deity might grant the ability to cast [chain lightning](compendium/spells/chain-lightning.md) as an innate spell. Beyond that, you can also restrict specific effects to their more thematic elements. The same storm deity could grant [elemental form](compendium/spells/elemental-form.md), but restrict the form to only that of an air elemental. Finally, feel free to tweak the flavor or effects of a spell or ritual to better match the associated deity. The storm deity could grant [fireball](compendium/spells/fireball.md) but have it become a spell named _thunderclap_, using the original spell's mechanics but changing the damage type from fire to sonic. Tweaking existing effects in this way can help you create new intercessions with relatively little work, especially in cases where you feel an intercession is needed on short notice. - -### New Background -LOGM p. 9 - -The following background is available to characters of any class. Each deity stat block in this book presents a pair of associated ability scores that this background can boost in its Divine Ability entry. - -![Raised by Belief](compendium/character/backgrounds/raised-by-belief-logm.md) - -### Favored Weapon -LOGM p. 9 - -Each deity has a favored weapon. These weapons are not restricted for use by their clerics and champions alone; lay worshippers often train with and wield them in battle as another way to show their devotion. Each of the favored weapons detailed in this book is available to any character with access to it. The same is true of the divine items included in this book. - -### Theme Templates -LOGM p. 9 - -Theme templates (introduced in the _Lost Omens Character Guide_) allow a GM to replicate creatures and NPCs that worship specific deities. When you add a theme template that grants many additional abilities, you should consider removing one or more of the creature's original abilities to compensate, or raising the creature's level by 1 and adjusting its statistics accordingly so as to add the template's abilities without taking anything away. Either way, a template adds abilities based on the creature's final level; for example, if you raised a 6th-level creature to 7th level, adjusted its numbers, and added a template, it would gain the 7th-level or higher template abilities. A deity's theme template works as follows. - -**All Creatures:** Add any traits in the deity's alignment. Remove any alignment traits not in the deity's alignment. - -**1st Level or Higher:** Add the deity's favored weapon and a wooden religious symbol of the deity to the creature's items. Add a favored weapon [Strike](rules/actions/strike.md) with an attack bonus equal to the creature's highest melee or ranged [Strike](rules/actions/strike.md) (whichever is appropriate). If the favored weapon is simple, increase the damage die of that Strike by one step. - -**4th Level or Higher:** The creature can cast the initial domain spell of one of the deity's domains and gains a pool of 1 Focus Point. - -**7th Level or Higher:** The creature can cast the 1st-level spell the deity grants clerics three times per day as a [divine](rules/traits/divine.md "Divine Tradition Trait") innate spell. - -**12th Level or Higher:** The creature can cast the advanced domain spell of the domain you chose for 4th level or higher, and its focus pool increases to 2 Focus Points. - -**17th Level or Higher:** The creature has been truly blessed. Either the creature can cast the deity's other deity spells of up to 7th level once per day each as [divine](rules/traits/divine.md "Divine Tradition Trait") innate spells, or, at the GM's discretion, the creature gains the benefits of one of the deity's boons. \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-gods-magic/philosophies-and-spirituality.md b/content/Mechanics/Rules/lost-omens-gods-magic/philosophies-and-spirituality.md deleted file mode 100644 index c1fc47378..000000000 --- a/content/Mechanics/Rules/lost-omens-gods-magic/philosophies-and-spirituality.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/logm -aliases: ["philosophies-and-spirituality"] ---- -# Philosophies and Spirituality -LOGM p. 92 - -Faith on Golarion isn't limited to worshipping one god. Some worshippers draw power from multiple deities, while others follow the spirits of the world, or reject the divine entirely, relying on secular philosophies for guidance. The following pages present examples of the diverse religious and philosophical practices of the Inner Sea region. - -## Pantheons -LOGM p. 92 - -A pantheon is a group of related gods worshipped either individually or together. Most pantheons are associated with a specific ancestry or geopolitical region, but rarely, a pantheon consists of deities with overlapping areas of concern. Followers work to advance the shared interests of their pantheon, directing prayers to whichever god presides over their current activity or circumstance. At the GM's discretion, champions and clerics can dedicate themselves to a pantheon. In such cases, the characters still worship a specific patron deity among those in the pantheon, but also follow the edicts and anathema of the pantheon as a whole. A character who worships a pantheon this way can gain the domains, alternate domains, and spells from the pantheon instead of those from their patron deity. They must uphold the ideals of both their patron deity and the pantheon, though the patron deity's edicts and anathema take precedence. For example, a worshipper of [Iomedae](compendium/setting/deities/iomedae.md) could worship [the Godclaw](compendium/setting/deities/the-godclaw-logm.md), but they wouldn't take the tyranny domain, as it would be in conflict with [Iomedae's](compendium/setting/deities/iomedae.md) edicts. In rare cases, a character can worship a pantheon without following a patron deity. Such cases are unique and subject to GM approval. - -> [!pf2-note] -> Please visit the deities page to view all pantheons. - -> [!pf2-note] -> Please visit the deities page to view all philosophies. \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/chapter-1-overview.md b/content/Mechanics/Rules/lost-omens-world-guide/chapter-1-overview.md deleted file mode 100644 index 7e5199bfd..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/chapter-1-overview.md +++ /dev/null @@ -1,143 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["chapter-1-overview"] ---- -# Chapter 1: Overview -LOWG p. 6 - -> [!pf2-sidebar] GOLARION TIMELINE -> -> > [!pf2-note] -> To read the "incomplete summary of major events in Golarion's history", read from page 6 to 9. -> -> ### TIME -> LOWG p. 9 -> -> Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years. -> -> ### MONTHS AND DAYS -> LOWG p. 9 -> -> The names of the months of the year are as follows in the Inner Sea region: -> -> Abadius (January) -> -> Calistril (February) -> -> Pharast (March) -> -> Gozran (April) -> -> Desnus (May) -> -> Sarenith (June) -> -> Erastus (July) -> -> Arodus (August) -> -> Rova (September) -> -> Lamashan (October) -> -> Neth (November) -> -> Kuthona (December) -> -> The names of the days are as follows: -> -> Moonday (Monday) -> -> Toilday (Tuesday) -> -> Wealday (Wednesday) -> -> Oathday (Thursday) -> -> Fireday (Friday) -> -> Starday (Saturday) -> -> Sunday (Sunday) -> -> ### ACCESS TO RULES ELEMENTS -> LOWG p. 10 -> -> Sometimes, a stat block for an uncommon rules element might include a bold Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry, often hailing from a particular locale or being a member of a particular organization, gains access to the rules element. For instance, a character from Taldor gains access to the Lion Blade archetype, even though it's uncommon. -> -> ### ARCHETYPES -> LOWG p. 10 -> -> Applying the archetypes provided in this book requires you to select archetype feats instead of class feats. Once you have the archetype's dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. Archetype feats you gain in place of a class feat are called archetype class feats. -> -> Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat). -> -> Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype. -> -> Sometimes an archetype feat lets you gain another feat. You must always meet the prerequisites of the feat you gain in this way. - -## The World of Golarion -LOWG p. 6 - -### Arcadia -LOWG p. 6 - -### Avistan -LOWG p. 7 - -### Casmaron -LOWG p. 7 - -### Crown of the World -LOWG p. 7 - -### The Darklands -LOWG p. 7 - -### Garund -LOWG p. 8 - -### Ruins of Azlant -LOWG p. 8 - -### Sarusan -LOWG p. 8 - -### Tian Xia -LOWG p. 9 - -### The Oceans -LOWG p. 9 - -## The Solar System -LOWG p. 9 - -## The Great Beyond -LOWG p. 9 - -### Astral Plane -LOWG p. 10 - -### Elemental Planes -LOWG p. 10 - -### Energy Planes -LOWG p. 10 - -### Ethereal Plane -LOWG p. 10 - -### First World -LOWG p. 10 - -### Material Plane -LOWG p. 10 - -### Outer Sphere -LOWG p. 10 - -### Shadow Plane -LOWG p. 10 \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/chapter-10-saga-lands.md b/content/Mechanics/Rules/lost-omens-world-guide/chapter-10-saga-lands.md deleted file mode 100644 index 50f82cbba..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/chapter-10-saga-lands.md +++ /dev/null @@ -1,68 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["chapter-10-saga-lands"] ---- -# Chapter 10: Saga Lands -LOWG p. 108 - -- **Nations.** Irrisen, Lands of the Linnorm Kings, New Thassilon, Realm of the Mammoth Lords, Varisia -- **Peoples.** Azlanti, Dwarven, Elven, Goblin, Gnome, Kellid, Shoanti, Taldan, Tien, Ulfen, Varisian -- **Languages.** Common, Dwarven, Elven, Goblin, Gnomish, Hallit, Jotun, Shoanti, Skald, Thassilonian, Tien, Varisian -- **Factions.** Firebrands, Pathfinder Society, Sczarni -- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Desna](compendium/setting/deities/desna.md), [Gorum](compendium/setting/deities/gorum.md), [Lamashtu](compendium/setting/deities/lamashtu.md), [Nocticula](compendium/setting/deities/nocticula-logm.md) -- **Resources.** Alcohol/Drugs, Armor/Weapons, Books/Lore, Cheese, Grain/Fruit, Jewelry/Gems, Livestock/Hides, Lumber, Magic Items, Ores, Ships - -> [!pf2-sidebar] TIMELINE -> See page 110 of Lost Omens: World Guide - -## Saga Lands -LOWG p. 110 - -## Irrisen -LOWG p. 110 - -### WINTERY SPELLS -LOWG p. 112 - -The eternal winter of Irrisen has inspired numerous spells, but the simplicity of the snowball spell has resulted in use throughout the Saga Lands. - -- [Snowball](compendium/spells/snowball-lowg.md) - -## Lands of the Linnorm Kings -LOWG p. 112 - -## New Thassilon -LOWG p. 113 - -## Realm of the Mammoth Lords -LOWG p. 115 - -## Varisia -LOWG p. 115 - -## Backgrounds -LOWG p. 118 - -The following backgrounds are particularly suitable for characters from the Saga Lands region. - -- [Mammoth Speaker](compendium/character/backgrounds/mammoth-speaker-lowg.md) -- [Shoanti Name-Bearer](compendium/character/backgrounds/shoanti-name-bearer-lowg.md) -- [Thassilonian Traveler](compendium/character/backgrounds/thassilonian-traveler-lowg.md) -- [Ulfen Raider](compendium/character/backgrounds/ulfen-raider-lowg.md) -- [Varisian Wanderer](compendium/character/backgrounds/varisian-wanderer-lowg.md) -- [Winter's Child](compendium/character/backgrounds/winters-child-lowg.md) -- [Witch Wary](compendium/character/backgrounds/witch-wary-lowg.md) - -## Runescarred -LOWG p. 119 - -The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon. - -- [Runescarred Dedication](compendium/feats/runescarred-dedication-lowg.md) -- [Spell Runes](compendium/feats/spell-runes-lowg.md) -- [Living Rune](compendium/feats/living-rune-lowg.md) -- [Warding Rune](compendium/feats/warding-rune-lowg.md) -- [Greater Spell Runes](compendium/feats/greater-spell-runes-lowg.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md b/content/Mechanics/Rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md deleted file mode 100644 index 39201f60a..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md +++ /dev/null @@ -1,81 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["chapter-11-shining-kingdoms"] ---- -# Chapter 11: Shining Kingdoms -LOWG p. 120 - -- **Nations.** Andoran, Druma, Five Kings Mountains, Galt, Kyonin, Taldor -- **Peoples.** Dwarven, Elven, Half-Elven, Gnome, Keleshite, Kellid, Taldan -- **Languages.** Common, Dwarven, Elven, Gnomish, Hallit, Kelish -- **Factions.** Eagle Knights, Lion Blades, [Prophecies of Kalistrade](compendium/setting/deities/prophecies-of-kalistrade.md) -- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Calistria](compendium/setting/deities/calistria.md), [Erastil](compendium/setting/deities/erastil.md), [Iomedae](compendium/setting/deities/iomedae.md), [Sarenrae](compendium/setting/deities/sarenrae.md), [Torag](compendium/setting/deities/torag.md) -- **Resources.** Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Ores, Ships, Textiles - -> [!pf2-sidebar] TIMELINE -> See page 122 of Lost Omens: World Guide - -## Shining Kingdoms -LOWG p. 121 - -## Andoran -LOWG p. 122 - -### DARKMOON VALE -LOWG p. 123 - -### MAGICAL EAGLE KNIGHT EPAULETS -LOWG p. 123 - -Epaulets are part of nearly every Eagle Knight uniform, so enchanted versions of these items are common among the Eagle Knights. - -- [Golden Legion Epaulet](compendium/equipment/items/golden-legion-epaulet-lowg.md) - -## Druma -LOWG p. 124 - -## Five Kings Mountains -LOWG p. 125 - -## Galt -LOWG p. 126 - -## Kyonin -LOWG p. 127 - -### TANGLEBRIAR -LOWG p. 128 - -## Taldor -LOWG p. 128 - -## Verduran Forest -LOWG p. 129 - -## Backgrounds -LOWG p. 130 - -The following backgrounds are particularly suitable for characters from the Shining Kingdoms region. - -- [Final Blade Survivor](compendium/character/backgrounds/final-blade-survivor-lowg.md) -- [Kalistrade Follower](compendium/character/backgrounds/kalistrade-follower-lowg.md) -- [Kyonin Emissary](compendium/character/backgrounds/kyonin-emissary-lowg.md) -- [Lumber Consortium Laborer](compendium/character/backgrounds/lumber-consortium-laborer-lowg.md) -- [Rivethun Adherent](compendium/character/backgrounds/rivethun-adherent-lowg.md) -- [Taldan Schemer](compendium/character/backgrounds/taldan-schemer-lowg.md) -- [Wildwood Local](compendium/character/backgrounds/wildwood-local-lowg.md) - -## Lion Blade -LOWG p. 131 - -You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools. - -- [Lion Blade Dedication](compendium/feats/lion-blade-dedication-lowg.md) -- [Lost in the Crowd](compendium/feats/lost-in-the-crowd-lowg.md) -- [Crowd Mastery](compendium/feats/crowd-mastery-lowg.md) -- [Expeditious Advance](compendium/feats/expeditious-advance-lowg.md) -- [Spy's Countermeasures](compendium/feats/spys-countermeasures-lowg.md) -- [Flicker](compendium/feats/flicker-lowg.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md b/content/Mechanics/Rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md deleted file mode 100644 index fb448dd30..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md +++ /dev/null @@ -1,123 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["chapter-2-absalom-and-starstone-isle"] ---- -# Chapter 2: Absalom and Starstone Isle -LOWG p. 12 - -- **Nations.** Absalom -- **Peoples.** All -- **Languages.** All -- **Factions.** Firebrands, Knights of Lastwall, Pathfinder Society -- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Iomedae](compendium/setting/deities/iomedae.md), [Irori](compendium/setting/deities/irori.md), [Norgorber](compendium/setting/deities/norgorber.md), [Shelyn](compendium/setting/deities/shelyn.md) -- **Resources.** Alcohol/Drugs, Armor/Weapons, Books/Lore, Jewelry/Gems, Lumber, Luxury Goods and Art, Magic Items, Ores, Seafood, Ships, Skymetal, Textiles - -> [!pf2-sidebar] TIMELINE -> See page 14 of Lost Omens: World Guide - -## Starstone Isle -LOWG p. 13 - -## Absalom -LOWG p. 14 - -### Ascendant Court -LOWG p. 15 - -### Azlanti Keep -LOWG p. 15 - -### The Coins -LOWG p. 15 - -### The Docks -LOWG p. 16 - -### Eastgate -LOWG p. 16 - -### Foreign Quarter -LOWG p. 16 - -### Archaic Wayfinders -LOWG p. 17 - -- [Archaic Wayfinder](compendium/equipment/items/archaic-wayfinder-lowg.md) - -### Ivy District -LOWG p. 17 - -### The Petal District -LOWG p. 17 - -### Precipice Quarter -LOWG p. 18 - -### The Puddles -LOWG p. 18 - -### Westgate -LOWG p. 18 - -### The Wise Quarter -LOWG p. 18 - -## Greater Kortos -LOWG p. 18 - -### Cairnlands -LOWG p. 19 - -### Diobel -LOWG p. 19 - -### Dunmire -LOWG p. 19 - -### The Immenwood -LOWG p. 19 - -### Kortos Mounts -LOWG p. 20 - -### The Scrape -LOWG p. 20 - -### Swardlands -LOWG p. 20 - -### Tyrant's Grasp -LOWG p. 21 - -## The Isle of Erran -LOWG p. 21 - -### Escadar -LOWG p. 21 - -## Backgrounds -LOWG p. 22 - -The following backgrounds are particularly suitable for characters from the Absalom region. - -- [Child of the Puddles](compendium/character/backgrounds/child-of-the-puddles-lowg.md) -- [Diobel Pearl Diver](compendium/character/backgrounds/diobel-pearl-diver-lowg.md) -- [Freed Slave of Absalom](compendium/character/backgrounds/freed-slave-of-absalom-lowg.md) -- [Grand Council Bureaucrat](compendium/character/backgrounds/grand-council-bureaucrat-lowg.md) -- [Inlander](compendium/character/backgrounds/inlander-lowg.md) -- [Menagerie Dung Sweeper](compendium/character/backgrounds/menagerie-dung-sweeper-lowg.md) -- [Pathfinder Hopeful](compendium/character/backgrounds/pathfinder-hopeful-lowg.md) -- [Trade Consortium Underling](compendium/character/backgrounds/trade-consortium-underling-lowg.md) - -## Pathfinder Agent -LOWG p. 23 - -You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity. - -- [Pathfinder Agent Dedication](compendium/feats/pathfinder-agent-dedication-lowg.md) -- [Careful Explorer](compendium/feats/careful-explorer-lowg.md) -- [Deft Cooperation](compendium/feats/deft-cooperation-lowg.md) -- [Wayfinder Resonance Tinkerer](compendium/feats/wayfinder-resonance-tinkerer-lowg.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/chapter-3-broken-lands.md b/content/Mechanics/Rules/lost-omens-world-guide/chapter-3-broken-lands.md deleted file mode 100644 index 814085c53..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/chapter-3-broken-lands.md +++ /dev/null @@ -1,88 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["chapter-3-broken-lands"] ---- -# Chapter 3: Broken Lands -LOWG p. 24 - -- **Nations.** Brevoy, Mendev, Numeria, Razmiran, River Kingdoms, Sarkoris Scar -- **Peoples.** Dwarven, Kellid, Taldan -- **Languages.** Abyssal, Common, Draconic, Hallit, Skald, Varisian -- **Factions.** Firebrands, Pathfinder Society, Razmir -- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Desna](compendium/setting/deities/desna.md), [Gorum](compendium/setting/deities/gorum.md), [Iomedae](compendium/setting/deities/iomedae.md), [Lamashtu](compendium/setting/deities/lamashtu.md) -- **Resources.** Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Mercenaries, Skymetal, Technology, Textiles - -> [!pf2-sidebar] TIMELINE -> See page 26 of Lost Omens: World Guide - -## Broken Lands -LOWG p. 26 - -## Brevoy -LOWG p. 26 - -### Aldori Dueling Sword -LOWG p. 28 - -- [Aldori Dueling Sword](compendium/equipment/items/aldori-dueling-sword-lowg.md) - -## The Lake of Mists and Veils -LOWG p. 28 - -## Mendev -LOWG p. 28 - -## Numeria -LOWG p. 29 - -## Razmiran -LOWG p. 30 - -## The River Kingdoms -LOWG p. 31 - -### Daggermark -LOWG p. 32 - -### Leydis -LOWG p. 32 - -### Sevenarches -LOWG p. 32 - -### Tymon -LOWG p. 32 - -## Sarkoris Scar -LOWG p. 32 - -## The Sellen River -LOWG p. 33 - -## Backgrounds -LOWG p. 34 - -The following backgrounds are particularly suitable for characters from the Broken Lands region. - -- [Aspiring River Monarch](compendium/character/backgrounds/aspiring-river-monarch-lowg.md) -- [Issian Partisan](compendium/character/backgrounds/issian-partisan-lowg.md) -- [Razmiran Faithful](compendium/character/backgrounds/razmiran-faithful-lowg.md) -- [Rostland Partisan](compendium/character/backgrounds/rostland-partisan-lowg.md) -- [Sarkorian Reclaimer](compendium/character/backgrounds/sarkorian-reclaimer-lowg.md) -- [Sarkorian Survivor](compendium/character/backgrounds/sarkorian-survivor-lowg.md) -- [Wonder Taster](compendium/character/backgrounds/wonder-taster-lowg.md) - -## Aldori Duelist -LOWG p. 35 - -You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord. - -- [Aldori Duelist Dedication](compendium/feats/aldori-duelist-dedication-lowg.md) -- [Aldori Parry](compendium/feats/aldori-parry-lowg.md) -- [Duelist's Edge](compendium/feats/duelists-edge-lowg.md) -- [Aldori Riposte](compendium/feats/aldori-riposte-lowg.md) -- [Unnerving Prowess](compendium/feats/unnerving-prowess-lowg.md) -- [Saving Slash](compendium/feats/saving-slash-lowg.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/chapter-4-eye-of-dread.md b/content/Mechanics/Rules/lost-omens-world-guide/chapter-4-eye-of-dread.md deleted file mode 100644 index 828ab6290..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/chapter-4-eye-of-dread.md +++ /dev/null @@ -1,75 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["chapter-4-eye-of-dread"] ---- -# Chapter 4: Eye of Dread -LOWG p. 36 - -- **Nations.** Belkzen, Gravelands, Molthune, Nirmathas, Oprak, Ustalav -- **Peoples.** Dwarven, Goblin, Half-orc, Kellid, Taldan, Varisian -- **Languages.** Common, Goblin, Hallit, Necril, Orcish, Varisian -- **Factions.** [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md), Magaambya, [Whispering Way](compendium/setting/deities/whispering-way.md) -- **Religions.** [Desna](compendium/setting/deities/desna.md), [Erastil](compendium/setting/deities/erastil.md), [Iomedae](compendium/setting/deities/iomedae.md), [Pharasma](compendium/setting/deities/pharasma.md), [Rovagug](compendium/setting/deities/rovagug.md), [Urgathoa](compendium/setting/deities/urgathoa.md) -- **Resources.** Armor/Weapons, Books/Lore, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Mercenaries, Ores - -> [!pf2-sidebar] TIMELINE -> See page 38 of Lost Omens: World Guide - -## Eye of Dread -LOWG p. 38 - -## Belkzen -LOWG p. 38 - -## Fangwood Forest -LOWG p. 40 - -## The Gravelands -LOWG p. 40 - -## Lake Encarthan and the Isle of Terror -LOWG p. 41 - -## Molthune -LOWG p. 42 - -## Nirmathas -LOWG p. 43 - -### Kraggodan -LOWG p. 43 - -## Oprak -LOWG p. 44 - -## Ustalav -LOWG p. 45 - -## Backgrounds -LOWG p. 46 - -The following backgrounds are particularly suitable for characters from the Eye of Dread region. - -- [Belkzen Slayer](compendium/character/backgrounds/belkzen-slayer-lowg.md) -- [Cursed Family](compendium/character/backgrounds/cursed-family-lowg.md) -- [Lastwall Survivor](compendium/character/backgrounds/lastwall-survivor-lowg.md) -- [Molthuni Mercenary](compendium/character/backgrounds/molthuni-mercenary-lowg.md) -- [Nirmathi Guerrilla](compendium/character/backgrounds/nirmathi-guerrilla-lowg.md) -- [Onyx Trader](compendium/character/backgrounds/onyx-trader-lowg.md) -- [Ustalavic Academic](compendium/character/backgrounds/ustalavic-academic-lowg.md) -- [Whispering Way Scion](compendium/character/backgrounds/whispering-way-scion-lowg.md) - -## Lastwall Sentry -LOWG p. 47 - -While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion. - -- [Lastwall Sentry Dedication](compendium/feats/lastwall-sentry-dedication-lowg.md) -- [Eye of Ozem](compendium/feats/eye-of-ozem-lowg.md) -- [Necromantic Resistance](compendium/feats/necromantic-resistance-lowg.md) -- [Grave Sense](compendium/feats/grave-sense-lowg.md) -- [Necromantic Tenacity](compendium/feats/necromantic-tenacity-lowg.md) -- [Lastwall Warden](compendium/feats/lastwall-warden-lowg.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/chapter-5-golden-road.md b/content/Mechanics/Rules/lost-omens-world-guide/chapter-5-golden-road.md deleted file mode 100644 index 4148ae5ac..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/chapter-5-golden-road.md +++ /dev/null @@ -1,84 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["chapter-5-golden-road"] ---- -# Chapter 5: Golden Road -LOWG p. 48 - -- **Nations.** Katapesh, Osirion, Qadira, Rahaddum, Thuvia -- **Peoples.** Dwarf, Garundi, Gnome, Hafling, Keleshite, Mwangi, Taldan, Tien, Vudrani -- **Languages.** Common, Kelish, Mwangi, Osiriani, Vudrani, Tien -- **Factions.** [Esoteric Order of the Palatine Eye](compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md), Night Heralds, Pathfinder Society -- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Gozreh](compendium/setting/deities/gozreh.md), [Nethys](compendium/setting/deities/nethys.md), [Pharasma](compendium/setting/deities/pharasma.md), [Rovagug](compendium/setting/deities/rovagug.md), [Sarenrae](compendium/setting/deities/sarenrae.md) -- **Resources.** Alcohol/Drugs, Books/Lore, Grain/Fruit/Vegetables, Luxury Goods, Magic Items, Ores, Ships, Spices/Salt - -> [!pf2-sidebar] TIMELINE -> See page 50 of Lost Omens: World Guide - -## Golden Road -LOWG p. 50 - -## The Barrier Wall -LOWG p. 51 - -## Katapesh -LOWG p. 52 - -### Pesh -LOWG p. 53 - -- [Refined Pesh](compendium/equipment/items/refined-pesh-gmg.md) - -### Okeno -LOWG p. 53 - -## Osirion -LOWG p. 54 - -### Flying Pyramids -LOWG p. 54 - -## Qadira -LOWG p. 55 - -## Rahadoum -LOWG p. 56 - -### Rahadoumi Healing -LOWG p. 57 - -With limited access to divine healing magic, Rahadoumi often become adept at using ordinary medicine for when dangerous situations arise. - -- [Godless Healing](compendium/feats/godless-healing-lowg.md) - -## Thuvia -LOWG p. 57 - -## Backgrounds -LOWG p. 58 - -The following backgrounds are particularly suitable for characters from the Golden Road region. - -- [Black Market Smuggler](compendium/character/backgrounds/black-market-smuggler-lowg.md) -- [Desert Tracker](compendium/character/backgrounds/desert-tracker-lowg.md) -- [Merabite Prodigy](compendium/character/backgrounds/merabite-prodigy-lowg.md) -- [Osirionologist](compendium/character/backgrounds/osirionologist-lowg.md) -- [Purveyor of the Bizarre](compendium/character/backgrounds/purveyor-of-the-bizarre-lowg.md) -- [Secular Medic](compendium/character/backgrounds/secular-medic-lowg.md) -- [Thuvian Unifier](compendium/character/backgrounds/thuvian-unifier-lowg.md) - -## Living Monolith -LOWG p. 59 - -You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical _ka stone_ to finalize your oaths. - -- [Living Monolith Dedication](compendium/feats/living-monolith-dedication-lowg.md) -- [Ka Stone Ritual](compendium/feats/ka-stone-ritual-lowg.md) -- [Stone Blood](compendium/feats/stone-blood-lowg.md) -- [Fortified Flesh](compendium/feats/fortified-flesh-lowg.md) -- [Attunement to Stone](compendium/feats/attunement-to-stone-lowg.md) -- [Judgment of the Monolith](compendium/feats/judgment-of-the-monolith-lowg.md) -- [Stone Communion](compendium/feats/stone-communion-lowg.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/chapter-6-high-seas.md b/content/Mechanics/Rules/lost-omens-world-guide/chapter-6-high-seas.md deleted file mode 100644 index e96bdec34..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/chapter-6-high-seas.md +++ /dev/null @@ -1,81 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["chapter-6-high-seas"] ---- -# Chapter 6: High Seas -LOWG p. 60 - -- **Nations.** Hermea, Mediogalti Island, The Shackles, Mordant Spire -- **Peoples.** All -- **Languages.** Azlanti, Common, Elven, Hallit, Infernal, Mwangi, Skald -- **Factions.** Firebrands, Free Captains, Red Mantis -- **Religions.** [Achaekek](compendium/setting/deities/achaekek-logm.md), [Besmara](compendium/setting/deities/besmara-logm.md), [Calistria](compendium/setting/deities/calistria.md), [Cayden Cailean](compendium/setting/deities/cayden-cailean.md), [Gozreh](compendium/setting/deities/gozreh.md), [Norgorber](compendium/setting/deities/norgorber.md) -- **Resources.** Alcohol/Drugs, Luxury Goods, Magic Items, Mercenaries, Seafood, Ships, Spices/Salt - -> [!pf2-sidebar] TIMELINE -> See page 62 of Lost Omens: World Guide - -## High Seas -LOWG p. 62 - -## Azlanti Ruins -LOWG p. 62 - -## Eye of Abendego -LOWG p. 63 - -## Hermea -LOWG p. 64 - -## Mediogalti Island -LOWG p. 65 - -## Mordant Spire -LOWG p. 66 - -## The Shackles -LOWG p. 67 - -## Undersea Realms -LOWG p. 68 - -### Gholinom, the Passage Outward -LOWG p. 69 - -### Irim -LOWG p. 69 - -### Kienek-Li -LOWG p. 69 - -## Backgrounds -LOWG p. 70 - -The following backgrounds are particularly suitable for characters from the High Seas region. - -- [Aspiring Free Captain](compendium/character/backgrounds/aspiring-free-captain-lowg.md) -- [Hermean Expatriate](compendium/character/backgrounds/hermean-expatriate-lowg.md) -- [Mantis Scion](compendium/character/backgrounds/mantis-scion-lowg.md) -- [Press-Ganged](compendium/character/backgrounds/press-ganged-lowg.md) -- [Scholar of the Ancients](compendium/character/backgrounds/scholar-of-the-ancients-lowg.md) -- [Storm Survivor](compendium/character/backgrounds/storm-survivor-lowg.md) -- [Undersea Enthusiast](compendium/character/backgrounds/undersea-enthusiast-lowg.md) - -## Red Mantis Assassin -LOWG p. 71 - -You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond. - -- [Red Mantis Assassin Dedication](compendium/feats/red-mantis-assassin-dedication-lowg.md) -- [Basic Red Mantis Magic](compendium/feats/basic-red-mantis-magic-lowg.md) -- [Advanced Red Mantis Magic](compendium/feats/advanced-red-mantis-magic-lowg.md) -- [Crimson Shroud](compendium/feats/crimson-shroud-lowg.md) -- [Mantis Form](compendium/feats/mantis-form-lowg.md) - -### RED MANTIS ASSASSIN FOCUS SPELLS -LOWG p. 71 - -- [Mantis Form](compendium/spells/mantis-form-lowg.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/chapter-7-impossible-lands.md b/content/Mechanics/Rules/lost-omens-world-guide/chapter-7-impossible-lands.md deleted file mode 100644 index 2d8bc13b9..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/chapter-7-impossible-lands.md +++ /dev/null @@ -1,68 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["chapter-7-impossible-lands"] ---- -# Chapter 7: Impossible Lands -LOWG p. 72 - -- **Nations.** Alkenstar, Geb, Jalmeray, Mana Wastes, Nex -- **Peoples.** Dwarf, Garundi, Gnome, Keleshite, Mwangi, Vudrani -- **Languages.** Common, Dwarven, Gnomish, Kelish, Mwangi, Necril, Osiriani, Vudrani -- **Factions.** Arclords of Nex, Pathfinder Society, [Whispering Way](compendium/setting/deities/whispering-way.md) -- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Irori](compendium/setting/deities/irori.md), [Nethys](compendium/setting/deities/nethys.md), [Torag](compendium/setting/deities/torag.md), [Urgathoa](compendium/setting/deities/urgathoa.md), [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md) -- **Resources.** Alcohol/Drugs, Books/Lore, Luxury Goods, Magic Items, Ores, Seafood, Spices/Salt, Technology - -> [!pf2-sidebar] TIMELINE -> See page 74 of Lost Omens: World Guide - -## Impossible Lands -LOWG p. 73 - -## Alkenstar -LOWG p. 74 - -## Geb -LOWG p. 76 - -## Jalmeray -LOWG p. 77 - -## Mana Wastes -LOWG p. 79 - -## Nex -LOWG p. 80 - -## Backgrounds -LOWG p. 82 - -The following backgrounds are particularly suitable for characters from the Impossible Lands region. - -- [Alkenstar Tinker](compendium/character/backgrounds/alkenstar-tinker-lowg.md) -- [Geb Crusader](compendium/character/backgrounds/geb-crusader-lowg.md) -- [Mana Wastes Refugee](compendium/character/backgrounds/mana-wastes-refugee-lowg.md) -- [Nexian Mystic](compendium/character/backgrounds/nexian-mystic-lowg.md) -- [Oenopion Ooze-Tender](compendium/character/backgrounds/oenopion-ooze-tender-lowg.md) -- [Perfection Seeker](compendium/character/backgrounds/perfection-seeker-lowg.md) -- [Quick](compendium/character/backgrounds/quick-lowg.md) - -## Student of Perfection -LOWG p. 83 - -You studied martial arts at Jalmeray's Houses of Perfection. - -- [Student of Perfection Dedication](compendium/feats/student-of-perfection-dedication-lowg.md) -- [Perfect Strike](compendium/feats/perfect-strike-lowg.md) -- [Perfect Ki Adept](compendium/feats/perfect-ki-adept-lowg.md) - -### Student of Perfection Focus Spells -LOWG p. 83 - -- [Perfect Strike](compendium/spells/perfect-strike-lowg.md) -- [Unblinking Flame Revelation](compendium/spells/unblinking-flame-revelation-lowg.md) -- [Unbreaking Wave Advance](compendium/spells/unbreaking-wave-advance-lowg.md) -- [Unfolding Wind Rush](compendium/spells/unfolding-wind-rush-lowg.md) -- [Untwisting Iron Buffer](compendium/spells/untwisting-iron-buffer-lowg.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md b/content/Mechanics/Rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md deleted file mode 100644 index b99578f1b..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md +++ /dev/null @@ -1,94 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["chapter-8-mwangi-expanse"] ---- -# Chapter 8: Mwangi Expanse -LOWG p. 84 - -- **Nations.** Bloodcove, Kibwe, Mzali, Nantambu, Senghor, Usaro, Vidrian -- **Peoples.** Elven, Garundi, Hafling, Mwangi, Taldan -- **Languages.** Common, Elven, Garundi, Halfling, Mwangi -- **Factions.** Aspis Consortium, [Green Faith](compendium/setting/deities/green-faith.md), Magaambya -- **Religions.** [Abadar](compendium/setting/deities/abadar.md), [Calistria](compendium/setting/deities/calistria.md), [Gozreh](compendium/setting/deities/gozreh.md), [Norgorber](compendium/setting/deities/norgorber.md), [Sarenrae](compendium/setting/deities/sarenrae.md), [Shelyn](compendium/setting/deities/shelyn.md) -- **Resources.** Books/Lore, Grain/Vegetables, Livestock/Hides, Lumber, Luxury Goods, Magic Items, Ores, Seafood, Ships, Textiles - -> [!pf2-sidebar] TIMELINE -> See page 86 of Lost Omens: World Guide - -## Mwangi Expanse -LOWG p. 85 - -## Bloodcove -LOWG p. 86 - -## Kibwe -LOWG p. 86 - -## Lake Ocota -LOWG p. 87 - -## Mzali -LOWG p. 88 - -## Nantambu -LOWG p. 89 - -## Senghor -LOWG p. 90 - -## Usaro -LOWG p. 90 - -## Vidrian -LOWG p. 91 - -## Other Mwangi Locations -LOWG p. 92 - -### JAHA -LOWG p. 92 - -### MUALIJAE NATIONS -LOWG p. 92 - -### OSIBU -LOWG p. 93 - -### RUINS OF KHO -LOWG p. 93 - -### SODDEN LANDS -LOWG p. 93 - -## Backgrounds -LOWG p. 94 - -The following backgrounds are particularly suitable for characters from the Mwangi Expanse region. - -- [Bekyar Restorer](compendium/character/backgrounds/bekyar-restorer-lowg.md) -- [Bonuwat Wavetouched](compendium/character/backgrounds/bonuwat-wavetouched-lowg.md) -- [Bright Lion](compendium/character/backgrounds/bright-lion-lowg.md) -- [Magaambya Academic](compendium/character/backgrounds/magaambya-academic-lowg.md) -- [Senghor Sailor](compendium/character/backgrounds/senghor-sailor-lowg.md) -- [Shory Seeker](compendium/character/backgrounds/shory-seeker-lowg.md) -- [Sodden Scavenger](compendium/character/backgrounds/sodden-scavenger-lowg.md) -- [Vidrian Reformer](compendium/character/backgrounds/vidrian-reformer-lowg.md) - -## Magic Warrior -LOWG p. 95 - -You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe. - -- [Magic Warrior Dedication](compendium/feats/magic-warrior-dedication-lowg.md) -- [Magic Warrior Aspect](compendium/feats/magic-warrior-aspect-lowg.md) -- [Magic Warrior Transformation](compendium/feats/magic-warrior-transformation-lowg.md) -- [Nameless Anonymity](compendium/feats/nameless-anonymity-lowg.md) - -### MAGIC WARRIOR FOCUS SPELLS -LOWG p. 95 - -- [Magic Warrior Aspect](compendium/spells/magic-warrior-aspect-lowg.md) -- [Magic Warrior Transformation](compendium/spells/magic-warrior-transformation-lowg.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/chapter-9-old-cheliax.md b/content/Mechanics/Rules/lost-omens-world-guide/chapter-9-old-cheliax.md deleted file mode 100644 index 22cb84840..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/chapter-9-old-cheliax.md +++ /dev/null @@ -1,70 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["chapter-9-old-cheliax"] ---- -# Chapter 9: Old Cheliax -LOWG p. 96 - -- **Nations.** Cheliax, Isger, Nidal, Ravounel -- **Peoples.** Gnome, Goblin, Hafling, Nidalese, Taldan, Varisian -- **Languages.** Common, Gnomish, Goblin, Halfling, Infernal, Shadowtongue, Varisian -- **Factions.** Bellflower Network, Firebrands, Hellknights -- **Religions.** [Asmodeus](compendium/setting/deities/asmodeus.md), [Desna](compendium/setting/deities/desna.md), [Erastil](compendium/setting/deities/erastil.md), [Norgorber](compendium/setting/deities/norgorber.md), [Shelyn](compendium/setting/deities/shelyn.md), [Zon-Kuthon](compendium/setting/deities/zon-kuthon.md) -- **Resources.** Alcohol/Drugs, Armor/Weapons, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Mercenaries, Ores, Seafood, Ships, Spices/Salt, Textiles - -> [!pf2-sidebar] TIMELINE -> See page 98 of Lost Omens: World Guide - -## Old Cheliax -LOWG p. 97 - -## Cheliax -LOWG p. 97 - -### DEVIL'S PERCH -LOWG p. 100 - -### WHISPERWOOD -LOWG p. 100 - -## Isger -LOWG p. 100 - -## Nidal -LOWG p. 102 - -### THE MINDSPIN MOUNTAINS -LOWG p. 103 - -## Ravounel -LOWG p. 104 - -### VYRE -LOWG p. 105 - -## Backgrounds -LOWG p. 106 - -The following backgrounds are particularly suitable for characters from the Old Cheliax region. - -- [Atteran Rancher](compendium/character/backgrounds/atteran-rancher-lowg.md) -- [Bellflower Agent](compendium/character/backgrounds/bellflower-agent-lowg.md) -- [Chelish Rebel](compendium/character/backgrounds/chelish-rebel-lowg.md) -- [Child of Westcrown](compendium/character/backgrounds/child-of-westcrown-lowg.md) -- [Goblinblood Orphan](compendium/character/backgrounds/goblinblood-orphan-lowg.md) -- [Shadow Haunted](compendium/character/backgrounds/shadow-haunted-lowg.md) -- [Thrune Loyalist](compendium/character/backgrounds/thrune-loyalist-lowg.md) - -## Hellknight Armiger -LOWG p. 107 - -You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks. - -- [Hellknight Armiger Dedication](compendium/feats/hellknight-armiger-dedication-lowg.md) -- [Ardent Armiger](compendium/feats/ardent-armiger-lowg.md) -- [Diabolic Certitude](compendium/feats/diabolic-certitude-lowg.md) -- [Mortification](compendium/feats/mortification-lowg.md) -- [Armiger's Mobility](compendium/feats/armigers-mobility-lowg.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/lost-omens-world-guide/lost-omens-world-guide.md b/content/Mechanics/Rules/lost-omens-world-guide/lost-omens-world-guide.md deleted file mode 100644 index 035b83744..000000000 --- a/content/Mechanics/Rules/lost-omens-world-guide/lost-omens-world-guide.md +++ /dev/null @@ -1,135 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- book-lost-omens-lost-omens-world-guide -- compendium/src/pf2e/lowg -aliases: ["Lost Omens: World Guide"] ---- -**[Chapter 1: Overview](rules/lost-omens-world-guide/chapter-1-overview.md)** - -- [The World of Golarion](rules/lost-omens-world-guide/chapter-1-overview.md#The%20World%20of%20Golarion) -- [The Solar System](rules/lost-omens-world-guide/chapter-1-overview.md#The%20Solar%20System) -- [The Great Beyond](rules/lost-omens-world-guide/chapter-1-overview.md#The%20Great%20Beyond) - -**[Chapter 2: Absalom and Starstone Isle](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md)** - -- [Starstone Isle](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#Starstone%20Isle) -- [Absalom](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#Absalom) -- [Greater Kortos](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#Greater%20Kortos) -- [The Isle of Erran](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#The%20Isle%20of%20Erran) -- [Backgrounds](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#Backgrounds) -- [Pathfinder Agent](rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md#Pathfinder%20Agent) - -**[Chapter 3: Broken Lands](rules/lost-omens-world-guide/chapter-3-broken-lands.md)** - -- [Broken Lands](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Broken%20Lands) -- [Brevoy](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Brevoy) -- [The Lake of Mists and Veils](rules/lost-omens-world-guide/chapter-3-broken-lands.md#The%20Lake%20of%20Mists%20and%20Veils) -- [Mendev](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Mendev) -- [Numeria](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Numeria) -- [Razmiran](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Razmiran) -- [The River Kingdoms](rules/lost-omens-world-guide/chapter-3-broken-lands.md#The%20River%20Kingdoms) -- [Sarkoris Scar](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Sarkoris%20Scar) -- [The Sellen River](rules/lost-omens-world-guide/chapter-3-broken-lands.md#The%20Sellen%20River) -- [Backgrounds](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Backgrounds) -- [Aldori Duelist](rules/lost-omens-world-guide/chapter-3-broken-lands.md#Aldori%20Duelist) - -**[Chapter 4: Eye of Dread](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md)** - -- [Eye of Dread](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Eye%20of%20Dread) -- [Belkzen](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Belkzen) -- [Fangwood Forest](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Fangwood%20Forest) -- [The Gravelands](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#The%20Gravelands) -- [Lake Encarthan and the Isle of Terror](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Lake%20Encarthan%20and%20the%20Isle%20of%20Terror) -- [Molthune](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Molthune) -- [Nirmathas](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Nirmathas) -- [Oprak](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Oprak) -- [Ustalav](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Ustalav) -- [Backgrounds](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Backgrounds) -- [Lastwall Sentry](rules/lost-omens-world-guide/chapter-4-eye-of-dread.md#Lastwall%20Sentry) - -**[Chapter 5: Golden Road](rules/lost-omens-world-guide/chapter-5-golden-road.md)** - -- [Golden Road](rules/lost-omens-world-guide/chapter-5-golden-road.md#Golden%20Road) -- [The Barrier Wall](rules/lost-omens-world-guide/chapter-5-golden-road.md#The%20Barrier%20Wall) -- [Katapesh](rules/lost-omens-world-guide/chapter-5-golden-road.md#Katapesh) -- [Osirion](rules/lost-omens-world-guide/chapter-5-golden-road.md#Osirion) -- [Qadira](rules/lost-omens-world-guide/chapter-5-golden-road.md#Qadira) -- [Rahadoum](rules/lost-omens-world-guide/chapter-5-golden-road.md#Rahadoum) -- [Thuvia](rules/lost-omens-world-guide/chapter-5-golden-road.md#Thuvia) -- [Backgrounds](rules/lost-omens-world-guide/chapter-5-golden-road.md#Backgrounds) -- [Living Monolith](rules/lost-omens-world-guide/chapter-5-golden-road.md#Living%20Monolith) - -**[Chapter 6: High Seas](rules/lost-omens-world-guide/chapter-6-high-seas.md)** - -- [High Seas](rules/lost-omens-world-guide/chapter-6-high-seas.md#High%20Seas) -- [Azlanti Ruins](rules/lost-omens-world-guide/chapter-6-high-seas.md#Azlanti%20Ruins) -- [Eye of Abendego](rules/lost-omens-world-guide/chapter-6-high-seas.md#Eye%20of%20Abendego) -- [Hermea](rules/lost-omens-world-guide/chapter-6-high-seas.md#Hermea) -- [Mediogalti Island](rules/lost-omens-world-guide/chapter-6-high-seas.md#Mediogalti%20Island) -- [Mordant Spire](rules/lost-omens-world-guide/chapter-6-high-seas.md#Mordant%20Spire) -- [The Shackles](rules/lost-omens-world-guide/chapter-6-high-seas.md#The%20Shackles) -- [Undersea Realms](rules/lost-omens-world-guide/chapter-6-high-seas.md#Undersea%20Realms) -- [Backgrounds](rules/lost-omens-world-guide/chapter-6-high-seas.md#Backgrounds) -- [Red Mantis Assassin](rules/lost-omens-world-guide/chapter-6-high-seas.md#Red%20Mantis%20Assassin) - -**[Chapter 7: Impossible Lands](rules/lost-omens-world-guide/chapter-7-impossible-lands.md)** - -- [Impossible Lands](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Impossible%20Lands) -- [Alkenstar](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Alkenstar) -- [Geb](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Geb) -- [Jalmeray](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Jalmeray) -- [Mana Wastes](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Mana%20Wastes) -- [Nex](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Nex) -- [Backgrounds](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Backgrounds) -- [Student of Perfection](rules/lost-omens-world-guide/chapter-7-impossible-lands.md#Student%20of%20Perfection) - -**[Chapter 8: Mwangi Expanse](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md)** - -- [Mwangi Expanse](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Mwangi%20Expanse) -- [Bloodcove](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Bloodcove) -- [Kibwe](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Kibwe) -- [Lake Ocota](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Lake%20Ocota) -- [Mzali](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Mzali) -- [Nantambu](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Nantambu) -- [Senghor](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Senghor) -- [Usaro](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Usaro) -- [Vidrian](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Vidrian) -- [Other Mwangi Locations](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Other%20Mwangi%20Locations) -- [Backgrounds](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Backgrounds) -- [Magic Warrior](rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md#Magic%20Warrior) - -**[Chapter 9: Old Cheliax](rules/lost-omens-world-guide/chapter-9-old-cheliax.md)** - -- [Old Cheliax](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Old%20Cheliax) -- [Cheliax](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Cheliax) -- [Isger](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Isger) -- [Nidal](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Nidal) -- [Ravounel](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Ravounel) -- [Backgrounds](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Backgrounds) -- [Hellknight Armiger](rules/lost-omens-world-guide/chapter-9-old-cheliax.md#Hellknight%20Armiger) - -**[Chapter 10: Saga Lands](rules/lost-omens-world-guide/chapter-10-saga-lands.md)** - -- [Saga Lands](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Saga%20Lands) -- [Irrisen](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Irrisen) -- [Lands of the Linnorm Kings](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Lands%20of%20the%20Linnorm%20Kings) -- [New Thassilon](rules/lost-omens-world-guide/chapter-10-saga-lands.md#New%20Thassilon) -- [Realm of the Mammoth Lords](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Realm%20of%20the%20Mammoth%20Lords) -- [Varisia](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Varisia) -- [Backgrounds](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Backgrounds) -- [Runescarred](rules/lost-omens-world-guide/chapter-10-saga-lands.md#Runescarred) - -**[Chapter 11: Shining Kingdoms](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md)** - -- [Shining Kingdoms](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Shining%20Kingdoms) -- [Andoran](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Andoran) -- [Druma](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Druma) -- [Five Kings Mountains](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Five%20Kings%20Mountains) -- [Galt](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Galt) -- [Kyonin](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Kyonin) -- [Taldor](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Taldor) -- [Verduran Forest](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Verduran%20Forest) -- [Backgrounds](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Backgrounds) -- [Lion Blade](rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md#Lion%20Blade) \ No newline at end of file diff --git a/content/Mechanics/Rules/secrets-of-magic/chapter-1-essentials-of-magic.md b/content/Mechanics/Rules/secrets-of-magic/chapter-1-essentials-of-magic.md deleted file mode 100644 index cb7241de3..000000000 --- a/content/Mechanics/Rules/secrets-of-magic/chapter-1-essentials-of-magic.md +++ /dev/null @@ -1,114 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["chapter-1-essentials-of-magic"] ---- -# Chapter 1: Essentials of Magic -SoM p. 7 - -> [!pf2-sidebar] Magical Backgrounds -> -> Starting on page 28 are new backgrounds that have a particular magical bent. As with many backgrounds, these can work with all sorts of characters, from those who went on to be spellcasters to others who dabbled in magic but ended up choosing a different path. -> -> You might also want to look at the following backgrounds from the _Core Rulebook_ and _Advanced Player's Guide_. -> -> **Core Rulebook**: [Acolyte](compendium/character/backgrounds/acolyte.md), [animal whisperer](compendium/character/backgrounds/animal-whisperer.md), [fortune teller](compendium/character/backgrounds/fortune-teller.md), [herbalist](compendium/character/backgrounds/herbalist.md), [hermit](compendium/character/backgrounds/hermit.md), [scholar](compendium/character/backgrounds/scholar.md) -> -> **Advanced Player's Guide**: [Cultist](compendium/character/backgrounds/cultist-apg.md), [pilgrim](compendium/character/backgrounds/pilgrim-apg.md), [root worker](compendium/character/backgrounds/root-worker-apg.md), [teacher](compendium/character/backgrounds/teacher-apg.md) -> -> ### Rare Backgrounds -> SoM p. 7 -> -> Some of these magical backgrounds require atypical magical events in a character's past (such as the circumstances of their birth); these are rare backgrounds, and you'll need to work with your GM if you'd like to take one of them. Rare backgrounds start on page 30. - -## Tradition Treatises -SoM p. 7 - -- **Principals of Elementary Thaumaturgy (page 8):** Arcane scholars are prone to stultifying pedantry, digging into every bit of minutiae. Toff Ornelos is among the few to present anything approaching a text suitable for beginners. -- **Journeys of the Spirit and Flesh (page 10):** The divine tradition is as varied in practice as the many gods that empower it. Zorahar the Wandering Cleric compiled an absolutely massive study of different Nethysian subfaiths. I thought a sampling would be enlightening. -- **A Letter from Djavin Vhrest (page 12):** Scholarship on the occult tradition can melt your mind to a puddle (figuratively, for the most part). Luckily, I possess a letter from a foremost curator in my discipline: Djavin Vhrest of the Forae Logos. -- **On Primal Practice (page 14):** Primal theorists publish almost nothing—they prefer an oral tradition held within secret druidic circles—though I did find this kindly letter. As it's from one family member to another, I find it especially fitting I now place it in your hands, my dear. - -## On Essences -SoM p. 7 - -## The Eight Arches of Incantation -SoM p. 7 - -> [!pf2-note] -> Read from page 7 of Secrets of Magic. - -> [!pf2-note] -> Read the "Excerpt from Chapter 1 of **Principals of Elementary Thaumaturgy, 7th Ed.** (Acadamae, 4720) by Toff Ornelos" on page 8 of Secrets of Magic. - -> [!pf2-note] -> Read the "Excerpt from Chapter 3 of **Principals of Elementary Thaumaturgy, 7th Ed.** (Acadamae, 4720) by Toff Ornelos" on page 9 of Secrets of Magic. - -> [!pf2-note] -> Read the "Excerpt from Chapter 2, **Journeys of the Spirit and Flesh: A Thousand Paths to Nethys**, by Zorahar the Wandering Cleric" on page 10 of Secrets of Magic. - -> [!pf2-note] -> Read the "Excerpt from Chapter 6, **Journeys of the Spirit and Flesh: A Thousand Paths to Nethys**, by Zorahar the Wandering Cleric" on page 11 of Secrets of Magic. - -> [!pf2-note] -> Read the "Excerpt from Chapter 11, **Journeys of the Spirit and Flesh: A Thousand Paths to Nethys**, by Zorahar the Wandering Cleric" on page 11 of Secrets of Magic. - -> [!pf2-note] -> Read the letter "From the desk of Djavin Vhrest" on page 12 of Secrets of Magic. - -> [!pf2-note] -> Read the letter on Primal magic on page 14 of Secrets of Magic. - -## Abjuration -SoM p. 20 - -## Conjuration -SoM p. 21 - -## Divination -SoM p. 22 - -## Enchantment -SoM p. 23 - -## Evocation -SoM p. 24 - -## Illusion -SoM p. 25 - -## Necromancy -SoM p. 26 - -## Transmutation -SoM p. 27 - -## Magical Backgrounds -SoM p. 28 - -- [Academy Dropout](compendium/character/backgrounds/academy-dropout-som.md) -- [Astrologer](compendium/character/backgrounds/astrologer-som.md) -- [Eidolon Contact](compendium/character/backgrounds/eidolon-contact-som.md) -- [False Medium](compendium/character/backgrounds/false-medium-som.md) -- [Magical Merchant](compendium/character/backgrounds/magical-merchant-som.md) -- [Magical Misfit](compendium/character/backgrounds/magical-misfit-som.md) -- [Musical Prodigy](compendium/character/backgrounds/musical-prodigy-som.md) -- [Occult Librarian](compendium/character/backgrounds/occult-librarian-som.md) -- [Plant Whisperer](compendium/character/backgrounds/plant-whisperer-som.md) -- [Street Preacher](compendium/character/backgrounds/street-preacher-som.md) -- [Student of Magic](compendium/character/backgrounds/student-of-magic-som.md) - -## Rare Magical Backgrounds -SoM p. 30 - -These rare backgrounds can give a player a significantly different roleplaying experience by setting their character up with a history or legacy beyond the norm. Whether a character with the chosen one background has been prophesied to achieve a goal that's part of the main plot of the campaign or a side quest just for them, the character is situated in a special position within the narrative. Your character's background is an intrinsic part of where they come from and not something they earn during the game. Rare backgrounds should be chosen only after a discussion between the GM and the other players as to whether one would apply for a particular character in your group's game. - -- [Anti-Magical](compendium/character/backgrounds/anti-magical-som.md) -- [Chosen One](compendium/character/backgrounds/chosen-one-som.md) -- [Genie-Blessed](compendium/character/backgrounds/genie-blessed-som.md) -- [Magical Experiment](compendium/character/backgrounds/magical-experiment-som.md) -- [Seer of the Dead](compendium/character/backgrounds/seer-of-the-dead-som.md) -- [Song of the Deep](compendium/character/backgrounds/song-of-the-deep-som.md) -- [Time Traveler](compendium/character/backgrounds/time-traveler-som.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/secrets-of-magic/chapter-2-classes.md b/content/Mechanics/Rules/secrets-of-magic/chapter-2-classes.md deleted file mode 100644 index 52b5d3449..000000000 --- a/content/Mechanics/Rules/secrets-of-magic/chapter-2-classes.md +++ /dev/null @@ -1,86 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["chapter-2-classes"] ---- -# Chapter 2: Classes -SoM p. 33 - -> [!pf2-sidebar] CHARACTERS -> See page 33 of Secrets of Magic - -- The magus, a polymath of battle, trains in both spells and strikes. Combining these arts, a magus channels spells into their weapon or body to inflict devastating wounds upon their foes. The magus's versatility in combat and knowledge of the arcane makes them a welcome addition to any party. -- A summoner acts as the living anchor to a powerful being called an eidolon, which they call upon for aid. Summoners maintain deep connections with their eidolons, granting them the ability to influence the way the creature evolves. Eidolons manifest in many forms, including as constructs, demons, dragons, fey, and other creatures. - -## Multiclass Archetypes -SoM p. 74 - -Applying an archetype requires you to select archetype feats instead of class feats. Find the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats. - -Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the [Fighter Resiliency](compendium/feats/fighter-resiliency.md) archetype feat). - -Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype. - -Sometimes an archetype feat lets you gain another feat, such as the summoner's [Basic Synergy](compendium/feats/basic-synergy-som.md). You must still meet the prerequisites of that feat. - -Archetypes with the [multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") trait, like both the magus and summoner archetypes, represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a magus can't select the [Magus Dedication](compendium/feats/magus-dedication-som.md) feat). - -### Bounded Spellcasting Archetype -SoM p. 74 - -Some archetypes, such as the magus and summoner multiclass archetypes, grant you spellcasting abilities based on the way magi and summoners cast spells, albeit delayed compared to a character from those classes. In this book, both archetypes are bounded spellcasting archetypes, but future books might introduce bounded spellcasting archetypes that aren't multiclass archetypes. A bounded spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can, and the basic bounded spellcasting feat counts as having a spellcasting class feature. - -Bounded spellcasting archetypes always have a basic bounded spellcasting feat, an expert bounded spellcasting feat, and a master bounded spellcasting feat. These feats share their name with the archetype. For instance, the magus's master spellcasting feat is called [Master Magus Spellcasting](compendium/feats/master-magus-spellcasting-som.md). All spell slots you gain from bounded spellcasting archetypes have restrictions depending on the archetype. For example, the summoner archetype grants you spell slots you can use only to cast spells from your summoner repertoire, even if you are a sorcerer with spells of the same tradition in your sorcerer repertoire. - -**Basic Bounded Spellcasting Feat:** Usually gained at 6th level, these feats give you a 1st-level spell slot and a 2nd-level spell slot from that magical tradition. If you have a spell repertoire, you can select one spell from your repertoire as a signature spell. Archetypes refer to these benefits as the "basic bounded spellcasting benefits." At 10th level, you replace your 1st-level spell slot with a 3rd-level spell slot. - -**Expert Bounded Spellcasting Feat:** Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition. You gain an additional 3rd-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, you replace your spell slots with two 4th-level spell slots and one 5th-level spell slot, and at 16th level, you replace your spell slots with two 5th-level spell slots and one 6th-level spell slot. Archetypes refer to these benefits as the "expert bounded spellcasting benefits." - -**Master Bounded Spellcasting Feat:** Usually taken at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you an additional 6th-level spell slot. At 20th level, they replace your two 5th-level spell slots with two 7th-level spell slots. Archetypes refer to these benefits as the "master bounded spellcasting benefits." - -### Magus -SoM p. 75 - -You've mixed physical combat with spellcasting. - -- [Magus Dedication](compendium/feats/magus-dedication-som.md) -- [Basic Martial Magic](compendium/feats/basic-martial-magic-som.md) -- [Hybrid Study Spell](compendium/feats/hybrid-study-spell-som.md) -- [Spellstriker](compendium/feats/spellstriker-som.md) -- [Advanced Martial Magic](compendium/feats/advanced-martial-magic-som.md) -- [Basic Magus Spellcasting](compendium/feats/basic-magus-spellcasting-som.md) -- [Expert Magus Spellcasting](compendium/feats/expert-magus-spellcasting-som.md) -- [Master Magus Spellcasting](compendium/feats/master-magus-spellcasting-som.md) - -### Summoner -SoM p. 76 - -You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world. - -#### Multiclass Summoner Characters -SoM p. 76 - -- Alchemist summoners can use their eidolons as lab assistants or even as the source of experiments. They are a good fit for construct or plant eidolons. -- Barbarian summoners find themselves drawn to the fury of anger phantoms, the two fueled by the same inner instinct. -- Bard summoners inspire their eidolons to greater heights with their bardic performances. They often team up with eidolons who pair well with their muse, such as a fey eidolon for a polymath muse or a phantom eidolon for a warrior muse. -- Champion summoners get along best with divine eidolons matching the alignment associated with their cause—angel eidolons for the tenets of good, devil eidolons for a tyrant, and so on. This allows the champion and eidolon to have a unity in philosophy and purpose that other eidolon choices might lack. -- Cleric summoners often find a connection to eidolons associated with their deity, such as a Sarenite cleric who chooses an angel eidolon. Clerics' ability to heal and support allows them to keep their eidolon healthy. -- Druid summoners find the life link with primal eidolons to be a religious experience. They are especially likely to bond with eidolons that match their order, such as plant eidolons for the leaf order or beast eidolons for the animal or wild order. -- Fighter summoners use tactics and techniques with their eidolons to best foes. They can partner with eidolons of any kind, but they work especially well with eidolons who provide utilities that complement their fighting style. -- Monk summoners often choose eidolons that are on their own path to enlightenment, to help enrich the monk's journey. These might be divine eidolons, especially if the monk is religious or uses divine ki spells, but they also might be phantoms seeking to transcend their phantom existence to reach the afterlife. -- Ranger summoners get along best with beast and plant eidolons, but they make a good team with other eidolons as well, especially when an archer ranger teams up with a melee eidolon. -- Rogue summoners gain a partner in crime that can disappear when necessary, providing the eidolon with the ultimate getaway as long as no one expects it to carry back loot from a heist. Rogues work well with tricky eidolons, such as fey, and they get a lot of mileage out of sharing their skills with their eidolon. The Unfetter Eidolon feat can be especially useful if the rogue wants to establish a quick alibi far from the eidolon's crimes. -- Sorcerer summoners often choose eidolons that match closely to their bloodline, such as a psychopomp eidolon for the psychopomp bloodline. The eidolon might even be part of the story of how the sorcerer gained their bloodline. -- Wizard summoners are especially appreciative of an eidolon to help them in combat, and they tend to favor arcane eidolons like dragon and construct eidolons. - -- [Summoner Dedication](compendium/feats/summoner-dedication-som.md) -- [Basic Synergy](compendium/feats/basic-synergy-som.md) -- [Initial Eidolon Ability](compendium/feats/initial-eidolon-ability-som.md) -- [Advanced Synergy](compendium/feats/advanced-synergy-som.md) -- [Basic Summoner Spellcasting](compendium/feats/basic-summoner-spellcasting-som.md) -- [Expert Combat Eidolon](compendium/feats/expert-combat-eidolon-som.md) -- [Expert Summoner Spellcasting](compendium/feats/expert-summoner-spellcasting-som.md) -- [Signature Synergy](compendium/feats/signature-synergy-som.md) -- [Master Summoner Spellcasting](compendium/feats/master-summoner-spellcasting-som.md) \ No newline at end of file diff --git a/content/Mechanics/Rules/secrets-of-magic/chapter-3-spells.md b/content/Mechanics/Rules/secrets-of-magic/chapter-3-spells.md deleted file mode 100644 index 697a54009..000000000 --- a/content/Mechanics/Rules/secrets-of-magic/chapter-3-spells.md +++ /dev/null @@ -1,139 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["chapter-3-spells"] ---- -# Chapter 3: Spells -SoM p. 79 - -> [!pf2-sidebar] Rune Manifestations -> -> The runes that manifest around a caster's hands during spellcasting express the baseline characteristics of invoked magical energies—a common, albeit vaguely understood phenomenon. Scholars have confirmed that these symbols represent schools of magic or power sources, changing to reflect a magical undertaking's complexity. While spellcasters from the same traditions can manifest similar runes—for example, bards invoking runes that resemble musical notes—the exact aesthetic represents an individual's personality and experience, evolving as a spellcaster develops. The study of runes common in the Thassilonian empire originally began as an attempt to use these runic manifestations to comprehend the language of magic and the nature of the universe. -> -> ### Spell Lists -> SoM p. 79 -> -> The following eight pages list the new spells of each tradition. (Focus spells for magus and summoner appear on pages 143–145.) A superscript "H" indicates a spell has extra effects when heightened, and a spell whose rarity is greater than common has a superscript with the first letter of that rarity. An abbreviation in parentheses indicates the spell's school. -> -> - **Arcane Spell List** page 80 -> - **Divine Spell List** page 82 -> - **Occult Spell List** page 84 -> - **Primal Spell List** page 86 - -## Arcane Spell List -SoM p. 80 - -> [!pf2-note] -> Please visit the spells page to view all Arcane Spells from Secrets of Magic. - -## Divine Spell List -SoM p. 82 - -> [!pf2-note] -> Please visit the spells page to view all Divine Spells from Secrets of Magic. - -> [!pf2-brown] Hymn to the Eternal Rose -> See page 83 of Secrets of Magic - -> [!pf2-brown] Rovagug's Call -> See page 83 of Secrets of Magic - -## Occult Spell List -SoM p. 84 - -> [!pf2-note] -> Please visit the spells page to view all Divine Spells from Secrets of Magic. - -## Primal Spell List -SoM p. 86 - -> [!pf2-note] -> Please visit the spells page to view all Divine Spells from Secrets of Magic. - -> [!pf2-brown] Notes from the Green Faith Council -> See page 87 of Secrets of Magic - -## Spell Descriptions -SoM p. 88 - -> [!pf2-note] -> Please visit the spells page to view all Spells from Secrets of Magic. - -> [!pf2-sidebar] Targeting Companions and Eidolons -> -> Some spells in this chapter can affect the caster's companion or eidolon. When "companion" is used in a stat block, it refers to animal companions, familiars, and future types of companions—such as construct companions—but not eidolons. Some spells are even more specific. For example, if the spell says, "**Targets** your familiar," you could cast it only on a familiar, not other kinds of companions. If you Cast a Spell that can benefit only a type of creature you don't have, such as Casting a Spell that can target only an eidolon when you don't have an eidolon, the spell does nothing. -> -> If the spell would affect an ability the creature doesn't have, the spell doesn't give the creature that ability unless the spell says it does. For example, a spell that causes your companion to make a Strike wouldn't let a familiar make a Strike but would give it all other benefits of the spell. -> -> The spells in this section that can target companions or eidolons are: [clone companion](compendium/spells/clone-companion-som.md), [envenom companion](compendium/spells/envenom-companion-som.md), [juvenile companion](compendium/spells/juvenile-companion-som.md), [protect companion](compendium/spells/protect-companion-som.md), [rapid adaptation](compendium/spells/rapid-adaptation-som.md), [summoner's precaution](compendium/spells/summoners-precaution-som.md), [summoner's visage](compendium/spells/summoners-visage-som.md), [thundering dominance](compendium/spells/thundering-dominance-som.md), and [timely tutor](compendium/spells/timely-tutor-som.md). - -> [!pf2-sidebar] Incarnate Spells -> -> 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](rules/actions/strike.md), spells, or other effects unless they would be able to target or end a spell effect (such as [dispel magic](compendium/spells/dispel-magic.md)). 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. - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -## Focus Spells -SoM p. 143 - -### Magus -SoM p. 143 - -> [!pf2-note] -> Please visit the spells page to view all Magus Focus Spells from Secrets of Magic. - -> [!pf2-brown] Magus Regimens -> See page 144 of Secrets of Magic - -### Summoner -SoM p. 143 - -> [!pf2-note] -> Please visit the spells page to view all Summoner Focus Spells from Secrets of Magic. - -> [!pf2-brown] Eidolon Bonding -> See page 144 of Secrets of Magic - -> [!pf2-brown] Describing Link Spells -> See page 145 of Secrets of Magic - -## Rituals -SoM p. 147 - -> [!pf2-note] -> Please visit the rituals page to view all Rituals from Secrets of Magic. - -> [!pf2-brown] Sympathetic Magic -> -> Some rituals work by exploiting magical bonds created between two creatures or a creature and an object tied to them with some kind of personal connection, such as a possession or lock of hair, in a style of spellcasting known as sympathetic magic. Sympathetic magic can be a tool for great good, binding the souls of a guardian and his ward together until a noble quest is completed, or for great evil, hiding assassins from the sight of an otherwise competent watcher. - -> [!pf2-brown] Empathy, Sympathy, and Hate -> -> Sympathetic magic draws much of its power from emotional and spiritual forces, which is one of the reasons it's more likely to be harnessed in occult rituals than any other magical tradition. Strong emotions directed towards the target of the ritual, such as love or empathy for a beloved ally or hatred for an unrelenting enemy, are often key to determining the ritual's success and effectiveness. -> -> Powerful emotions from enough people can even give rise to such effects without a formalized ritual. In the orcish hold of Belkzen, Ardax the White-Hair rules the orcs with an iron fist and defies powerful runelords and magical tyrants with impunity. Some scholars posit that the collective emotions of the Belkzen orcs united under Ardax might have formed a pseudo sympathetic ritual with enough power to deflect the hateful spells of the wizards who would rather see Ardax removed from his position of leadership. \ No newline at end of file diff --git a/content/Mechanics/Rules/secrets-of-magic/chapter-4-magic-items.md b/content/Mechanics/Rules/secrets-of-magic/chapter-4-magic-items.md deleted file mode 100644 index c9de7b2ba..000000000 --- a/content/Mechanics/Rules/secrets-of-magic/chapter-4-magic-items.md +++ /dev/null @@ -1,322 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["chapter-4-magic-items"] ---- -# Chapter 4: Magic Items -SoM p. 155 - -> [!pf2-sidebar] Chapter Map -> -> The chapter divides magic items into eight distinct sections, plus a treasure table. Six of these sections describe new categories of items. -> -> - Treasure by Level (page 156) The table lists the items and runes appearing in this chapter, organized by item level then category and name. Each level has a section for consumables, followed by a section for permanent items. A superscript "U" indicates the item is uncommon. -> - Fulus (page 158) are special consumables; some function like talismans, while others can be affixed to a wider variety of objects and creatures. -> - Grimoires (page 162) are magic spellbooks with special activations when you cast the spells contained within. -> - Magical Tattoos (page 164) are magic items that you etch onto yourself, rather than wear. -> - Personal Staves (page 166) are staves you build and customize yourself. -> - Spell Catalysts (page 168) are superpowered material components that offer additional effects to their spell. -> - Spellhearts (page 170) are akin to permanent talismans. -> - Consumables (page 172) contains other types of consumables, such as potions and talismans. -> - Permanent Items (page 178) contains more permanent items and runes. - -## Creating a Magic Item -SoM p. 155 - -As a crafter, creating a magic item is one of the most intensely personal projects you can undertake. While every serpentine wondrous figurine might more or less resemble a knotted snake carved out of jade, what type of snake is it? And what type of jade? Ten different figurines from ten different crafters could each show a distinct artistic mark, and experts can identify the handiwork of noteworthy crafters on sight. Similarly, items activated with commands typically each have unique utterances determined by the crafter. Before setting out to create a magic item, contemplate how your personality might inhabit and shape the item created. - -## Investing a Magic Item -SoM p. 155 - -The word "preparation" means different things to different wearers of invested magic items. To some, investing a diadem of intellect may involve sitting silently with it at the beginning of the day and feeling the magical energy course through it and themselves, but others may simply pull the headband out of their rucksack, wipe it off, and give it a glance to make sure the gems aren't cracked. Still others might refuse to ever take the headband off in the first place, even while washing up or sleeping. Any of these could work! The difference between these habits isn't a matter of respect or proper vs. improper technique, it simply reflects what investiture means to the person using the item. - -## Activating a Magic Item -SoM p. 155 - -You might activate a magic item flamboyantly, pragmatically, intensely, or off-handedly, but those choices are only external manifestations of how you activate the item. A deeper question is what the act of using a magic item feels like. Does the world seem to emit a deep thrum for an instant as a _[third eye](compendium/equipment/items/third-eye.md)_ gemstone sinks into your brow and manifests as a tattoo? Do you experience a counter-intuitive icy coolness when a blast from a _potion of dragon's breath_ explodes from your mouth? A wizard might have a step-by-step instruction list that they mentally follow when they use a _[staff of power](compendium/equipment/items/staff-of-power.md)_—potentially out of habit or concerns for safety. Imagining how you interact with magic items, some of which possess world-altering power, can be a revealing window into how you view your place in the cosmos. - -## Collected Notes -SoM p. 155 - -In his 72 years as an amateur historian, Lambus of Magnimar amassed a collection of thousands of accounts of people's everyday encounters and experimentations with magic items from across Golarion. Excerpts from his impressive collection can be found throughout the Consumables and Permanent Items sections later in the chapter. - -## Fulus -SoM p. 158 - -Many regional variants of fulus, each of which carries a different name, exist throughout Tian Xia. The workings behind the writings remained a secret until scholars correctly deduced that the charms were, in fact, edicts that commanded magic to act in the fashion prescribed by the talisman. Deciphering these writings allowed for the creation of fulus that draw power from sources as diverse as a witch's patron, an arcane legacy, or the changing of the seasons. For the creative adventurer, this lightweight paper makes a versatile tool with many potential applications. - -### Fulu Rules -SoM p. 158 - -**[Fulu](rules/traits/fulu-som.md "Fulu Item Trait"):** Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. - -All fulus have the [fulu](rules/traits/fulu-som.md "Fulu Item Trait") and [consumable](rules/traits/consumable.md "Consumable Item Trait") traits. Fulus also have a tradition trait—either [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")—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the [divine](rules/traits/divine.md "Divine Tradition Trait") trait, whereas a witch who dabbles in fate might create a fulu with the [occult](rules/traits/occult.md "Occult Tradition Trait") trait. Some fulus also have the [talisman](rules/traits/talisman.md "Talisman Item Trait") trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. - -Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the [Affix a Fulu](rules/actions/affix-a-fulu-som.md) activity, or the [Affix a Talisman](rules/actions/affix-a-talisman.md) action instead if the fulu is also a talisman. - -### Using Fulus -SoM p. 158 - -Beyond fulu talismans, non-talisman fulus can be affixed or removed easily, though removing a fulu causes it to immediately burn out. The paper is fragile, easily destroyed by hazards such as water, fire, or an observant enemy when either unattended or affixed to the ground or a structure. Fulus that are also talismans use the normal rules for Affixing and removing talismans instead of the action presented here. - -![Affix a Fulu](rules/actions/affix-a-fulu-som.md) - -### Crafting a Fulu -SoM p. 158 - -Fulus can be created using the [Crafting](compendium/skills.md#Crafting) skill like any other magic item, and they have a batch size of four, meaning you can Craft four copies of the same fulu at a time. A fulu's script consists of symbols citing the person or place from which the fulu draws power, a symbol of command, details of the desired effect, and other formulaic elements to complete the charm. Each part is written as the crafter recites a spell mantra, with the crafter's powers and magic essences weaving into the ink and paper. As creating a fulu requires knowledge of these mantras, a fulu can't be disassembled to learn its formula like many other items—the formula for a fulu can be learned only firsthand. - -Unlike most items, the ritualistic aspect of fulus' creation allows the creator to expedite the process, though doing so decreases the fulus' stability. A character with the formula for a fulu can [Craft](rules/actions/craft.md) up to four fulus for their full price in a single day of downtime, rather than taking four days as normal for the [Craft](rules/actions/craft.md) downtime activity. However, if they do so, the fulus only last for a month, rather than a year. This is perfect for fulus you expect to use soon after [Crafting](rules/actions/craft.md) them, as in that case, there isn't much difference between a month and a year. - -### Fulus -SoM p. 158 - -The following are some of the fulus most frequently seen in temples and on armors and weapons. While divine fulus are most common on Golarion, fulus of all traditions are generally available, so the fulus in this section list the magical trait as a placeholder. - -> [!pf2-sidebar] Real-Life Usage -> -> In the real world, "fulu" refers to two divine instruments found in Daoist traditions. "Fu" refers to warding talismans, and "lu" are writs for summoning divine soldiers or spirits; both can still be found in use by Daoist temples and folk religions. Unlike in Golarion, fulus that draw power from unrecognized divine figures or use ahistorical symbols are considered frauds. Some temples have attempted to reduce predatory appropriation by recording their talismans' meanings (though not how to create them) in informative manuals. - -- [Apotropaic Fulu](compendium/equipment/items/apotropaic-fulu-som.md) -- [Detect Anathema Fulu](compendium/equipment/items/detect-anathema-fulu-som.md) -- [Fulus Of Concealment](compendium/equipment/items/fulus-of-concealment-som.md) -- [Fulu Of The Drunken Monkey](compendium/equipment/items/fulu-of-the-drunken-monkey-som.md) -- [Fulu Of Fire Suppression](compendium/equipment/items/fulu-of-fire-suppression-som.md) -- [Fulu Of Flood Suppression](compendium/equipment/items/fulu-of-flood-suppression-som.md) -- [Fulu Of The Stoic Ox](compendium/equipment/items/fulu-of-the-stoic-ox-som.md) -- [Ghostbane Fulu](compendium/equipment/items/ghostbane-fulu-som.md) -- [Magical Lock Fulu](compendium/equipment/items/magical-lock-fulu-som.md) -- [Matchmaker Fulu](compendium/equipment/items/matchmaker-fulu-som.md) -- [Rebound Fulu](compendium/equipment/items/rebound-fulu-som.md) -- [Restful Sleep Fulu](compendium/equipment/items/restful-sleep-fulu-som.md) -- [Spirit-Sealing Fulu](compendium/equipment/items/spirit-sealing-fulu-som.md) -- [Stormbreaker Fulu](compendium/equipment/items/stormbreaker-fulu-som.md) -- [Tracking Fulu](compendium/equipment/items/tracking-fulu-som.md) -- [Venomous Cure Fulu](compendium/equipment/items/venomous-cure-fulu-som.md) - -> [!pf2-sidebar] Creating Your Own Fulu -> -> Many fulus replicate spell effects, functioning much like scrolls affixed onto the targets. As the GM, if you want to create a new fulu using this concept, in general, the number of fulus needed to replicate a spell is the same as the number of actions required to Cast the Spell. You can draw that full set of fulus into one hand with the same [Interact](rules/actions/interact.md) action. While this means affixing time is equal to casting time, the fulus don't need to be affixed on the same turn, so take that into account when deciding whether or how to build a particular fulu. If a spell has more than three targets, such as a heightened [remove fear](compendium/spells/remove-fear.md), you might allow for the creation of a fulu that's affixed to the ground and that affects targets within a certain distance once a character places the last one. - -#### Fulu Items -SoM p. 161 - -The following items are associated with fulus. - -- [Fu Water](compendium/equipment/items/fu-water-som.md) -- [Fulu Compendium](compendium/equipment/items/fulu-compendium-som.md) - -## Grimoires -SoM p. 161 - -Most grimoires can hold up to 100 spells, like any spellbook, but allow spellcasters to erase spells written by a book's previous owner in favor of spells that employ their own magical formulas. If a spellcaster wants to transfer their spells from one of their spellbooks to a grimoire, they can conduct a simple, 1-minute ritual with the two books to cause the spells to vanish from their spellbook and appear in the grimoire. - -If you prepare spells (whether from your class features, like a cleric or wizard, or from a special feat or ability, like the Esoteric Polymath bard feat), you can study a grimoire during your daily preparations to enhance one or more of the spells within. Until your next daily preparations, you gain the ability to Activate the grimoire. As you've already absorbed the power from the grimoire during your daily preparations, you can Activate it even if you later lose possession of the book itself. Grimoires' benefits apply only to spells cast via spell slots—not cantrips, focus spells, or innate spells. No one can use more than one grimoire per day, nor can a grimoire be used by more than one person per day. - -### Grimoires -SoM p. 161 - -A few of the grimoires known to exist are listed here. - -- [Bestiary Of Metamorphosis](compendium/equipment/items/bestiary-of-metamorphosis-som.md) -- [Book Of Lingering Blaze](compendium/equipment/items/book-of-lingering-blaze-som.md) -- [Codex Of Unimpeded Sight](compendium/equipment/items/codex-of-unimpeded-sight-som.md) -- [Endless Grimoire](compendium/equipment/items/endless-grimoire-som.md) -- [Instructions For Lasting Agony](compendium/equipment/items/instructions-for-lasting-agony-som.md) -- [Spellbook Of Redundant Enchantment](compendium/equipment/items/spellbook-of-redundant-enchantment-som.md) -- [Storyteller's Opus](compendium/equipment/items/storytellers-opus-som.md) -- [Summoning Handscroll](compendium/equipment/items/summoning-handscroll-som.md) -- [Warding Tablets](compendium/equipment/items/warding-tablets-som.md) - -## Magical Tattoos -SoM p. 164 - -Tattooing is a precise art, and making magical tattoos requires developing a special rapport between the artist and their living canvas. For this reason, it can be difficult to find someone to ink a magical tattoo on your body. (Consequently, most most magical tattoos other than the ones appearing here are uncommon.) Securing such services might require a person to achieve notable deeds, become a member of a community, or prove their character and commitment to the artist. - -Most magical tattooing requires the same tools as traditional methods, just using magical inks and, sometimes, magical implements, such as needles, bone tattooing rakes, or the like. Some processes, including certain traditional Varisian methods, etch the magic directly into the skin without puncturing it. The pain remains the same. - -### Tattooing Rules -SoM p. 164 - -To craft a magical tattoo, you must be able to craft magic items and have a specialty in tattooing. You can attain these requirements by taking the [Tattoo Artist](compendium/feats/tattoo-artist-tv.md) skill feat below, or you can take both the [Magical Crafting](compendium/feats/magical-crafting.md) and [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feats, choosing artistry as your specialty. - -#### Crafting A Tattoo -SoM p. 164 - -Inking a magical tattoo onto a creature is much like etching a rune onto an item. The tattooist uses the [Craft](rules/actions/craft.md) activity, and the subject must be present throughout the process. The tattooist must meet any special [Craft](rules/actions/craft.md) requirements, and they can ink only one tattoo at a time. Not only does a magical tattoo not have any effect until the [Craft](rules/actions/craft.md) activity is complete, but it also requires a healing period. Though this time frame can last up to a month, applying magical or alchemical healing can shorten it to as little as a day. - -#### The Tattoo Trait -SoM p. 164 - -A magical tattoo has the [tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") trait. It's permanently a part of the subject's body, and reduces the number of items that creature can invest per day by 1. Each tattoo has the [invested](rules/traits/invested.md "Invested Item Trait") trait to indicate this limitation—a magical tattoo is like an invested item that the tattooed creature has no choice but to invest. If the tattoo loses its magic or is destroyed, it no longer reduces your investiture. Just like a physical magic item, a magical tattoo can be counteracted by spells like [dispel magic](compendium/spells/dispel-magic.md) or [disjunction](compendium/spells/disjunction.md). If destroyed, the tattoo fades from the skin. - -If a creature gets a new magical tattoo when their limit on invested items has already been reduced to zero, the new tattoo's magic fails to take hold, and it becomes a non-magical tattoo instead. However, a tattooist can alter an existing tattoo when they [Craft](rules/actions/craft.md) a tattoo, modifying the old one into a different magical tattoo and removing the old effect. Magical tattoos can usually be 11 into their greater versions by having a tattooist add to or modify the existing tattoo. - -> [!pf2-example] Cultural Tattoos -> See page 165 of Secrets of Magic - -### Tattoos -SoM p. 164 - -- [Familiar Tattoo](compendium/equipment/items/familiar-tattoo-som.md) -- [Rune of Sin](compendium/equipment/items/rune-of-sin-som.md) -- [Warding Tattoo](compendium/equipment/items/warding-tattoo-som.md) - -## Personal Staves -SoM p. 166 - -A custom staff is always unique, and you need your GM's permission to create one and introduce it to your game. - -### Creating a Personal Staff -SoM p. 166 - -Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list. - -#### Determining Level And Price -SoM p. 166 - -Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below. - -![Personal Staves](rules/tables/personal-staves-som.md) - -#### Picking Your Spells -SoM p. 166 - -Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your undine sorcerer might create a _deep sea staff_ themed around the [water](rules/traits/water.md "Water Energy & Element Trait") trait, inscribing it with spells such as [create water](compendium/spells/create-water.md) and [hydraulic push](compendium/spells/hydraulic-push.md). - -You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using [Trick Magic Item](compendium/feats/trick-magic-item.md); however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters. - -#### Example -SoM p. 166 - -Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells: - -- Cantrip: [tanglefoot](compendium/spells/tanglefoot.md) -- 1st: protector tree, [shillelagh](compendium/spells/shillelagh.md) -- 2nd: [entangle](compendium/spells/entangle.md), [shape wood](compendium/spells/shape-wood.md) -- 3rd: [tree shape](compendium/spells/tree-shape.md), [wall of thorns](compendium/spells/wall-of-thorns.md) -- 4th: [barkskin](compendium/spells/barkskin.md), [speak with plants](compendium/spells/speak-with-plants.md) -- 5th: [plant form](compendium/spells/plant-form.md), [wall of thorns](compendium/spells/wall-of-thorns.md) -- 6th: nature's reprisal, [plant form](compendium/spells/plant-form.md) - -Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot. - -#### Crafting the Staff -SoM p. 166 - -> [!pf2-sidebar] Staff of Nature's Cunning -> -> You might want to take a version of the Lini's Leafstick for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels. -> -> [Staff of Nature's Cunning](compendium/equipment/items/staff-of-natures-cunning-som.md) - -Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items. - -As with normal staves, one casting of all listed levels of all spells in the staff must be provided during [Crafting](rules/actions/craft.md). - -Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the [magical](rules/traits/magical.md "Magical Item Trait") trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list. - -You still need to [Craft](rules/actions/craft.md) the staff. If you're not good at [Crafting](compendium/skills.md#Crafting), you can have somebody use the [Craft](rules/actions/craft.md) activity for you, but you must be present the whole time. Since the creation of a custom staff is [rare](rules/traits/rare.md "Rare Rarity Trait"), you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story. - -##### Example -SoM p. 167 - -Lini selected mostly transmutation spells for her staff, so she chooses the [transmutation](rules/traits/transmutation.md "Transmutation School Trait") trait. She could give it the primal trait, but choses to keep it open with the [magical](rules/traits/magical.md "Magical Item Trait") trait, much like the [verdant staff](compendium/equipment/items/verdant-staff.md) in the Core Rulebook. - -To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a [Crafting](compendium/skills.md#Crafting) check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements. - -#### Naming The Staff -SoM p. 167 - -When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master. - -##### Example -SoM p. 167 - -Lini christens her new creation _Lini's Leafstick_! - -![Lini's Leafstick](compendium/equipment/items/linis-leafstick-som.md) - -### Revising the Staff -SoM p. 166 - -As you level up, your staff will get less useful unless you upgrade it. You might also want to make revisions as you play if you come to dislike the spells you chose. - -To change spells already in the staff, use the [Craft](rules/actions/craft.md) activity with a Price equal to 1/10th the staff's Price. You can swap out any of the spells in the staff when you finish. The new spells have to have the staff's chosen trait and be an appropriate level, just as though you were choosing them when initially making the staff, and you must provide castings of them. - -Upgrading the staff is similar to 11 an item to a higher-level version. Decide the staff's new level. Pay the difference in Price, pick the new spells, and use [Craft](rules/actions/craft.md) for the upgrade. You must supply castings of the new spells. Upgrading doesn't let you switch any of the spells you'd previously chosen. - -## Spell Catalysts -SoM p. 167 - -Items with the [catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") trait are consumable material spell components that alter or magnify specific spells. [Activating](rules/actions/activate-an-item.md) a catalyst is part of [Casting the Spell](rules/actions/cast-a-spell.md). The catalyst might increase the number of actions required to Cast the Spell, as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of [Casting the Spell](rules/actions/cast-a-spell.md). - -- [Dazzling Rosary](compendium/equipment/items/dazzling-rosary-som.md) -- [Dimensional Knot](compendium/equipment/items/dimensional-knot-som.md) -- [Firestarter Pellets](compendium/equipment/items/firestarter-pellets-som.md) -- [Force Tiles](compendium/equipment/items/force-tiles-som.md) -- [Noxious Incense](compendium/equipment/items/noxious-incense-som.md) -- [Shimmering Dust](compendium/equipment/items/shimmering-dust-som.md) -- [Soothing Scents](compendium/equipment/items/soothing-scents-som.md) -- [Thunderbird Tuft](compendium/equipment/items/thunderbird-tuft-som.md) -- [Waterproofing Wax](compendium/equipment/items/waterproofing-wax-som.md) - -## Spellhearts -SoM p. 170 - -Unlike talismans, a spellheart can be used repeatedly, and doesn't burn out after use. Each spellheart can be attached to different items, giving a benefit depending on your choice, which means you can plan ahead in facing expected dangers. They have the spellheart trait. - -**[Spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait")**: Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the [Affix a Spellheart](rules/actions/affix-a-talisman.md) activity, which is otherwise identical to [Affix a Talisman](rules/actions/affix-a-talisman.md). The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. The rules related to talismans and affixing them are on page 565 of the Core Rulebook. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. [Crafting](rules/actions/craft.md) a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires [air walk](compendium/spells/air-walk.md), gale blast, and [wall of wind](compendium/spells/wall-of-wind.md). - -- [Five-Feather Wreath](compendium/equipment/items/five-feather-wreath-som.md) -- [Flaming Star](compendium/equipment/items/flaming-star-som.md) -- [Grim Sandglass](compendium/equipment/items/grim-sandglass-som.md) -- [Perfect Droplet](compendium/equipment/items/perfect-droplet-som.md) -- [Trinity Geode](compendium/equipment/items/trinity-geode-som.md) - -## Consumables -SoM p. 173 - -> [!pf2-tip] - -> [!pf2-note] -> Please visit the items page to view all Consumable Items from Secrets of Magic. - -> [!pf2-paper] A letter -> - -- > [!pf2-example] Materiality and Magic -> See page 177 of Secrets of Magic -- > [!pf2-example] Pleasantly Consumable -> See page 177 of Secrets of Magic - -## Permanent Items -SoM p. 179 - -> [!pf2-tip] - -> [!pf2-note] -> Please visit the items page to view all Permanent Items from Secrets of Magic. - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> \ No newline at end of file diff --git a/content/Mechanics/Rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md b/content/Mechanics/Rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md deleted file mode 100644 index 385eb6ff6..000000000 --- a/content/Mechanics/Rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md +++ /dev/null @@ -1,1380 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["chapter-5-book-of-unlimited-magic"] ---- -# Chapter 5: Book of Unlimited Magic -SoM p. 193 - -> [!pf2-sidebar] Access To Rules Elements -> -> Sometimes, a stat block for an uncommon rules element might include a bold Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry gains access to the rules element. For instance, a shadowcaster can choose a shadow familiar, even though it's uncommon. Access entries are often used in other books to give appropriate access to creatures from specific regions or organizations. -> -> ### Class Archetypes -> SoM p. 193 -> -> This section includes several class archetypes: elementalist, flexible spellcaster, runelord, and wellspring mage. These archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. -> -> You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. -> -> It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype. - -This chapter provides you with a wide variety of unusual magical practices and character options, many of them uncommon or rare. By adding them to your game, you can expand and enrich the narrative of how magic works. The chapter is organized into the following sections. - -**6** allows a spellcaster to harness pent-up emotions to enter a state of emotional fervor, gaining special benefits from the emotion but risking emotional fallout once the fervor ends. - -**6** has options for characters focused on elemental magic, including elementalists who focus their entire spell list on the elements, elemental stances for monks, and druid orders of flame, stone, and waves. - -**6** represents the culmination of spellcasters' research and experimentation to gain the best of both worlds between prepared spellcasting and spontaneous spellcasting. - -**6** taps into the natural world around the spellcaster, giving them benefits depending on the terrain, even allowing the spellcaster to simulate the energies of a different terrain. - -**6** embody the magical veins and arteries of the multiverse, flowing with energy across worlds and planes alike and gathering at special locations called nodes. Spellcasters can learn to tap into ley lines, though doing so presents a significant gamble. - -**6** covers situations and settings where magic is _everywhere_, infusing the land itself with unusual effects and trickling down to every creature in the area. - -**6** surrenders the piece of a spellcaster's soul that keeps out the darkness, allowing themselves to learn new magic or to gain shadowy animal companions and familiars. - -**6** magically attach to a creature's soul, then grow in the breadth of their magic in a similar fashion to relics. - -**6** bond weapons, armor, or shields to the forger's soul, allowing the soulforger to manifest their armament at a moment's notice and even bring forth an empowered true form. - -**6** divides magic into seven runes associated with the seven sins. Each runelord embodies one of the seven schools, gaining significant advantages with their school spells. - -**6** allow a practitioner to learn the secrets of a being's inner nature, granting them an incredible amount of leverage to compel that creature into service. - -**6** is both a blessing and a curse: it grants a deep infusion of magic, potentially allowing the casting of many spells, but it also risks out-of-control wellspring surges if the power becomes too much to handle. - -## Cathartic Magic -SoM p. 194 - -**Rarity:** [Uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - -Catharsis, the process of purging pent-up emotions, places a cathartic mage in a heightened emotional state much like a barbarian's rage. Magical energy pours out, often manifesting in visible displays that cascade off the mage. This can even produce a faint echo of the released emotion within those nearby. Though it seems reasonable that the caster's pent-up emotion would be one that they normally repress, this is by no means required. A cathartic mage could be a generally happy and positive person who still enters an enhanced state as a magical wave of joy overwhelms them. - -The magic of emotions is as difficult to master as emotions themselves. Practitioners of this art find themselves tired, unfocused, or in physical pain after tapping into their deepest feelings. It often takes time for these users to reclaim mastery of their own minds. Most cathartic mages find a mundane activity to help settle themselves, such as reading, needlepoint, or simple meditation. - -### Roleplaying -SoM p. 194 - -Using cathartic magic in your game invites heavy use of role-playing emotional states, which can be a challenge for some game tables. Players need to check with their GMs and other players to ensure these rules are appropriate for the game. Entering an emotional fervor doesn't mean anything a character does in that state is acceptable. As always, adding new rules doesn't excuse being rude to other players. - -It's also important to keep the cathartic emotion from overshadowing the other parts of your character, as it works best as part of a well-rounded personality. It's a powerful emotion, though not your _only_ emotion. This power can be a double-edged sword, but it doesn't have to be. It could be a fun quirk, a deep struggle, or a mysterious power your character wants to investigate. - -### Gamemastering -SoM p. 194 - -One of the reasons cathartic magic is uncommon has to do with the adjustments the GM must make to incorporate it in the game. Some situations that would normally be detrimental for PCs, like becoming controlled or critically failing at a roll, can be a trigger for powering up instead! Some emotions require a PC or NPC to be an emotional focus, making the ability largely useless if the PC is separated from that person. - -#### Gamemastering -SoM p. 194 - -In the right circumstances, a GM might introduce cathartic magic into the game without a player pursuing it first. For example, if a mind-controlled bodyguard is ordered to slay someone they vowed to protect, the GM might decide they can take the Catharsis reaction from the Cathartic Mage Dedication. Like any reaction, it still poses a choice—the player could choose not to take it. If the player enjoys this mechanical reveal, they might even want to invest feats into the [Cathartic Mage](compendium/character/archetypes/cathartic-mage-som.md) archetype. - -### Cathartic Mage (Archetype) -SoM p. 194 - -Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again. - -- [Cathartic Mage Dedication](compendium/feats/cathartic-mage-dedication-som.md) -- [Basic Cathartic Spellcasting](compendium/feats/basic-cathartic-spellcasting-som.md) -- [Cathartic Focus Spell](compendium/feats/cathartic-focus-spell-som.md) -- [Work Yourself Up](compendium/feats/work-yourself-up-som.md) -- [Expert Cathartic Spellcasting](compendium/feats/expert-cathartic-spellcasting-som.md) -- [Infectious Emotions](compendium/feats/infectious-emotions-som.md) -- [Master Cathartic Spellcasting](compendium/feats/master-cathartic-spellcasting-som.md) - -> [!pf2-sidebar] Emotional Focus -> -> Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable. - -#### Emotional States -SoM p. 196 - -The following emotional states are used in the Cathartic Mage archetype. Each emotional state's entry lists the following pieces of information. - -**Catharsis Trigger** The event or conditions you must meet to take your Catharsis reaction. - -**Catharsis Activation** The benefit when you use Catharsis. - -**Emotional Fervor** Benefits you gain for 3 rounds after you use Catharsis. This entry also lists a spell you're able to cast while in your emotional fervor. You must expend a spell slot to cast it. This slot must be of at least the spell's level, and the spell is automatically heightened to the level of slot you expended. - -**Emotional Fallout** The effect you experience when your emotional fervor ends. - -**Focus Spell** The focus spell you gain if you select the [Cathartic Focus Spell](compendium/feats/cathartic-focus-spell-som.md) archetype feat. - -##### Anger -SoM p. 196 - -Your destructive wrath allows you to harm your foes but causes you pain in the process. - -**Catharsis Trigger** An enemy deals damage to you. You can't use this reaction if you're [fatigued](rules/conditions.md#Fatigued). - -**Catharsis Activation** If you're [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained), you can attempt to [Escape](rules/actions/escape.md). If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level. - -**Emotional Fervor** When you [Cast a Spell](rules/actions/cast-a-spell.md) from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell: [draw ire](compendium/spells/draw-ire-som.md) - -**Emotional Fallout** You become [fatigued](rules/conditions.md#Fatigued) until you Settle your Emotions. - -**Focus Spell** [athletic rush](compendium/spells/athletic-rush.md) - -##### Awe -SoM p. 196 - -Your powerful sense of wonderment can be infectious and distracting. - -**Catharsis Trigger** You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs. - -**Catharsis Activation** If you're [fascinated](rules/conditions.md#Fascinated) or [stupefied](rules/conditions.md#Stupefied), you can attempt an additional save to end the effect if it allowed a save. - -**Emotional Fervor** When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes [fascinated](rules/conditions.md#Fascinated) with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell: [glitterdust](compendium/spells/glitterdust.md) - -**Emotional Fallout** You become [flat-footed](rules/conditions.md#Flat-footed) until you Settle your Emotions. - -**Focus Spell** [dazzling flash](compendium/spells/dazzling-flash.md) (doesn't require a religious symbol) - -##### Dedication -SoM p. 196 - -Your commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to (see Emotional Focus sidebar). - -**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you. - -**Catharsis Activation** Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute. - -**Emotional Fervor** Your spells that target your emotional focus gain the benefits of Reach Spell. When you cast a healing spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's level in addition to the spell's effects. These temporary HP last for 1 minute. Spell: [spirit link](compendium/spells/spirit-link.md) - -**Emotional Fallout** Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus. - -**Focus Spell** [protector's sacrifice](compendium/spells/protectors-sacrifice.md) - -##### Fear -SoM p. 196 - -You let your fear fuel you, rather than consume you, but it burns your endurance. - -**Catharsis Trigger** An enemy makes you [frightened](rules/conditions.md#Frightened). - -**Catharsis Activation** Increase your [frightened](rules/conditions.md#Frightened) value by 1, to a maximum of [frightened](rules/conditions.md#Frightened). - -**Emotional Fervor** You don't take the status penalty from the [frightened](rules/conditions.md#Frightened) condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: [fear](compendium/spells/fear.md) - -**Emotional Fallout** You are [fleeing](rules/conditions.md#Fleeing) for 2 rounds, running from the source of the [frightened](rules/conditions.md#Frightened) condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout. - -**Focus Spell** [waking nightmare](compendium/spells/waking-nightmare.md) - -##### Hatred -SoM p. 196 - -Your unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest (see Emotional Focus sidebar). - -**Catharsis Trigger** You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up). - -**Catharsis Activation** You can [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). You must end this movement closer to your emotional focus. - -**Emotional Fervor** Your emotional focus is [flat-footed](rules/conditions.md#Flat-footed) to you and takes a –2 status penalty to saves against your spells. You're [flat-footed](rules/conditions.md#Flat-footed) to your emotional focus and take a –2 status penalty to saves against it. Spell: [blood vendetta](compendium/spells/blood-vendetta-apg.md) - -**Emotional Fallout** You become [stunned](rules/conditions.md#Stunned). - -**Focus Spell** [cry of destruction](compendium/spells/cry-of-destruction.md) - -##### Joy -SoM p. 197 - -Your unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned. - -**Catharsis Trigger** You critically succeed on an attack roll or save, or an enemy critically fails on a save against you. - -**Catharsis Activation** Reduce the value of any [frightened](rules/conditions.md#Frightened) or [stupefied](rules/conditions.md#Stupefied) condition you have by 1 and end any [persistent mental damage](rules/conditions.md#Persistent%20Damage) you have. - -**Emotional Fervor** You gain a +1 status bonus to [Performance](compendium/skills.md#Performance) checks and to the spell attack rolls of [emotion](rules/traits/emotion.md "Emotion Effect Trait") spells, and enemies take a –1 status penalty to saves against your [emotion](rules/traits/emotion.md "Emotion Effect Trait") spells. Spell: [hideous laughter](compendium/spells/hideous-laughter.md) - -**Emotional Fallout** You become [fatigued](rules/conditions.md#Fatigued) until you Settle your Emotions. - -**Focus Spell** [unimpeded stride](compendium/spells/unimpeded-stride.md) - -##### Love -SoM p. 197 - -You're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back. - -**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you. - -**Catharsis Activation** If either you or your emotional focus is [confused](rules/conditions.md#Confused) or [controlled](rules/conditions.md#Controlled), one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save. - -**Emotional Fervor** You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell: [soothe](compendium/spells/soothe.md) - -**Emotional Fallout** You're [fascinated](rules/conditions.md#Fascinated) with your emotional focus for 1 minute. - -**Focus Spell** [soothing words](compendium/spells/soothing-words.md) - -##### Misery -SoM p. 197 - -To suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering. - -**Catharsis Trigger** You gain [persistent damage](rules/conditions.md#Persistent%20Damage) from a foe. - -**Catharsis Activation** You gain a number of temporary Hit Points equal to your level. They last for 1 minute. - -**Emotional Fervor** You can choose not to attempt a flat check to end [persistent damage](rules/conditions.md#Persistent%20Damage) you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes [persistent damage](rules/conditions.md#Persistent%20Damage) of the same type the spell dealt, of an amount equal to the highest amount of [persistent damage](rules/conditions.md#Persistent%20Damage) you currently have. You can't choose a creature that's already taking [persistent damage](rules/conditions.md#Persistent%20Damage). Spell: [phantom pain](compendium/spells/phantom-pain.md) - -**Emotional Fallout** You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is –1 per spell level. - -**Focus Spell** [savor the sting](compendium/spells/savor-the-sting.md) - -##### Pride -SoM p. 197 - -All is well as long as you appear well, but you get caught up in the moment and lose track of what's important. - -**Catharsis Trigger** You critically fail on an attack roll or saving throw. - -**Catharsis Activation** The critical failure becomes a failure. - -**Emotional Fervor** Each time you cast an illusion spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell: [color spray](compendium/spells/color-spray.md) - -**Emotional Fallout** You momentarily lose track of what's real, becoming [confused](rules/conditions.md#Confused) for 1 round. Spell: [mirror image](compendium/spells/mirror-image.md) - -**Focus Spell** [veil of confidence](compendium/spells/veil-of-confidence.md) - -##### Remorse -SoM p. 197 - -You attempt to overcome your failings, but your guilt stays with you. - -**Catharsis Trigger** An ally within 30 feet drops to 0 Hit Points. - -**Catharsis Activation** You [Step](rules/actions/step.md) or [Stride](rules/actions/stride.md). You must end this movement closer to the triggering ally - -**Emotional Fervor** Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: [warrior's regret](compendium/spells/warriors-regret-som.md) - -**Emotional Fallout** Your emotional weight crushes you, leaving you [stupefied](rules/conditions.md#Stupefied) until you Settle your Emotions. - -**Focus Spell** [healer's blessing](compendium/spells/healers-blessing.md) - -## Elementalism -SoM p. 198 - -### Druidic Orders -SoM p. 198 - -Elementalists eschew traditional magical divisions in favor of the elemental quaternity and rarely attempt a formal education. Instead, they travel Golarion, learning from the environment and elemental masters. These sojourns are referred to as pilgrimages, and the lessons learned along the way are called exposures or forms. - -Druids are among the most well-known elemental masters, capable of harnessing the power of nature that exists below a mountain or flows through an ocean. Although some act as wardens to the world as a whole, most specialize into one of three orders that revere individual elements. Within these orders, as well as the storm order that focuses on [air](rules/traits/air.md "Air Energy & Element Trait"), a sizable contingent of druids devote themselves fully to elemental magic, choosing the [elementalist](compendium/character/archetypes/elementalist-som.md) class archetype. However, just as many druids in these orders access magic from the primal spell list normally, believing that they can still take a wider view of nature through the lens of their element. - -Elementalist druids are more common in regions with strong traditions involving the cycle of elements, such as Jalmeray. - -#### Flame -SoM p. 198 - -You feel a kinship with flames and can use them for succor and destruction. You're trained in [Acrobatics](compendium/skills.md#Acrobatics). You also gain the [Fire Lung](compendium/feats/fire-lung-som.md) druid feat. You gain the [wildfire](compendium/spells/wildfire-som.md) order spell. Allowing unnatural fires to spread or preventing natural fires from occurring in a way that harms the environment are anathema to your order (this doesn't prevent you from using fire destructively or force you to combat a controlled or natural fire). - -#### Stone -SoM p. 198 - -You're as enduring as stone, and you take comfort in its steadfast presence, both natural and worked. You're trained in [Crafting](compendium/skills.md#Crafting). You also gain the [Steadying Stone](compendium/feats/steadying-stone-som.md) druid feat. You gain the [crushing ground](compendium/spells/crushing-ground-som.md) order spell. Poisoning or polluting the land and heedlessly carving the earth to plunder its natural resources are anathema to your order (this doesn't prevent you from responsibly digging or mining). - -#### Wave -SoM p. 198 - -Water is the source of life, and you've learned to shape how it flows. You're trained in [Medicine](compendium/skills.md#Medicine). You also gain the [Shore Step](compendium/feats/shore-step-som.md) druid feat. You gain the [rising surf](compendium/spells/rising-surf-som.md) order spell. Polluting water or allowing those who pollute water sources to go unpunished is anathema to your order (this doesn't force you to take action against potential water pollution or to sacrifice yourself against an obviously superior foe). - -> [!pf2-sidebar] The Four Elements -> -> The elements are clearly observable in the natural world, but philosophers ascribe deeper attributes that can be seen in a gust or heard in a geode. -> -> **Fire** is unbridled potential but must be tended with care. When nurtured, flames bring warmth and healing. They illuminate darkness and reveal truth, clearing old growth for new. But fire also burns, obscures, and destroys. An elementalist must learn to both bank and fuel the flames. -> -> **Earth** is both cradle and tomb. It's home for most creatures, providing nourishment and shelter. But the earth runs deep and is too vast to fully control. An elementalist must listen carefully to the stones or risk their anger. -> -> **Water** is soothing and enigmatic. Most living creatures are composed primarily of water and require water to survive; controlling water thus gives an elementalist power over the flow of life. Though water is the easiest element to work with, its depths are a mystery. -> -> **Air** breathes life into myriad worlds but is ephemeral and often overlooked. In truth, air is the most difficult of elements to work with, as learning to grasp the ungraspable and see the unseen is notoriously difficult. Mastering air requires intuition, subtlety, and impressive powers of perception. - -### Druid Feats -SoM p. 198 - -- [Fire Lung](compendium/feats/fire-lung-som.md) -- [Shore Step](compendium/feats/shore-step-som.md) -- [Steadying Stone](compendium/feats/steadying-stone-som.md) -- [Fire Resistance](compendium/feats/fire-resistance-som.md) -- [Natural Swimmer](compendium/feats/natural-swimmer-som.md) -- [Sheltering Cave](compendium/feats/sheltering-cave-som.md) -- [Advanced Elemental Spell](compendium/feats/advanced-elemental-spell-som.md) -- [Fiery Retort](compendium/feats/fiery-retort-som.md) -- [Harden Flesh](compendium/feats/harden-flesh-som.md) -- [Purifying Spell](compendium/feats/purifying-spell-som.md) - -### Focus Spells -SoM p. 200 - -These elemental focus spells are available to druids of the flame, stone, and wave orders and to characters with the [elementalist](compendium/character/archetypes/elementalist-som.md) class archetype. - -- [Combustion](compendium/spells/combustion-som.md) -- [Crushing Ground](compendium/spells/crushing-ground-som.md) -- [Powerful Inhalation](compendium/spells/powerful-inhalation-som.md) -- [Pulverizing Cascade](compendium/spells/pulverizing-cascade-som.md) -- [Rising Surf](compendium/spells/rising-surf-som.md) -- [Stone Lance](compendium/spells/stone-lance-som.md) -- [Updraft](compendium/spells/updraft-som.md) -- [Wildfire](compendium/spells/wildfire-som.md) - -### Monk Stances -SoM p. 202 - -Monks manipulate the elements within themselves to manifest magic. [Mountain Stance](compendium/feats/mountain-stance.md) and [Wild Winds Initiate](compendium/feats/wild-winds-initiate.md) from the Core Rulebook provide earth and air. - -- Reflective Ripple Stance -- Stoked Flame Stance -- Inner Fire -- Rippling Spin -- Blazing Streak -- Wave Spiral - -### Elemental Spell List -SoM p. 203 - -> [!pf2-note] -> Please visit the spells page to view all Elemental Spells from Secrets of Magic. - -> [!pf2-sidebar] Elementalism On Golarion -> See page 205 of Secrets of Magic - -### Elementalist (Class Archetype) -SoM p. 206 - -You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element. - -#### Elemental Magic -SoM p. 206 - -You're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) as your 2nd-level class feat. - -**Prerequisites:** You must have a spellcasting class feature that chooses spells from the arcane or primal spell list. - -**Elementalist Adjustments:** Replace your spell list with the elemental spell list. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead. - -If you're a sorcerer with the elemental bloodline, you can replace your [initial bloodline spell](compendium/spells/elemental-toss.md) with an initial elemental focus spell, and your [advanced bloodline spell](compendium/spells/elemental-motion.md) with an advanced elemental focus spell. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline. - -**Druid Elementalist Adjustments:** If you're a druid of the storm order, you can choose to replace your starting order spell, [tempest surge](compendium/spells/tempest-surge.md), with [updraft](compendium/spells/updraft-som.md). - -**Wizard Elementalist Adjustments:** If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the [air](rules/traits/air.md "Air Energy & Element Trait") trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school|Wizard||1 functions as written in the Core Rulebook. If you later select the [Advanced School Spell](compendium/feats/advanced-school-spell.md) wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element. - -**Additional Feats:** **4th** [Familiar](compendium/feats/familiar-sorcerer.md), **6th** [Enhanced Familiar](compendium/feats/enhanced-familiar-sorcerer.md), **8th** [Current Spell](compendium/feats/current-spell-apg.md), [Water Step](compendium/feats/water-step.md). - -- [Elementalist Dedication](compendium/feats/elementalist-dedication-som.md) -- [Dousing Spell](compendium/feats/dousing-spell-som.md) -- [Elemental Familiar](compendium/feats/elemental-familiar-som.md) -- [Burning Spell](compendium/feats/burning-spell-som.md) -- [Metabolize Element](compendium/feats/metabolize-element-som.md) -- [Rockslide Spell](compendium/feats/rockslide-spell-som.md) -- [Wind-Tossed Spell](compendium/feats/wind-tossed-spell-som.md) - -## Flexible Preparation -SoM p. 208 - -Flexible spellcasters learn to prepare spells into a collection each day and can cast spells from their collection spontaneously. This combination makes such spellcasters the envy of their peers, but it comes with a significant cost. The magical power required to fuel their flexible casting draws heavily upon their magic's mental or vital essence, so they can cast far fewer spells each day. The strain manifests differently for each flexible spellcaster and varies by tradition, though it most commonly starts as a mild headache for arcane and occult spellcasters or fatigue for divine and primal spellcasters. - -Flexible spellcasting wizards—who sometimes prefer to use the more generic term for arcane spellcasters, arcanists—are more common in schools and other places that practice experimental or innovative magic, such as the Occularium in the atheist nation of Rahadoum, the Magaambya magic school in the jungle of the Mwangi Expanse, or the many academies in the arcane nation of Nex. Flexible spellcasting druids, sometimes called fey callers, use the infinite possibilities of the First World and the magical curiosity of the fey to power their flexible magic. They more commonly appear in places where the veil to the First World is thin, such as the Land of the Linnorm Kings or the River Kingdoms. Flexible spellcasting clerics, sometimes called ecclesiasts, have an unorthodox connection to their deity, allowing them flexibility in the grace they earn through their prayers. They're more commonly itinerant, rather than connected to an established church. Flexible spellcasting witches, sometimes called invokers, have more personal connections with their patrons (even though the patron is still an enigma), allowing them to adjust their magic more easily. - -![Flexible Spellcaster Spells per Day](rules/tables/flexible-spellcaster-spells-per-day-som.md) - -### Flexible Spellcaster (Class Archetype) -SoM p. 209 - -You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day. - -#### Flexible Spell Preparation -SoM p. 209 - -This class feature alters your spellcasting class feature (such as Arcane Spellcasting|Wizard||1 for the wizard or Divine Spellcasting|Cleric||1 for the cleric). If you choose this class archetype, you must select [Flexible Spellcaster Dedication](compendium/feats/flexible-spellcaster-dedication-som.md) as your 2nd-level class feat. - -**Prerequisites:** You must have a class, such as clerics, druids, witches, and wizards, that prepares spells in spell slots using the same number of prepared spells per day. - -**Flexible Spellcaster Adjustments:** You learn spells as normal for your class (a wizard uses a spellbook, a witch teaches spells to their familiar, and so on), but change your spellcasting from your class as follows. - -- You can cast fewer spells each day. Your number of spell slots per day don't advance from 2 to 3 spells at even levels (see Table 5—1). -- Reduce the number of cantrips you gain from your class by 2. This archetype doesn't change the way you prepare cantrips. -- During your daily preparations, you prepare a spell collection rather than preparing spells into each spell slot individually. The number of spells in your spell collection each day equals the total number of spell slots you get each day from your class spells. Select these spells from the same source as normal, such as from a spellbook for a wizard. -- You can cast any of the spells in your collection by using a spell slot of an appropriate level. For instance, if you were level 1 and had feather fall and magic missile in your spell collection, you could cast feather fall twice that day, magic missile twice, or each spell once. -- Extra spell slots you gain that have additional restrictions, like the wizard's specialist school spells or the cleric's divine font spells, don't change due to this archetype, nor do such spells count toward the number of spells you place in your spell collection. See the Restricted Spell Slots sidebar. - -![Flexible Spellcaster Spells per Day](rules/tables/flexible-spellcaster-spells-per-day-som.md) - -> [!pf2-sidebar] Restricted Spell Slots -> -> When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's Arcane School|Wizard||1||specialist school spells or the cleric's divine font|Cleric||1, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast [heal](compendium/spells/heal.md) spells of the highest level you can cast, but doesn't add [heal](compendium/spells/heal.md) to your spell collection. A harming font does the same for the [harm](compendium/spells/harm.md) spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection. - -##### Heightening Spells -SoM p. 209 - -Once you gain 2nd-level spells, you can heighten any spell in your spell collection to any level you can cast, similar to a spontaneous spellcaster's signature spells. The only restriction is that you must select at least one 1st-level spell for your collection each time you prepare, ensuring that you can use all your spell slots each day. - -##### Adjucidating Class Feats and Features -SoM p. 209 - -Some of your class feats or features might rely on the fact that you prepare spells in spell slots. While some class feats might no longer work or be necessary with the flexible spellcaster archetype, in many cases you can make a simple replacement and continue using the class feat. The following class feats simply require replacing "a spell you have prepared" or "a prepared spell" for "a spell in your collection" or "a spell slot." For example, in [Counterspell](compendium/feats/counterspell-wizard.md), you'd replace "a spell you have prepared" in the trigger for "a spell in your collection" and "expend a prepared spell" for "expend a spell slot." Similarly, in arcane bond|Wizard||1, you'd replace "cast one spell you prepared today and already cast" with "cast one spell in your collection you've already cast today." - -The [Counterspell](compendium/feats/counterspell-wizard.md) and [Leyline Conduit](compendium/feats/leyline-conduit.md) feats in the Core Rulebook need these substitutions, as does [Form Retention](compendium/feats/form-retention-apg.md) from the Advanced Player's Guide. [Spell Mastery](compendium/feats/spell-mastery-apg.md) provides additional restricted spells, like divine font|Cleric||1 or specialist spells; you can take it, but it doesn't add to your collection and works like normal prepared spells. - -##### Disallowed Feats -SoM p. 209 - -The following feats from the Core Rulebook aren't available for a flexible spellcaster: [Call of the Wild](compendium/feats/call-of-the-wild.md), [Clever Counterspell](compendium/feats/clever-counterspell.md), [Infinite Possibilities](compendium/feats/infinite-possibilities.md), [Reprepare Spell](compendium/feats/reprepare-spell.md), and [Spell Combination](compendium/feats/spell-combination.md). The disallowed feats from the Advanced Player's Guide are as follows: [Elemental Summons](compendium/feats/elemental-summons-apg.md), [Miraculous Possibility](compendium/feats/miraculous-possibility-apg.md), [Rites of Convocation](compendium/feats/rites-of-convocation-apg.md), and [Rites of Transfiguration](compendium/feats/rites-of-transfiguration-apg.md). - -## Geomancy -SoM p. 210 - -To a geomancer, the world is a living tapestry of magic, woven together in different biomes and ecosystems that each interact with those around them, sometimes working together and other times at cross purposes. A novice geomancer learns to tap into that flow of magic and enhance their castings whenever their magic has a resonance with the surrounding area, but a true master can chain magic to build an artificial resonance cobbled together out of nothing more than their own power and connection to the land. - -> [!pf2-sidebar] Geomantic Stauration -> -> Areas of geomantic saturation are rare phenomena wherein either elemental matter or life essence strongly saturate a site or location, granting a unique magical effect. For example, the Crystal Womb deep underground is saturated with earth elemental energy. To represent a place of geomantic saturation, the rules for magical terrain in Pervasive Magic are a good starting point. -> -> To a geomancer, these areas also represent a potential source of power and learning. Tapping into or attuning with a saturated area might present a challenge for the geomancer, potentially requiring research or a ritual similar to [establish nexus](compendium/spells/rituals/establish-nexus-som.md). Successfully attuning to the areas might offer rare spells, feats, or other options for a geomancer to access or even a unique option available only by attuning with that specific saturation. - -### Terrain Types -SoM p. 210 - -Each of the nine fundamental geomantic terrains represents a wide variety of environments and biomes. For instance, the mountain terrain applies to hilly regions, the forest terrain applies to jungles and rain forests, and the swamp terrain includes marshes and bogs. While each of these fundamental terrains isn't homogeneous and offers diverse magical secrets to a geomancer, over time, geomancers have nonetheless developed certain broad associations with each type. - -#### Aquatic Geomancy -SoM p. 210 - -Rivers course, tides ebb and flow, and water shifts from ice to vapor, all while creatures grow and adapt within the depths. Casting spells in water calls for a free flow of ideas and emotions. Geomantic rituals intended to change one thing to another often take place in aquatic terrain, or in a liminal space between aquatic terrain and another type of terrain, such as a beach. - -#### Arctic Geomancy -SoM p. 210 - -Icy winds carry crystalline flecks of snow that distort the horizons, and desolate nights bring undulating light shows to the black skies. An arctic environment draws a geomancer toward illusory magic that replicates the splendor and mystery of the sparkling tundras, and to long-lasting protection against the elements. - -#### Desert Geomancy -SoM p. 210 - -Sandstorms rage as the sun glares down oppressive heat, only to retreat into a frigid night. Life is harsh in the desert, and only the powerful and adaptable survive; the desert's geomantic energies reflect that truth. When the environment is unforgiving, so is the geomancer, who brings forth punishing magic as merciless as trackless stone and sizzling sand. - -#### Forest Geomancy -SoM p. 210 - -Forest are defined by the thick growth of plants, a canopy of green home to creatures across every stratum from the forest floor to the treetops. All forests, from those of humid ferns to frozen conifers, share growth and creation. This generative power thrives in a geomancer, coming to life in spells that spring vines and thorns or call forth ancient creatures tied to the land. - -#### Mountain Geomancy -SoM p. 210 - -Mountains reach to the skies above, breathtaking and impassable. They stand ever-vigilant and seemingly outside the passage of time until, over the course of eons, even they crumble. Mountains serve as barriers and thresholds: boundaries between nations and demarcations between lush windward and arid leeward. This role leads geomancers to associate mountains with wards and barriers. - -#### Plains Geomancy -SoM p. 210 - -The vast expanse of grasslands represent limitless potential spanning off in every direction. Animals and caravans alike migrate across the plains, but humans and other sapient creatures also settle down and build farms. The openness of the plains calls for spells of the wind, plant cultivation, and fast, effortless travel. A geomancer on the plains feels the vastness within them, stretching as broad as the distant horizons. - -#### Sky Geomancy -SoM p. 210 - -The open sky is a soaring realm of freedom and exhilaration. The sky is capricious, reflecting the moods of the firmament and altering those of the creatures that live beneath; its oppressive gray or clear blue evoke different emotions. As night falls, the heavens become a star-flecked wonderland beneath the pale gaze of the moon. The sky opens the geomancer to change and uncertainty, allowing for magic to move physical forms and enchantments to sway minds. - -#### Swamp Geomancy -SoM p. 210 - -Wetlands cultivate teeming life, though many of the organisms that thrive in swamps can also bring disease. Marshes, bogs, and fens have their own slightly different geomantic properties, but all envelop the geomancer, engulfing the self in gripping mud, murky water, and calls of buzzing insects. The magic of death and rebirth flourishes in the duality of the swamp. - -#### Underground Geomancy -SoM p. 210 - -Places beneath the surface of the world are home to countless secrets, from the caves just under the surface to deep, dark caverns of progressively increasing mystery and alien splendor. Twisting tunnels block sight but provide ghostly echoes, revealing distant truths to those who can interpret them. Geomancers feel the pull of the mysterious knowledge held deep in the earth, tracing through the ground as surely as mineral veins. Geomancers tap into this force to learn the answers to enigmas long forgotten to those on the surface. - -### Geomancer (Archetype) -SoM p. 212 - -You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties. - -You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible. - -- [Geomancer Dedication](compendium/feats/geomancer-dedication-som.md) -- [Attunement Shift](compendium/feats/attunement-shift-som.md) -- [Shared Attunement](compendium/feats/shared-attunement-som.md) -- [Rough Terrain Stance](compendium/feats/rough-terrain-stance-som.md) -- [Attuned Stride](compendium/feats/attuned-stride-som.md) -- [Draw From The Land](compendium/feats/draw-from-the-land-som.md) -- [Read The Land](compendium/feats/read-the-land-som.md) -- [Terrain Shield](compendium/feats/terrain-shield-som.md) -- [Shifting Terrain](compendium/feats/shifting-terrain-som.md) -- [Quickened Attunement](compendium/feats/quickened-attunement-som.md) - -## Ley Lines -SoM p. 214 - -Each ley line carries its own specific manifestation of magical energy. One ley line might contain the power to enhance divinations, while another forms a channel for the destructive power of fire. Regardless of a ley line's specific nature, its presence influences the world around it in subtle or overt ways. - -### Ley Lines in your Game -SoM p. 214 - -Though magical essence permeates the multiverse, it rarely concentrates in high enough volume to form a ley line, and as such, ley lines are rare, inscrutable phenomena. Those who overtax a ley line might find that its power fades, reroutes, or even backfires—the ramifications of which can lead to interesting story explorations. In general, these rules assume that ley lines are few and far between in a setting and that one's presence holds notable significance in the game world. - -Ley lines impact the world around them in considerable ways, which presents myriad narrative possibilities; for example, a wizard might build a tower on top of a ley line with magic that aids in planar research, or an entire civilization might structure their territory along a ley line to improve their wealth. Ley lines should also manifest magical side effects that relate to their nature, such as increased ambient temperatures or prevalent brushfires along a ley line attuned to fire magic. GMs should feel encouraged to explore how ley lines can affect their world. - -Tapping into ley lines often provides benefits that alter spells, akin to metamagic (for example, the basic ley line on page 216 provides a choice between two metamagic effects from metamagic class feats). As such, spellcasters are the most likely to seek out and tap ley lines, but some ley lines provide benefits that any character capable of tapping into them can use; GMs should consider how an entire party can benefit from a ley line and what characters might enjoy some time in the spotlight. - -A ley line might be a lasting benefit to the entire party, and discovering one could even serve as an interesting reward for them. The PCs might be encouraged to build a base of operations along a ley line or to establish a nexus at a ley line node. - -Ultimately, the use of ley lines is rooted in the familiar mechanics of metamagic, meaning that they should be easy to add without complicating the game. Though they're presented as rare in this book, GMs might prefer them to be more common and are encouraged to create a unique setting featuring prevalent ley lines. Some settings might feature ley lines as common as rivers, influencing the magic and civilizations around them with the type of energy flowing through them. Consider whether the inclusion of ley lines will add or distract from to the richness of the story. - -### Locating Ley Lines -SoM p. 214 - -Ley lines are typically imperceptible by mundane means, so locating a ley line requires a magical connection of some kind (though not necessarily the ability to cast spells). Typically, ley lines' sizes correlate with their potency, with higher-level ley lines usually being wider and easier to notice—but ley lines are by nature enigmatic phenomena, and some particularly powerful ones are as thin as thread. In rare cases, ley lines might have physical manifestations that make their presence more apparent. For example, a ley line attuned to electrical energy might manifest as a constant stream of sparks and electricity arcing along the ley line's path, or a ley line suffused with positive energy might appear as a strip of overgrown and mutated plants. - -A character can locate a ley line with a successful [Occultism](compendium/skills.md#Occultism) check to [Identify Magic](rules/actions/identify-magic.md), usually against a DC of 30 for a weak and minor ley line or 20 for a powerful one, but a particular line's presence might be more obvious if it has noticeable magical manifestations. A successful check reveals the location of a ley line but not its capabilities. Each ley line has at least one trait tied to a tradition of magic. To determine the effects of a ley line, a character must succeed at a check to [Identify Magic](rules/actions/identify-magic.md) based on its tradition, with a DC equal to the hard DC of the ley line's level. Finding the exact position, strength, and effects of a ley line can be extremely helpful for characters attempting to access the ley line's power. - -### Ley Line Nodes -SoM p. 214 - -Ley line nodes are the point at which multiple ley lines intersect. Incredibly rare and powerful, nodes provide those who tap into them access to all of the intersecting ley lines' abilities, and they usually produce one or more additional effects based on the combination of intersecting ley lines. A ley line node's level is equal to that of the highest-level ley line that intersects at the node. Enterprising PCs or NPCs sometimes seek out nodes as sites to perform rituals to establish ley line nexuses. Such locations are jealously guarded by those who wish to claim the nexus's power. - -### Using Ley Lines -SoM p. 214 - -While locating a ley line might be a difficult process, making use of a ley line's power is remarkably simple. Accessing the power of a ley line requires using the [Tap Ley Line](rules/actions/tap-ley-line-som.md) general skill action. The results of this action are based on the benefits and drawbacks of a ley line. - -#### Tap Ley Lines (Trained) -SoM p. 214 - -You can use your magical prowess to temporarily access the power of a ley line. Tapping the Ley Line requires a skill check using the skill associated with its tradition ([Arcana](compendium/skills.md#Arcana) for arcane, [Nature](compendium/skills.md#Nature) for primal, [Occultism](compendium/skills.md#Occultism) for occult, and [Religion](compendium/skills.md#Religion) for divine). In cases where a ley line has multiple associated traditions, you can use any of the appropriate skills to Tap the Ley Line. The benefits of a ley line are always magical in nature and can be counteracted in a similar way to a magic item. - -![Tap Ley Line](rules/actions/tap-ley-line-som.md) - -### Sample Ley Lines -SoM p. 214 - -The following represent a number of different types of ley lines, each of which provides specific effects. GMs can use these ley lines as is or find some inspiration for new ley lines in their own games. Most ley lines are rare, but a specific ley line can be unique. - -```ad-pf2-note -title: Basic Ley Line * 2* -[evocation](rules/traits/evocation.md "Evocation School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - -Most ley lines are simply naturally occurring conduits of pure magical energy. Tapping into a basic ley line allows spellcasters to modify their spells. This ley line 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 as appropriate. - -> [!success-degree] -``` - -```ad-pf2-note -title: Energy Ley Line * 4* -[evocation](rules/traits/evocation.md "Evocation School Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - -Energy ley lines are attuned to a specific type of energy and enhance that energy's power. They might form where the power from an Inner Plane with immense energy (such as an Elemental Plane, the Positive Energy Plane, or the Negative Energy Plane) seeps across a planar boundary. An energy ley line can be attuned to acid, cold, electricity, fire, force, positive, negative, or sonic energy and gains the respective trait for that energy. Higher-level energy ley lines can deal greater [persistent damage](rules/conditions.md#Persistent%20Damage) on the benefit and greater damage on the backlash, usually `1d8` per 4 levels. - -> [!success-degree] -``` - -```ad-pf2-note -title: Focused Ley Line * 10* -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [divine](rules/traits/divine.md "Divine Tradition Trait") [evocation](rules/traits/evocation.md "Evocation School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [primal](rules/traits/primal.md "Primal Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - -Focused ley lines are concentrated points of magical energy which are even more potent than other ley lines. These ley lines allow users to realign their magical connections almost immediately. Higher-level focused ley lines allow users to gain their benefits more times in a single day. - -> [!success-degree] -``` - -```ad-pf2-note -title: Haunted Ley Line * 12* -[divine](rules/traits/divine.md "Divine Tradition Trait") [necromancy](rules/traits/necromancy.md "Necromancy School Trait") [occult](rules/traits/occult.md "Occult Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - -Some ley lines form at sites of significant death. This results in haunted ley lines, which allow those who tap into them to blur the line between life and death. More powerful haunted ley lines grant the benefits of a higher-level [blink](compendium/spells/blink.md) spell. - -> [!success-degree] -``` - -```ad-pf2-note -title: Specialized Ley Line * 14* -[arcane](rules/traits/arcane.md "Arcane Tradition Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - -Specialized ley lines empower specific types of magic. They most commonly come about where a practitioner of a particular type of magic has utilized their magical arts repeatedly, such as at locations of magical academies. Each specialized ley line is attuned to a specific school of magic and gains that school's trait. More powerful ones can heighten a spell multiple levels at once. - -> [!success-degree] -``` - -### Ley Line Rituals -SoM p. 214 - -Those who build a stronghold on a ley line might use rituals to increase their advantage. The following rituals allow easier or more powerful benefits from ley lines. - -```ad-embed-ritual -title: Empower Ley Line -collapse: closed -# Empower Ley Line *Ritual 7* -[evocation](rules/traits/evocation.md "Evocation School Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") - -- **Cast** 1 day -- **Cost** magical foci worth a total value of 50 gp × the spell level × the target's level -- **Secondary Casters** 6 -- **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), matching the ley line's tradition (legendary) -- **Secondary Checks** [Ley Line Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) -- **Range**: 10 feet -- **Targets**: 1 ley line or ley line node up to double this ritual's level - -You draw upon surrounding magical energy to empower a ley line, enhancing both its [positive](rules/traits/positive.md "Positive Energy & Element Trait") and [negative](rules/traits/negative.md "Negative Energy & Element Trait") effects. - -The duration of an empowered ley line's benefits increases: when you successfully Tap a Ley Line that's empowered, you gain its benefits until the end of your next turn on a success (1 minute on a critical success) - -You take double the damage if you fail to Tap a Ley Line that's empowered and double the damage from the ley line's backlash effects (if any). If a backlash effect has a duration, that duration increases: a backlash effect that would ordinarily last until the end of your next turn now lasts for 1 minute, effects that last for 1 minute now last for 10 minutes, effects that last for 10 minutes now last for 1 hour, and effects that last for 1 hour now last for 1 day. - -> [!success-degree] -> - **Critical Success** You empower the ley line until the next turning of the season. -> - **Success** You empower the ley line for 1 week. -> - **Failure** You fail to empower the ley line. -> - **Critical Failure** All casters take damage and suffer the ley line's backlash as if they had critically failed to Tap the Ley Line. This damage and backlash is enhanced as if the ley line were successfully empowered, leading to increased damage and longer backlash effects. - -*Source: Secrets of Magic p. 216* -``` - -```ad-embed-ritual -title: Establish Nexus -collapse: closed -# Establish Nexus *Ritual 5* -[consecration](rules/traits/consecration.md "Consecration Effect Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [transmutation](rules/traits/transmutation.md "Transmutation School Trait") - -- **Cast** 1 day -- **Cost** magical foci worth 100 gp × the spell level × the node's level -- **Secondary Casters** 2 -- **Primary Checks** [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) based on the ley line (master) -- **Secondary Checks** [Ley Line Lore](compendium/skills.md#Lore) or [Occultism](compendium/skills.md#Occultism) -- **Range**: 10 feet -- **Targets**: 1 ley line node up to double establish nexus's level - -You focus the power of the node's intersecting ley lines into a powerful confluent point known as a ley line nexus. - -The ley line nexus grows out from the node in a 20-foot radius. The ley line nexus is more open and available for access to creatures you designate. When Tapping the Ley Lines, these creatures get a degree of success one better than they rolled. - -> [!success-degree] -> - **Critical Success** The ley line nexus is established. The nexus is particularly powerful, allowing it to continually refresh its magical energy; thus, the nexus lasts for up to 100 years, unless the ley lines shift. -> - **Success** The ley line nexus is established and lasts for a year and one day, unless the ley lines shift. -> - **Failure** You fail to establish the ley line nexus. -> - **Critical Failure** All casters take damage and suffer backlash effects as if they had critically failed to Tap every Ley Line in the node simultaneously, and they can't attempt to Tap those Ley Lines for a year and one day. - -*Source: Secrets of Magic p. 217* -``` - -## Pervasive Magic -SoM p. 218 - -**Rarity:** [Rare](rules/traits/rare.md "Rare Rarity Trait") - -GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting). - -Adding magical traits to a campaign can enrich the setting and make it more memorable. Perhaps a cataclysmic, magical event turned part of the world into a barren wasteland—those desolated plains might still hold enough residual magic to apply the pervasive magic rules. Creatures and characters in an area might all have the arcane trait, or mountain lakes tied to the Elemental Plane of Water might infuse the nearby terrain and its inhabitants with primal magic. The constant efforts of secretive cults might cause occult power to leak into the sewers and tunnels beneath a bustling city. - -The GM must decide when first creating a campaign if it uses the pervasive magic rules. In pervasive magic campaigns, players choose their characters' associated magic trait and can select from the pervasive magic backgrounds and feats presented starting on page 219. Because pervasive magic represents a slight power increase overall, it's recommended that if some characters in the setting have access to pervasive magic, then all characters should to maintain balance. - -### Tradition Traits -SoM p. 218 - -Every creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice—a character with the primal tradition trait can still study to be a wizard and cast arcane spells. See page 220 for how to adjust creature stats in areas of pervasive magic. You might see primal manticores, arcane ogres, occult gold dragons, or divine flesh golems. - -Creatures (including PCs) gain the following: - -- A trait associated with one of the magic traditions: [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"). -- The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait. -- The [Cast a Spell](rules/actions/cast-a-spell.md) activity. -- Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic. -- Access to backgrounds and feats with the [pervasive magic](rules/traits/pervasive-magic-som.md "Pervasive Magic General Trait") trait (see below). - -### Magical Backgrounds -SoM p. 218 - -Characters in pervasive magic campaigns choose backgrounds normally, but they also have access to backgrounds that represent the influence of constant and powerful magic during their lives. Some of these backgrounds determine your innate magical trait. - -- [Energy Scarred](compendium/character/backgrounds/energy-scarred-som.md) -- [Mystic Tutor](compendium/character/backgrounds/mystic-tutor-som.md) -- [Surge Investigator](compendium/character/backgrounds/surge-investigator-som.md) - -### Feats -SoM p. 218 - -This section presents new feats that are available only to creatures or characters from pervasive magic campaigns. All of these feats are class feats, but they can be taken by any class. When you take the feat, it gains the trait appropriate for your class. - -- [Cantrip Casting](compendium/feats/cantrip-casting-som.md) -- [Basic Spellcasting](compendium/feats/basic-spellcasting-som.md) -- [Expert Spellcasting](compendium/feats/expert-spellcasting-som.md) -- [Master Spellcasting](compendium/feats/master-spellcasting-som.md) - -### Creature Adjustments -SoM p. 218 - -In a world of pervasive magic, creatures gain at least one trait associated with a magical tradition. These traits reflect the creature's innate magical nature. In areas of localized pervasive magic, these traits represent the area itself. - -#### Arcane Adjustments -SoM p. 218 - -The creature gains the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") trait and can cast a single innate spell from the arcane spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. - -| Creature Level | Spell Level (Statistics) | Suggested Spells | -|----------------|--------------------------|------------------| -| –1 to 2 | Cantrip (DC 15, attack +7) | [Daze](compendium/spells/daze.md), [detect magic](compendium/spells/detect-magic.md), [shield](compendium/spells/shield.md), [telekinetic projectile](compendium/spells/telekinetic-projectile.md) | -| 3 to 4 | 1st (DC 18, attack +10) | [Charm](compendium/spells/charm.md), [fleet step](compendium/spells/fleet-step.md), [grim tendrils](compendium/spells/grim-tendrils.md), [magic missile](compendium/spells/magic-missile.md), [sleep](compendium/spells/sleep.md) | -| 5 to 6 | 2nd (DC 21, attack +13) | [Blur](compendium/spells/blur.md), [invisibility](compendium/spells/invisibility.md), [mirror image](compendium/spells/mirror-image.md), [see invisibility](compendium/spells/see-invisibility.md), [spider climb](compendium/spells/spider-climb.md) | -| 7 to 8 | 3rd (DC 23, attack +15) | [Blindness](compendium/spells/blindness.md), [fireball](compendium/spells/fireball.md), [haste](compendium/spells/haste.md), [hypnotic pattern](compendium/spells/hypnotic-pattern.md), [lightning bolt](compendium/spells/lightning-bolt.md), [wall of wind](compendium/spells/wall-of-wind.md) | -| 9 to 10 | 4th (DC 26, attack +18) | [Blink](compendium/spells/blink.md), [confusion](compendium/spells/confusion.md), [fire shield](compendium/spells/fire-shield.md), [freedom of movement](compendium/spells/freedom-of-movement.md), [wall of fire](compendium/spells/wall-of-fire.md) | -| 11 to 12 | 5th (DC 29, attack +21) | [Cloak of colors](compendium/spells/cloak-of-colors.md), [cloudkill](compendium/spells/cloudkill.md), [cone of cold](compendium/spells/cone-of-cold.md), [tongues](compendium/spells/tongues.md) | -| 13 to 14 | 6th (DC 31, attack +23) | [Chain lightning](compendium/spells/chain-lightning.md), [spellwrack](compendium/spells/spellwrack.md), [true seeing](compendium/spells/true-seeing.md) | -| 15 to 16 | 7th (DC 34, attack +26) | [Fiery body](compendium/spells/fiery-body.md), [prismatic spray](compendium/spells/prismatic-spray.md), [true target](compendium/spells/true-target.md) | -| 17 to 18 | 8th (DC 35, attack +27) | [Disappearance](compendium/spells/disappearance.md), [horrid wilting](compendium/spells/horrid-wilting.md), [maze](compendium/spells/maze.md) | -| 19 to 20 | 9th (DC 38, attack +30) | [Meteor swarm](compendium/spells/meteor-swarm.md), [prismatic sphere](compendium/spells/prismatic-sphere.md) | -| 21 or higher | 10th (DC 42, attack +34) | [Time stop](compendium/spells/time-stop.md), [wish](compendium/spells/wish.md) | - -#### Divine Adjustments -SoM p. 218 - -The creature gains the [divine](rules/traits/divine.md "Divine Tradition Trait") trait and can cast a single innate spell from the divine spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. - -| Creature Level | Spell Level (Statistics) | Suggested Spells | -|----------------|--------------------------|------------------| -| –1 to 2 | Cantrip (DC 15, attack +7) | [Detect magic](compendium/spells/detect-magic.md), [divine lance](compendium/spells/divine-lance.md), [guidance](compendium/spells/guidance.md), [light](compendium/spells/light.md) | -| 3 to 4 | 1st (DC 18, attack +10) | [Bane](compendium/spells/bane.md), [bless](compendium/spells/bless.md), [heal](compendium/spells/heal.md), [sanctuary](compendium/spells/sanctuary.md) | -| 5 to 6 | 2nd (DC 21, attack +13) | [Death knell](compendium/spells/death-knell.md), [restoration](compendium/spells/restoration.md), [silence](compendium/spells/silence.md), [spiritual weapon](compendium/spells/spiritual-weapon.md) | -| 7 to 8 | 3rd (DC 23, attack +15) | [Chilling darkness](compendium/spells/chilling-darkness.md), [heroism](compendium/spells/heroism.md), [sanctified ground](compendium/spells/sanctified-ground.md), [searing light](compendium/spells/searing-light.md) | -| 9 to 10 | 4th (DC 26, attack +18) | [Divine wrath](compendium/spells/divine-wrath.md), [spell immunity](compendium/spells/spell-immunity.md) | -| 11 to 12 | 5th (DC 29, attack +21) | [Abyssal plague](compendium/spells/abyssal-plague.md), [flame strike](compendium/spells/flame-strike.md), [sending](compendium/spells/sending.md), [spiritual guardian](compendium/spells/spiritual-guardian.md) | -| 13 to 14 | 6th (DC 31, attack +23) | [Blade barrier](compendium/spells/blade-barrier.md), [righteous might](compendium/spells/righteous-might.md) | -| 15 to 16 | 7th (DC 34, attack +26) | [Eclipse burst](compendium/spells/eclipse-burst.md), [energy aegis](compendium/spells/energy-aegis.md), [sunburst](compendium/spells/sunburst.md) | -| 17 to 18 | 8th (DC 35, attack +27) | [Divine aura](compendium/spells/divine-aura.md), [spiritual epidemic](compendium/spells/spiritual-epidemic.md) | -| 19 to 20 | 9th (DC 38, attack +30) | [Overwhelming presence](compendium/spells/overwhelming-presence.md), [wail of the banshee](compendium/spells/wail-of-the-banshee.md) | -| 21 or higher | 10th (DC 42, attack +34) | [Miracle](compendium/spells/miracle.md), [revival](compendium/spells/revival.md) | - -#### Occult Adjustments -SoM p. 218 - -The creature gains the [occult](rules/traits/occult.md "Occult Tradition Trait") trait and can cast a single innate spell from the occult spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. - -| Creature Level | Spell Level (Statistics) | Suggested Spells | -|----------------|--------------------------|------------------| -| –1 to 2 | Cantrip (DC 15, attack +7) | [Chill touch](compendium/spells/chill-touch.md), [guidance](compendium/spells/guidance.md), [ghost sound](compendium/spells/ghost-sound.md), [shield](compendium/spells/shield.md) | -| 3 to 4 | 1st (DC 18, attack +10) | [Bane](compendium/spells/bane.md), [charm](compendium/spells/charm.md), [fear](compendium/spells/fear.md), [grim tendrils](compendium/spells/grim-tendrils.md), [ray of enfeeblement](compendium/spells/ray-of-enfeeblement.md) | -| 5 to 6 | 2nd (DC 21, attack +13) | [Darkness](compendium/spells/darkness.md), [false life](compendium/spells/false-life.md), [paranoia](compendium/spells/paranoia.md) | -| 7 to 8 | 3rd (DC 23, attack +15) | [Enthrall](compendium/spells/enthrall.md), [haste](compendium/spells/haste.md), [slow](compendium/spells/slow.md) | -| 9 to 10 | 4th (DC 26, attack +18) | [Confusion](compendium/spells/confusion.md), [phantasmal killer](compendium/spells/phantasmal-killer.md), [suggestion](compendium/spells/suggestion.md) | -| 11 to 12 | 5th (DC 29, attack +21) | [Abyssal plague](compendium/spells/abyssal-plague.md), [black tentacles](compendium/spells/black-tentacles.md), [crushing despair](compendium/spells/crushing-despair.md) | -| 13 to 14 | 6th (DC 31, attack +23) | [Feeblemind](compendium/spells/feeblemind.md), [repulsion](compendium/spells/repulsion.md), [spirit blast](compendium/spells/spirit-blast.md) | -| 15 to 16 | 7th (DC 34, attack +26) | [Mask of terror](compendium/spells/mask-of-terror.md), [visions of danger](compendium/spells/visions-of-danger.md), [warp mind](compendium/spells/warp-mind.md) | -| 17 to 18 | 8th (DC 35, attack +27) | [Maze](compendium/spells/maze.md), mind, [spirit song](compendium/spells/spirit-song.md), [uncontrollable dance](compendium/spells/uncontrollable-dance.md) | -| 19 to 20 | 9th (DC 38, attack +30) | [Telepathic demand](compendium/spells/telepathic-demand.md), [unfathomable song](compendium/spells/unfathomable-song.md) | -| 21 or higher | 10th (DC 42, attack +34) | [Alter reality](compendium/spells/alter-reality.md), [fabricated truth](compendium/spells/fabricated-truth.md) | - -#### Primal Adjustments -SoM p. 218 - -The creature gains the [primal](rules/traits/primal.md "Primal Tradition Trait") trait and can cast a single innate spell from the primal spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. - -| Creature Level | Spell Level (Statistics) | Suggested Spells | -|----------------|--------------------------|------------------| -| –1 to 2 | Cantrip (DC 15, attack +7) | [Electric arc](compendium/spells/electric-arc.md), [produce flame](compendium/spells/produce-flame.md) | -| 3 to 4 | 1st (DC 18, attack +10) | [Heal](compendium/spells/heal.md), [jump](compendium/spells/jump.md), [magic fang](compendium/spells/magic-fang.md), [pass without trace](compendium/spells/pass-without-trace.md) | -| 5 to 6 | 2nd (DC 21, attack +13) | [Barkskin](compendium/spells/barkskin.md), [enlarge](compendium/spells/enlarge.md), [resist energy](compendium/spells/resist-energy.md), [shatter](compendium/spells/shatter.md) | -| 7 to 8 | 3rd (DC 23, attack +15) | [Blindness](compendium/spells/blindness.md), [slow](compendium/spells/slow.md), [stinking cloud](compendium/spells/stinking-cloud.md) | -| 9 to 10 | 4th (DC 26, attack +18) | [Air walk](compendium/spells/air-walk.md), [freedom of movement](compendium/spells/freedom-of-movement.md), [solid fog](compendium/spells/solid-fog.md) | -| 11 to 12 | 5th (DC 29, attack +21) | [Cloudkill](compendium/spells/cloudkill.md), [elemental form](compendium/spells/elemental-form.md), [wall of ice](compendium/spells/wall-of-ice.md) | -| 13 to 14 | 6th (DC 31, attack +23) | [Baleful polymorph](compendium/spells/baleful-polymorph.md), [field of life](compendium/spells/field-of-life.md), [tangling creepers](compendium/spells/tangling-creepers.md) | -| 15 to 16 | 7th (DC 34, attack +26) | [Eclipse burst](compendium/spells/eclipse-burst.md), [regenerate](compendium/spells/regenerate.md), [sunburst](compendium/spells/sunburst.md), {volcanic eruption} | -| 17 to 18 | 8th (DC 35, attack +27) | [Earthquake](compendium/spells/earthquake.md), [horrid wilting](compendium/spells/horrid-wilting.md), [punishing winds](compendium/spells/punishing-winds.md) | -| 19 to 20 | 9th (DC 38, attack +30) | [Nature's enmity](compendium/spells/natures-enmity.md), [storm of vengeance](compendium/spells/storm-of-vengeance.md) | -| 21 or higher | 10th (DC 42, attack +34) | [Cataclysm](compendium/spells/cataclysm.md), [primal phenomenon](compendium/spells/primal-phenomenon.md) | - -### Magical Terrain -SoM p. 218 - -From a city where strange lights flit from street to street, a cavern that can't be found by scrying, or a bog where illusions frolic, magical terrain can create memorable locations and challenges. This section describes several types of magical terrain that the GM can use in a pervasive magic setting. The size and location of each type of terrain is entirely up to the GM. The effects of magical terrain can be constant, or they might occur only under certain circumstances, such as a forest that becomes home to potent arcane magic only at night, or every century an eclipse on the winter solstice subjects a nearby city to ghoulish hunger. - -Magical terrain fits well into pervasive magic campaigns, but can be used in any campaign as a way to help create unique and memorable encounters. - -#### Energy Surge Terrain -SoM p. 218 - -Choose an energy type (acid, cold, electricity, fire, force, negative, positive, or sonic). Whenever a magic effect does damage of that type, it does additional damage (usually `1d6` additional damage, but the GM might increase or decrease the amount to depict stronger or weaker areas of surging energy). - -#### Heightened Terrain -SoM p. 218 - -This type of terrain heightens spells cast within it. An area of heightened terrain could alter anything from a single spell to an entire school of magic or magical tradition. These areas vary greatly in appearance, evincing the influence of the specific type of magic heightened. Spells that match the criteria are heightened 1 level above the spell level they were cast at. - -#### Metamagic Terrain -SoM p. 218 - -Any eligible spell cast in this terrain has a particular metamagic effect added to it—typically [Reach Spell](compendium/feats/reach-spell-druid.md) or [Widen Spell](compendium/feats/widen-spell-druid.md). If the caster uses a [metamagic](rules/traits/metamagic.md "Metamagic General Trait") action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin [Casting a Spell](rules/actions/cast-a-spell.md). - -#### Occult Magic Terrain -SoM p. 218 - -In areas of occult magic, emotions run hotter, passions flare, and a mysterious intent permeates. - -Any creature casting an occult spell gains a +1 circumstance bonus to Will saves, [Deception](compendium/skills.md#Deception) checks, [Diplomacy](compendium/skills.md#Diplomacy) checks, [Intimidation](compendium/skills.md#Intimidation) checks, and [Performance](compendium/skills.md#Performance) checks until the end of its next turn. - -#### Primal Magic Terrain -SoM p. 218 - -In areas of primal magic, plant life is lusher, experiences are more vivid, and instincts are sharper—the land itself seems vibrant and alive. - -Creatures who cast a primal spell here gain a +10-foot status bonus to Speeds until the end of their next turn. - -#### Spell-Touched Terrain -SoM p. 218 - -Spell-touched terrain is enchanted with either a permanent spell effect or cast spells periodically. - -**Permanent Spell Effects:** This terrain, or all creatures in it, is affected by a certain spell. For example, all creatures in an area might be affected by [blink](compendium/spells/blink.md), or any creature that attempts to jump is automatically affected by a [jump](compendium/spells/jump.md) spell. There might be a condition required before a creature gains the effects. - -**Periodic Spell Casting:** The terrain itself casts spells at set intervals. These spells can affect all creatures, random creatures, or certain subcategories of creatures at the GM's discretion, and they might require a specific condition before they occur. - -> [!pf2-sidebar] Limiting Pervasive Magic -> -> This section assumes that pervasive magic is an option the GM chooses to help make a memorable high-magic campaign with a unique feel, but these rules can still be used in a way that doesn't have to be quite as... pervasive. Using these rules only in specific parts of the world can help make adventures feel special and allows you to introduce the pervasive magic a campaign that's already in progress. You can imbue a location of any size with pervasive magic, from a nation where everyone is imbued with an affinity for fire magic to a lonely forest glade where certain spells are more powerful. -> -> ### Example Pervasive Magic Locations -> SoM p. 218 -> -> Use the following list as inspiration when thinking of places in your campaign where the pervasive magic rules might apply. -> -> - A waterfall that grants [heroism](compendium/spells/heroism.md) to anyone who survives a plunge from its heights. -> - A cavern that casts [hallucinatory terrain](compendium/spells/hallucinatory-terrain.md), preventing spelunkers from finding the exit. -> - A remote spring that removes a curse or disease once per year for those who bathe in its waters. -> - An impassable forest that frequently casts [tanglefoot](compendium/spells/tanglefoot.md) and [entangle](compendium/spells/entangle.md) on creatures not native to its reaches. -> - A tavern where one patron each night is the target of a [hideous laughter](compendium/spells/hideous-laughter.md) spell. - -### Pervasive Magic in the Inner Sea -SoM p. 218 - -There are many places on Golarion that could fit thematically in campaigns including pervasive magic or localized pervasive magic. The following are some examples of how GMs could apply pervasive magic rules to some of these areas. - -#### Absalom and Starstone Isle -SoM p. 218 - -Traces of the dead god Aroden's divine power might create areas of pervasive magic. Creatures of any type might gain the [divine](rules/traits/divine.md "Divine Tradition Trait") trait. - -**Starstone Cathedral:** The magic of the Starstone could make this divine spell-touched terrain. - -**Tyrant's Grasp:** The site of the Whispering Tyrant's defeat is still suffused with powerful necromantic magic. Necromantic spells could be heightened in this area. - -#### Broken Lands -SoM p. 218 - -The Broken Lands are marked by areas where primal magic flourishes. Wild creatures from these regions might show [primal](rules/traits/primal.md "Primal Tradition Trait") traits. - -**River Kingdoms:** The River Kingdoms, like other places with powerful First World connections, might feature areas of magical terrain with primal surges or areas where primal spells are heightened. - -**Sarkoris:** The lingering effects of the Worldwound could create powerful pervasive magic effects in this region, boosting spells connected to the Abyss but risking corruption to spellcasters who rely too heavily on it. - -#### Eye of Dread -SoM p. 218 - -The Eye of Dread region has seen multiple events of immense magical power, and pockets of pervasive magic could riddle the entire region. - -**Gallowspire:** The broken fortress of Tar-Baphon still teems with power. It might heighten necromantic magic and imbue undead inhabitants with the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") trait. - -**Nirmathas:** Nirmathas has strong First World connections through the Fangwood forest and could be filled with primal magic near portals to the First World. - -#### Golden Road -SoM p. 218 - -Mostly due to the influence of Ancient Osirion, divine spell-touched terrain might appear in the region. - -**Black Desert:** The power of unlife flourishes in this Vault deep in the Darklands. All necromancy spells could be heightened, and undead creatures from this area might gain the [divine](rules/traits/divine.md "Divine Tradition Trait") trait. - -#### High Seas -SoM p. 218 - -Even the waters of the High Seas could hold locations where magic is pervasive. - -**Azlanti Ruins:** The various ruins of Azlant might contain several variations of pervasive magic effects, most likely enhancing or affecting arcane magic. - -**Eye of Abendego:** The unceasing storm might heighten and enhance air- or wind-affecting magic. Creatures in the area might gain the [primal](rules/traits/primal.md "Primal Tradition Trait") magic trait. - -#### Impossible Lands -SoM p. 218 - -The Impossible Lands is the most magic-infused region in the Inner Sea. Many types of pervasive magic effects and terrain might be found throughout its reaches. - -**Geb:** Geb's cities, especially the capital of Mechitar, might have heightened necromantic magic. - -**Jalmeray:** The island nation might have energy surge terrain or other such areas that heighten elemental magic. - -**Nex:** Several prominent locations within the magical kingdom might heighten [arcane](rules/traits/arcane.md "Arcane Tradition Trait") magic. - -#### Mwangi Expanse -SoM p. 218 - -The Mwangi Expanse is a verdant region, and it could have pockets of primal magic terrain secreted throughout its wild lands. - -**Mzali:** The temple-city of Mzali was once the center of an empire ruled by divine sun kings. A few creatures in this area might have the [divine](rules/traits/divine.md "Divine Tradition Trait") trait, and divine magic could be heightened in parts of the city proper. - -**Ruins of Kho:** These ruins of the first Shory flying city, smashed to the earth by the Tarrasque, still sputter with magical energies. Creatures from areas near the fallen city might gain the [arcane](rules/traits/arcane.md "Arcane Tradition Trait") trait, and [arcane](rules/traits/arcane.md "Arcane Tradition Trait") magic could be heightened in the area. Specific spots among the ruins might feature various types of energy surge terrain. - -#### Old Cheliax -SoM p. 218 - -Cheliax's connection to Hell and Nidal's ties to Zon-Kuthon might manifest as areas of divine spell-touched terrain. - -**Barrowood:** While fey influences might lead to some areas of primal magic terrain, the Winter Grove where the first queen of House Thrune made her infernal pact could be covered in powerful Hellish, divine spell-touched terrain. - -**Nidal:** The pall of darkness over Nidal might qualify as a powerful type of spell-touched terrain in a pervasive magic game, and there could be even more twisted manifestations of Zon-Kuthon across the land. - -#### Saga Lands -SoM p. 218 - -The Saga Lands are potential places for pervasive magic that enhances primal spells. Additionally, Thassilonian ruins might enhance magic associated with a particular school of magic (excluding divination). - -**Lands of the Linnorm Kings:** Places with potent First World connections might qualify as [primal](rules/traits/primal.md "Primal Tradition Trait") magic terrain. - -#### Shining Kingdoms -SoM p. 218 - -Many small areas of the Shining Kingdoms contain portals to the First World, and therefore might have the characteristic touch of primal magic common to such areas. - -**Darkmoon Vale:** The area's affinity for evocation magic might make even innocuous creatures capable of dangerous magical bursts. - -## Shadow Magic -SoM p. 224 - -**Rarity:** [Uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - -This section has options for both spellcasters who use shadow magic and for companions that dwell in the dark. - -**[Shadowcasters](compendium/character/archetypes/shadowcaster-som.md)** sacrifice the magic of light to bind themselves to the darkness. Information about shadowcasters in the Inner Sea region can be found on this page and the [archetype](compendium/character/archetypes/shadowcaster-som.md). - -**Shadow companions and familiars** can accompany shadowcasters or can join anyone else as shadowy compatriots. These creatures might follow one who's already traveling the path of shadow or might be strange ambassadors to someone of a more conventional stripe. [Shadowdancers](compendium/character/archetypes/shadowdancer-apg.md) with companions typically choose these creatures of shadow. - -### Shadowcaster Origins -SoM p. 224 - -Shadowcasters can come from any tradition of magic, though divine or occult casters are the most likely to attempt to master the power of shadow. Their magic is most entwined with the spirit, and thus they're most easily able to understand and accept the sacrifice necessary to become a shadowcaster. Primal practitioners are rarer, often finding the power of shadow antithetical to their goals and beliefs. Arcane spellcasters are slightly more likely to use shadow magic, but it isn't uncommon for wizards to question the value of the trade, unwilling to give up the ability to manipulate the powers of light in exchange for increased facility with shadow and darkness. - -### Shadowcaster (Archetype) -SoM p. 226 - -The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness... all except shadowcasters. By trading away that piece of their spirit, shadowcasters have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realms of shadow. - -**Additional Feats:** **4th** [Familiar](compendium/feats/familiar-sorcerer.md); **6th** [Enhanced Familiar](compendium/feats/enhanced-familiar-sorcerer.md); **12th** [Shadow Magic](compendium/feats/shadow-magic-apg.md); **14th** [Additional Shadow Magic](compendium/feats/additional-shadow-magic-apg.md), [Shadow Illusion](compendium/feats/shadow-illusion-apg.md); **16th** [Shadow Power](compendium/feats/shadow-power-apg.md) - -> [!pf2-note] -> You can find the full [Shadowcaster](compendium/character/archetypes/shadowcaster-som.md) archetype on the archetypes page. - -### Shadow Companions -SoM p. 228 - -Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. [Shadowcasters](compendium/character/archetypes/shadowcaster-som.md), as well as others who might stumble across this knowledge, have access to the shadow hound animal companion and the shade specialization option. - -> [!pf2-note] -> The Shadow Hound statblock can be found on the Companions & Familiars page. - -#### Shade Specialization -SoM p. 228 - -The shade specialization is an alternative to the specialization benefits included on page 217 of the Core Rulebook, such as ambusher or tracker, that draws an animal companion closer to shadow. This specialization is [uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait"), though you gain access to it if you're a shadowcaster. - -##### Shade -SoM p. 228 - -Your companion's physical form is made, in whole or in part, of shadow. It gains [darkvision](rules/abilities/darkvision.md), resistance 5 to all damage except force, and in areas of dim light or darkness, it can Step 10 feet instead of 5 feet. Its proficiency rank in unarmored defense increases to expert. - -> [!pf2-sidebar] Stalking the Shadows -> See page 229 of Secrets of Magic - -### Shadow Familiars -SoM p. 229 - -Familiars bind themselves to mortals in a symbiotic relationship. Shadowcaster witches are among the most likely to obtain a familiar with the power of shadow, particularly those with the night patron. Others likely to take on shadow familiars include shadow bloodline sorcerers and darkness domain clerics. - -#### Shadow Familiar -SoM p. 229 - -Some spellcasters and ritualists don't just summon and bind a familiar, but instead transform their own shadow into a familiar. These casters can be identified by their lack of a shadow regardless of the level of light in the area and by the strange muted appearance of any article of clothing or jewelry they wear. Occasionally mistaken for vampires or other undead by the cautious or superstitious, these spellcasters nonetheless find the trade worth it in exchange for the unique abilities their shadow familiar can possess. - -Shadow familiars are a type of specific familiar (Advanced Player's Guide 147). While all shadowcasters have access to these familiars, there are other paths to learn the proper magic to obtain a shadow familiar. - -> [!pf2-note] -> The full Shadow Familiar statblock can be found on the Companions & Familiars page. - -#### Familiar Abilities -SoM p. 229 - -Shadow familiars use these additional familiar abilities. A shadowcaster, however, can select these abilities for any kind of familiar. - -**Darkeater:** Your familiar naturally recovers in the shadows. After spending 10 consecutive minutes in an area of dim light or darkness, your familiar recovers a number of Hit Points equal to half your level. - -**Shadow Step:** Your familiar gains the Shadow Step action. You must be at least 7th level to select this familiar ability for your familiar. - -```ad-embed-ability -title: **Shadow Step** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Single Action ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")) ([conjuration](rules/traits/conjuration.md), [shadow](rules/traits/shadow.md), [teleportation](rules/traits/teleportation.md)) - -- **Requirements**: The familiar is in dim light or darkness. - -**Effect** The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or [occult](rules/traits/occult.md "Occult Tradition Trait") if you aren't a spellcaster. -%% - #trait/conjuration #trait/shadow #trait/teleportation -%% -``` - -## Soul Seeds -SoM p. 230 - -**Rarity:** [Rare](rules/traits/rare.md "Rare Rarity Trait") - -Soul seeds are a special type of intangible 3, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have [Interact](rules/actions/interact.md) activations. - -> [!pf2-example] Using Soul Seeds -> -> Here are some potential ways for a soul seed to come into being or be used in your story: -> -> - A character can be born with a soul seed. -> - A soul seed is trapped in an obscure magical tome and bonds with the first creature to read the book. -> - Powerful emotion experienced in a place of great magic leads to the creation of a soul seed—and might also invoke cathartic magic. -> - Dreadful sacrifice creates a malignant soul seed. - -### Soul Seed Gifts -SoM p. 230 - -The GM should follow the same 3 for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds. - -> [!pf2-note] -> Please visit the relic gifts page to view all soul seed gifts. - -## Soulforged Armaments -SoM p. 232 - -**Rarity:** [Uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") - -Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge a wrongful death or a shield conjured to protect one's homeland from invasion. Weaponry, shields, or armor created in this way often visually resemble the purpose they were summoned to fulfill. For example, a dagger forged from a soulbond to assassinate the high council of a tyrannical nation might bear the names or likenesses of the targets—only to see them crossed out or fade from view as each is eliminated. - -> [!pf2-sidebar] Soulforged Tales -> See page 232 of Secrets of Magic - -### Binding an Armament -SoM p. 232 - -You bind an armament—a weapon, shield, or suit of armor—to your soul when you select the [Soulforger Dedication](compendium/feats/soulforger-dedication-som.md) feat. This represents performing a special ritual to do so. You can choose an item you own to make soulforged or spontaneously manifest an item with a form drawn from your spiritual essence. In the latter case, you choose the form, selecting a mundane weapon, shield, or armor of level 1 or lower, either common or one to which you have access. An existing armament is deconstructed and then recreated with the substance of your soul binding it together, which changes the appearance to match the state of your soul. It might have a perfect surface and gleam in the faintest light if you have a noble soul or have a twisting, chaotic shape if your soul is wracked with turmoil. This appearance can change based on your actions. Most soulforgers also choose a unique name for their armament. - -**Traits:** A soulforged armament is always magical. If it doesn't otherwise have any traits that make it magical, it gains the magical and evocation traits if it's a weapon or the magical and abjuration traits if it's a shield or armor. - -**Extradimensional Storage:** The armament is stored in an extradimensional space when not in use, and you can Manifest it to summon it into your hands or onto your body. A soulforged armament can be Dropped, [Disarmed](rules/actions/disarm.md), or otherwise removed from you, but its soulforged abilities don't function for anyone else, and you can [Dismiss](rules/actions/dismiss.md) the manifestation to return the items to the extradimensional space no matter where the items are. If you die or choose to pass ownership of a soulforged armament to a successor, it loses any soulforged abilities; violating the spirit of the soulforged bond by selling the item tends to have disastrous results. There might be special techniques or rituals by which a determined foe can break your bond with a soulforged item, but otherwise, your ability to [Dismiss](rules/actions/dismiss.md) and Manifest it essentially means it can't be stolen. - -**Essence Power:** Choose one essence power for your soulforged armament. You can bring the essence power forth once per day by tapping into the armament's essence form deep in your soul; essence powers can be found on page 236. You also choose a soulbond—a cause true to your soul that links you and your armament. Going against this cause can give your armament a soulbond corruption that hinders you even while the armament isn't manifested. - -> [!pf2-example] Special Armament Types -> -> The types of items you can choose for your armaments are fairly flexible, but some require special rules. -> -> ### Specific Items -> SoM p. 233 -> -> You can turn a specific item into your armament, such as a [flame tongue](compendium/equipment/items/flame-tongue.md) or [sturdy shield](compendium/equipment/items/sturdy-shield.md), though some unusual or special items can't be bonded, such as cursed items, artifacts, and intelligent items, in addition to other story-specific items at the GM's discretion. Bonding a specific item follows the standard procedure for upgrading or reshaping your armament. -> -> ### Ammunition -> SoM p. 233 -> -> If a soulforged weapon requires ammunition, that ammunition appears with the weapon when you Manifest it. You can choose the way it appears, such as in a magical quiver that appears on your body, or simply floating in the air where you can pluck it to load or shoot your weapon. The form doesn't change how many or what type of actions reloading takes or any other functions of the ammunition. If you want anything other than basic ammunition for your weapon (such as a [sleep arrow](compendium/equipment/items/sleep-arrow.md)), you must attain and carry that ammunition separately. -> -> ### Dual Weapons -> SoM p. 233 -> -> You can choose two one-handed weapons you want to wield simultaneously as your soulforged weapons. When you Manifest Soulforged Armament, both weapons appear. Because they're a pair, you must Manifest them together, having two hands free to do so, and Dismiss them simultaneously as well. The essence power applies to both weapons, so they share benefits like the new damage type and status bonus to damage from planar pain. However, you get any effects the bond grants you only once, as the dual weapons function as a single armament. For instance, if your essence power is healing grace, you can cast one heal spell when you manifest the essence form of your dual weapons, not two. -> -> ### Attached Weapons -> SoM p. 233 -> -> An attached weapon (such as a [shield boss](compendium/equipment/items/shield-boss.md) or [shield spikes](compendium/equipment/items/shield-spikes.md)) brings the item it's attached to with it when manifested or Dismissed. Manifest Soulforged Armament uses the item the weapon is attached to for its Requirements, so a shield boss would require you to have a hand free to hold the shield. If you have Soul Arsenal, you could have a soulforged weapon attached to a soulforged shield. These items work normally for Soul Arsenal, except that you can neither Manifest nor Dismiss one without the other. - -### Soul Path -SoM p. 234 - -When you take Soulforger Dedication, you must choose a soul path—a motivation, cause, or goal that compels you to act, prompts you to undertake substantial risk, and drives you to face significant danger. Such a motivation can be limited or grand in scope but must be actionable enough to be easily linked to gameplay. For example, if your village was destroyed by the greed of wealthy nobles, you might select a soul path to protect the poor by undermining the rich, which might drive you to protect an innocent from the blade of a wealthy noble or break into a bank vault containing coins stolen from destitute villagers. Other sample soulbonds might include liberating the oppressed from the tyranny of slavery, punishing those who threaten nature or hunting and killing malevolent undead. Work with the GM to choose a soul path that fits in well with the themes of your campaign and group dynamic so that you can pursue your soul path in an interesting fashion. - -#### Corruption -SoM p. 234 - -Though the supernatural link with a specific armament created by a soulbond is powerful, the sensitive nature of will—with its potential for dramatic ebb and flow—poses a threat to those who harness this power. Once you're bound to a soulforged armament, you begin to test your true devotion to your soul path. - -If you behave or act in a way that directly opposes or hinders the motivation, goal, or cause declared in your soul path (regardless of whether the act involves your soulforged armaments), your spirit begins to tarnish. It's anathema for you to commit acts opposed to your soul path or to even go a long time without taking action to pursue the path. You and your GM determine when you've performed an anathematic act. In the example of protecting the poor by undermining the rich, working for a wealthy noble or directly in their interest could be anathema, as could spending a month on a distant plane far from the struggles of the oppressed. In both examples, you could find an approach to remain true and avoid the anathema. In the first case, you might use your leverage to force the noble to anonymously divest a substantial amount of their funds to feed and house the poor—or do so yourself. In the second, you might seek a similar dynamic of wealth and want among the cultures of the distant plane and work against it. - -Anathematic acts trigger a curse known as soulforged corruption that degrades and perverts the energies within your soulforged armament. This curse brings out a flaw inextricably tied to the armament's true essence. The corruption flaw applies to you even when your armament isn't manifested. The rules for the flaw appear in the essence power. As normal for a curse, this affliction can be removed only by effects that specifically target curses, including the methods listed in the Removing Corruption section below. - -#### Removing Corruption -SoM p. 234 - -The effects of soulforged corruption can be staved off with the [Cleanse Soul Path](rules/actions/cleanse-soul-path-som.md) exploration activity or cured with the [purify soul path](compendium/spells/rituals/purify-soul-path-som.md) ritual. - -> [!pf2-sidebar] Soulforged Champions -> -> The most exalted wielders of soulforged weapons have been champions, and they're much more common than other wielders. If you're a champion, you can tie your soul path to your cause. Being a champion sets a steady soul path before you; you can choose for your soul path to be the same as the tenets you follow. Corruption still comes about the same way, as it's much easier to corrupt your connection to your soulforged armament than to stray far enough from your alignment or code that you must [atone](compendium/spells/rituals/atone.md). -> -> You can also have your blade ally or shield ally be your soulforged armament. You can choose particulars that fit your own story, but doing so usually means the ally is more a reflection of your conscience than a specific spiritual being sent by your deity. -> -> Finally, if you commit actions that both cause you to lose your champion abilities and corrupt your soulforged armament, undergoing the atone ritual also gives you the effects of the purify soul path ritual with the same degree of success you rolled for [atone](compendium/spells/rituals/atone.md). -> -> Characters other than champions can also choose a champion cause to tie to their soul path, and devout characters sometimes tie their soul path to their deity's tenets and anathema. - -### Upgrading, Reshaping, Restoring -SoM p. 235 - -You might want to alter your soulbound armament by adding new runes, replacing its form with a new one, or creating a new armament after yours was destroyed. You decide whether you consider this new armament as the same armament of the same lineage or a brand-new creation with a totally different appearance and name. - -Upgrading your armament works like etching or transferring runes (Core Rulebook 580) or upgrading a permanent item from a lower-level version of the same item (Core Rulebook 534), whichever is appropriate to what you're doing. You or someone else can do the work, but you must leave the item manifested for the entire process. You can transfer runes off your armament as well, typically in anticipation of establishing your bond with a different item. - -Reshaping your armament allows you to change the base weapon, armor, or shield into another of the same type, turning half plate armor into full plate, changing a warhammer into a longbow, and so on. If all you do is change the form while keeping the same runes and other magical properties, you can do so by spending a day in meditation. This doesn't cost any gp or extra time unless the new form is higher than level 1, or unless the difference is so vast that the GM determines it might take additional time and cost. For example, turning explorer's clothing into full plate requires the same time, expense, and [Crafting](compendium/skills.md#Crafting) check you'd need to Craft full plate since full plate is a level 2 item. Specific items can't be reshaped in this way unless the GM expressly allows it. You can't turn a flame tongue into a spiked chain, a breastplate of command into hide armor, or a sturdy shield into a darkwood shield. You can also use this day in meditation to rebind your soul to a different item in your possession. Typically, you keep the old item, its power removed, as a special keepsake or gift to a worthy successor, though attempting to disrespect the spirit of the bond by selling the item can have dire consequences. Since the essence power you chose represents the effects of the connection to your soul, the essence power typically doesn't change when you bind a new armament, though if your character's personality and connections change dramatically through the story, you and the GM might decide together to shift to a different essence power the next time you bind a new armament. If you rebind your soul to an armament that can't accommodate your current essence power, you will also need to change to a different essence power. - -You can recreate a destroyed soulforged armament, or bond to a new armament if your previous one was destroyed. (If it was destroyed by soulforged corruption, you must first successfully use purify soul path.) Recreating costs the same amount of time and money as creating the item from scratch. If you already have an item with which to form a new bond, it takes 1 day in meditation, as with reshaping an armament. - -### Soulforger (Archetype) -SoM p. 236 - -Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit. - -> [!pf2-note] -> You can find the [Soulforger](compendium/character/archetypes/soulforger-som.md) archetype on the archetypes page. - -## Thassilonian Rune Magic -SoM p. 238 - -**Rarity:** [Rare](rules/traits/rare.md "Rare Rarity Trait") - -Xin and the rest of the runelords focused their studies on the discernible fragments of magic's raw nature, expanding upon the use and understanding of runes from the Azlanti tradition to raise rune magic as paramount to their new empire. Xin began with relatively high-minded intentions. He focused his research on seven powerful runes that he believed represented entire schools of magic, and on associated mental schemas and mindsets that would allow a wizard to truly master those schools. Xin taught these seven mindsets as virtues corresponding to each of the seven schools of Thassilonian magic, such as confidence rooted in humility, and passion steeped in love. Later, he offered a list of seven rewards for the appropriate usage of magic from each school. - -But Xin's experimentation was built on a shaky foundation. The runes offered a powerful temptation to lose control, turning virtue into vice. When humility became pride and love became lust, Xin's most powerful runelords—Xanderghul of illusion and Sorshen of enchantment—formed a secret pact with the others to overthrow Xin and create a sinful empire where each of their seven provinces was a runelord's fiefdom and there was no higher authority to prevent the wizards of each province from falling deeper and deeper into sin. - -The runelords ruled Thassilon for many centuries, but nothing lasts forever, and the apocalypse known as Earthfall didn't spare Thassilon from the devastation it brought to the rest of the world. The runelords had forewarning, and each used extreme measures to survive, but due to a series of failures in their contingencies, it would be 10,000 years before they began to rise again. As the risen runelords clashed and heroes stepped in to oppose their return, time itself strained and tore, and an entire Thassilonian city, once sheltered from the passage of the eons, emerged once more into the world along with an entire populace of time-displaced citizens. - -Today, New Thassilon consists of two opposing lands. While Belimarius, the runelord of abjuration, rules over a kingdom keeping to the old and sinful ways of late Thassilon, Sorshen, once the runelord of enchantment, seeks to turn over a new leaf after a millennium of depraved evil and subjugation. As she seeks redemption, so too do those in her province seek to return to the study of the original meanings of the runes, eschewing the sinful ways of the late empire. It is in Sorshen's realm of Eurythnia that the understanding of runes and rune magic has begun to expand again, a lively scholastic revolution that mixes rediscovering the lore of Thassilon's founding and catching up with relevant magical innovations from the intervening 10,000 years. (You can find her thoughts on rune magic on page 242.) The term "runelord" has begun to shift in the vernacular, since Belimarius and Sorshen are independent queens and not the governors of provinces of imperial Thassilon. At first there was some inertia; practitioners had to overcome what felt almost like blasphemy, deigning to call themselves by the same title as their godlike rulers. But before long, those following the path of Thassilonian rune magic began to adopt the moniker as their own. - -These new runelords each forge their own path; some remain in New Thassilon to continue their research, while others explore this young world or even become adventurers. No matter what other motivations they might have, runelords are fascinated with advancing the study of rune magic. How deeply to engage in their magic's associated mindset is a thoroughly personal decision, and every runelord has their own perspective on the matter. It is usually best to assume nothing about a particular runelord before spending time with them to take their measure, as runelords who avoid any hint of sin don't appreciate being lumped in with those who indulge deeply, and vice versa. - -### The Seven Schools -SoM p. 238 - -The following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master. - -#### Abjuration [Envy] -SoM p. 238 - -Runelords of abjuration specialize in protective magic and in suppressing all other magic to glorify their own. - -**Prohibited Schools** evocation, necromancy; **Rune Spells** initial: [blind ambition](compendium/spells/blind-ambition.md), advanced: [competitive edge](compendium/spells/competitive-edge.md) - -#### Conjuration [Sloth] -SoM p. 238 - -Runelords of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding. - -**Prohibited Schools** evocation, illusion; **Rune Spells** initial: [efficient apport](compendium/spells/efficient-apport-som.md), advanced: [swamp of sloth](compendium/spells/swamp-of-sloth.md) - -#### Enchantment [Lust] -SoM p. 238 - -Runelords of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires. - -**Prohibited Schools** necromancy, transmutation; **Rune Spells** initial: [charming touch](compendium/spells/charming-touch.md), advanced: [captivating adoration](compendium/spells/captivating-adoration.md) - -#### Evocation [Wrath] -SoM p. 238 - -Runelords of evocation channel raw destructive energies and direct them toward all who would oppose their will. - -**Prohibited Schools** abjuration, conjuration; **Rune Spells** initial: [weapon surge](compendium/spells/weapon-surge.md), advanced: [zeal for battle](compendium/spells/zeal-for-battle.md) - -#### Illusion [Pride] -SoM p. 238 - -Runelords of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection. - -**Prohibited Schools** conjuration, transmutation; **Rune Spells** initial: [veil of confidence](compendium/spells/veil-of-confidence.md), advanced: [delusional pride](compendium/spells/delusional-pride.md) - -#### Necromancy [Gluttony] -SoM p. 238 - -Runelords of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath. - -**Prohibited Schools** abjuration, enchantment; **Rune Spells** initial: [overstuff](compendium/spells/overstuff.md), advanced: [take its course](compendium/spells/take-its-course.md) - -#### Transmutation [Greed] -SoM p. 238 - -Runelords of transmutation not only transform objects to create value, but also transform and enhance their own power. - -**Prohibited Schools** enchantment, illusion; **Rune Spells** initial: [appearance of wealth](compendium/spells/appearance-of-wealth.md), advanced: [precious metals](compendium/spells/precious-metals.md) - -### Runelord (Class Archetype) -SoM p. 240 - -You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power. - -You also learn to use polearms, the signature weapons of the runelords, and can acquire the secrets of the mighty, ancient magic items called aeon stones, embedding them into your skin. - -> [!pf2-note] -> You can find the full [Runelord](compendium/character/archetypes/runelord-som.md) archetype on the archetypes page. - -> [!pf2-paper] A letter -> - -## True Names -SoM p. 244 - -**Rarity:** [Rare](rules/traits/rare.md "Rare Rarity Trait") - -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. - -### The Nature of Names -SoM p. 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. - -> [!pf2-example] 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. - -### Learning True Names -SoM p. 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 -SoM p. 244 - -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 -SoM p. 244 - -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 below. 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. - -```ad-embed-action -title: Learn Name -collapse: closed -# Learn Name -[downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") [rare](rules/traits/rare.md "Rare Rarity Trait") [secret](rules/traits/secret.md "Secret General Trait") -*Source: Secrets of Magic p. 245* - - -You spend a week trying to discover and learn a creature's name. The exact form of your effort varies depending on the skill you use, the resources you have available, and other circumstances. Decide if you are searching for the name of a specific individual or for names in general. If you're looking for the name of an individual, you must be able to clearly identify that individual; for example, "the general leading the invasion" is enough, but "the person who killed the duchess" isn't, if you don't know who killed the duchess. If you're searching for names more generally, name one creature type. - -The GM chooses a DC, typically based on the level of the creature in question. If you're seeking names more generally, the DC is typically based on the level of the creature whose name the GM decides to provide, usually a creature from the chosen type of your level or lower. The GM might modify the DC of the task based on the resources you have available, or on using an unusually appropriate or inappropriate skill, or on other circumstances. Attempt a check with a skill that could be used to Recall Knowledge about the creature's type. After attempting to Learn a Name, you typically can't try to learn the name of the same individual again unless you gain access to a substantial new source of information, as determined by the GM. - -> [!success-degree] -> - **Critical Success** You find one or more private names of the specific individual you chose, or the private name of a creature with the type you chose and a level equal to the task level. You also find hidden fragments of their true name and, at the GM's discretion, you might find a clue leading to an adventure where you can learn the rest of the true name. -> - **Success** As critical success, except you find only one private name and don't find hidden fragments of their true name. -> - **Critical Failure** If you were searching for the name of a specific individual, you find no new information and that individual becomes aware of your efforts. If you were searching for a general name of a specific type, you find a creature's name or names likely to get you in trouble, possibly the names of a different type of creature entirely -``` - -### Using True Names -SoM p. 244 - -Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks. - -- Checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature -- [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) checks relating to the creature, such as [Deciphering its Writing](rules/actions/decipher-writing.md), [Identifying its Magic](rules/actions/identify-magic.md), or [Learning its Spells](rules/actions/learn-a-spell.md) -- [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks used on or related to the creature, such as to [Coerce](rules/actions/coerce.md) it, [Gather Information](rules/actions/gather-information.md) on it, or [Impersonate](rules/actions/impersonate.md) it - -> [!pf2-sidebar] 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. - -### Namer's Codex -SoM p. 244 - -Namers have hidden their special techniques, spells, and items for millennia. - -#### Naming Skill Feat -SoM p. 244 - -- [Reveal True Name](compendium/feats/reveal-true-name-som.md) - -#### Naming Spells -SoM p. 244 - -- [Catch Your Name](compendium/spells/catch-your-name-som.md) -- [Compel True Name](compendium/spells/compel-true-name-som.md) -- [Invoke True Name](compendium/spells/invoke-true-name-som.md) - -#### Naming Items -SoM p. 244 - -- True Name Amulet - -## Wellspring Magic -SoM p. 248 - -**Rarity:** [Rare](rules/traits/rare.md "Rare Rarity Trait") - -Your wellspring, by definition, lies outside your full control. The inherent contradiction is that you have greater potential for power, but you can't use it exactly as you wish. Regardless of whether you see it as a boon or a curse, it demands of you a degree of surrender if you're to use your magic at all. - -A magic wellspring often comes as an intrinsic part of the caster's own magic, whether granted or inherited. Characters can also receive wellsprings of magic as gifts from powerful entities or when they're released from other sources of potent magical energy. Being nearby when an artifact is destroyed or a powerful magical being dies can, rarely, leave a permanent wellspring in a character. - -Choosing the wellspring mage archetype below gives you the abilities related to this type of magic. This is a class archetype, chosen at 1st level as explained below. Consider what source will be most satisfying for your character, and think about how they feel when experiencing the influx of wellspring magic. Does the wellspring feel like a true part of your being? Like an unwanted outsider working its will through you? Like a problem to be solved? An aspect of yourself to come to terms with? As noted in the archetype, high-stress situations cause the wellspring magic roll. You can work with your GM to refine what sorts of situations might be high-stress for you that wouldn't be for other characters. - -### Using Wellspring Magic -SoM p. 248 - -Wellspring magic is most often appropriate for oracles who struggle to handle seemingly endless magic sent from the gods unasked, and for sorcerers with exceptional raw power but not exceptional discipline. More rarely, a particularly interested muse might give a bard a wellspring of irresistible creative energy in exchange for using it to humiliate or cast down a rival fey lord at exceptional personal risk. Summoners very rarely experience wellsprings because of the nature of their link to their eidolon, but when they do, the wellspring is most often connected to a magical essence associated with the eidolon. When sent by an entity such as a god, this power is generally an ambitious gamble to further one or more far-reaching schemes. - -#### Multiclass Variant -SoM p. 248 - -As a variant, a GM can consider applying wellspring magic to characters with the oracle or sorcerer multiclass dedication to represent struggling to control their new powers. If used this way, you might allow players who wish to represent their character mastering the surging power to remove the wellspring mage archetype when they gain an appropriate level without retraining. - -#### Areas of Wellspring Magic -SoM p. 248 - -A GM might implement wellspring magic in areas where there is an overload of magic or where magic is unstable. When using it in this way, you can apply chosen effects of the wellspring mage archetype to all spellcasters in the area, or even give the archetype to spellcasters in the area as a temporary free archetype. - -The ravaged Mana Wastes might be a good place to use this style of wellspring magic. For other planes, the extraplanar First World, home of the fey, and the chaotic Maelstrom are excellent candidates. - -### Wellspring Mage (Class Archetype) -SoM p. 248 - -The source of your magic buckles against your control, always pressing to be released. - -> [!pf2-note] -> You can find the [Wellspring Mage](compendium/character/archetypes/wellspring-mage-som.md) archetype on the archetypes page. - -### Wellspring Surges -SoM p. 248 - -When your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so. - -Roll `1d20` and use [Table 5–2: Wellspring Surges](rules/tables/wellspring-surges-som.md) below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead. - -If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies. - -A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects. - -| `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/secrets-of-magic/introduction.md b/content/Mechanics/Rules/secrets-of-magic/introduction.md deleted file mode 100644 index a85702aa8..000000000 --- a/content/Mechanics/Rules/secrets-of-magic/introduction.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["introduction"] ---- -# Introduction -SoM p. 5 - -> [!pf2-sidebar] Chapter Summaries -> -> _Secrets of Magic_ has five chapters, each detailing the practices of magic, those who harness its power, and the fruits of that power. -> -> **Chapter 1—Essentials of Magic:** Learn how magic works from the writings of Golarion's magical luminaries. Then you'll find both common and rare backgrounds for characters with a magical past -> -> **Chapter 2—Classes:** Fight while slinging spells with the magus, or form a special bond with a magical creature as a summoner. These full new classes are followed by their multiclass archetypes. -> -> **Chapter 3—Spells:** Over 200 spells, including new rituals and focus spells for the magus and summoner, offer new tools for spellcasters of any tradition. Summon powerful entities, use magic for everyday tasks, harness the elements, and even manipulate time! -> -> **Chapter 4—Magic Items:** Expand your collection with new consumables and permanent items. You'll also find sections on brand-new types of items, including fulu consumables, grimoires, magical tattoos, personal staves you design yourself, spell catalysts, and spellhearts you fasten to your gear. -> -> **Chapter 5—Book of Unlimited Magic:** Dive deep into strange and new forms of magic, from the emotion-based cathartic magic to elementalism, geomancy, shadow magic, rune magic from ancient Thassilon, and more! - -_Secrets of Magic_ goes beyond the basics of magic in ways both large and small. You'll find everything from a new cantrip that creates a small spout of water to rules for pervasive magic that can totally transform a campaign's world. And more than just the rules, this book digs deep into how magic feels and the ways spellcasters understand the magic of their world. Though the Essentials of Magic chapter goes in-depth on this topic, you'll find notes among the spells and magic items written by the people of Golarion, and the Book of Unlimited Magic explains in each section how that form of magic can affect roleplaying and the game world. - -The knowledge and methods of magic recounted in this book come from all sorts of sources, and only the most seasoned experts in the game world are familiar with them all. When using these sources, consider which areas a given character or institution knows how to use or is familiar with—and, crucially, which ones they're unaware of. A druid who knows geomancy and druidic circles in great depth might be entirely unfamiliar with arts practiced by arcane or occult casters. Separate what you as a player or GM understand and think of fun wrinkles or misunderstandings a character might make based on their limited experience. As another example, the magical essences are crucial to magic working, but a follower of a certain tradition might only know the practical spellcraft that lets them actually use magic. They might be unaware of the deeper sources, or even consider them unnecessary to learn—frivolous time wasted on esoterica when one could be studying a new spell! - -## Choosing Expansions -SoM p. 5 - -The _Pathfinder Core Rulebook_ and _Pathfinder Advanced Player's Guide_ include rules useful to the vast majority of games. Parts of Secrets of Magic aren't meant for every table. Chapter 5 in particular, with its new forms of magic, is more appropriate for certain games and circumstances than others. Some of that chapter's entries have rarities above common to more clearly indicate this. If you're running a game or want to use options like these for your character, think in advance about what their inclusion means for your game. You might even want to have a discussion about the implications with the rest of your group. - -That said, Chapters 2, 3, and 4 are more broadly useful. Even if you don't want to have elementalists as a specific type of caster in your game, the elemental spells in Chapter 3 could still be useful for any caster of the appropriate tradition. The classes in this book are common, as are the vast majority of spells and magic items. - -The pieces of this book are meant to play well together. Exploring the spells and items can open up more options for the new rules in the Book of Unlimited Magic, and the new classes will find spells that work well with their abilities. Pick and choose your favorites, and above all, experiment! \ No newline at end of file diff --git a/content/Mechanics/Rules/secrets-of-magic/secrets-of-magic.md b/content/Mechanics/Rules/secrets-of-magic/secrets-of-magic.md deleted file mode 100644 index 6b9003cbf..000000000 --- a/content/Mechanics/Rules/secrets-of-magic/secrets-of-magic.md +++ /dev/null @@ -1,75 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-book -tags: -- book-core-secrets-of-magic -- compendium/src/pf2e/som -aliases: ["Secrets of Magic"] ---- -**[Introduction](rules/secrets-of-magic/introduction.md)** - -- [Choosing Expansions](rules/secrets-of-magic/introduction.md#Choosing%20Expansions) - -**[Chapter 1: Essentials of Magic](rules/secrets-of-magic/chapter-1-essentials-of-magic.md)** - -- [Tradition Treatises](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Tradition%20Treatises) -- [On Essences](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#On%20Essences) -- [The Eight Arches of Incantation](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#The%20Eight%20Arches%20of%20Incantation) -- [Abjuration](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Abjuration) -- [Conjuration](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Conjuration) -- [Divination](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Divination) -- [Enchantment](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Enchantment) -- [Evocation](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Evocation) -- [Illusion](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Illusion) -- [Necromancy](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Necromancy) -- [Transmutation](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Transmutation) -- [Magical Backgrounds](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Magical%20Backgrounds) -- [Rare Magical Backgrounds](rules/secrets-of-magic/chapter-1-essentials-of-magic.md#Rare%20Magical%20Backgrounds) - -**[Chapter 2: Classes](rules/secrets-of-magic/chapter-2-classes.md)** - -- [Multiclass Archetypes](rules/secrets-of-magic/chapter-2-classes.md#Multiclass%20Archetypes) -- [Bounded Spellcasting Archetype](rules/secrets-of-magic/chapter-2-classes.md#Bounded%20Spellcasting%20Archetype) -- [Magus](rules/secrets-of-magic/chapter-2-classes.md#Magus) -- [Summoner](rules/secrets-of-magic/chapter-2-classes.md#Summoner) - -**[Chapter 3: Spells](rules/secrets-of-magic/chapter-3-spells.md)** - -- [Arcane Spell List](rules/secrets-of-magic/chapter-3-spells.md#Arcane%20Spell%20List) -- [Divine Spell List](rules/secrets-of-magic/chapter-3-spells.md#Divine%20Spell%20List) -- [Occult Spell List](rules/secrets-of-magic/chapter-3-spells.md#Occult%20Spell%20List) -- [Primal Spell List](rules/secrets-of-magic/chapter-3-spells.md#Primal%20Spell%20List) -- [Spell Descriptions](rules/secrets-of-magic/chapter-3-spells.md#Spell%20Descriptions) -- [Focus Spells](rules/secrets-of-magic/chapter-3-spells.md#Focus%20Spells) -- [Rituals](rules/secrets-of-magic/chapter-3-spells.md#Rituals) - -**[Chapter 4: Magic Items](rules/secrets-of-magic/chapter-4-magic-items.md)** - -- [Creating a Magic Item](rules/secrets-of-magic/chapter-4-magic-items.md#Creating%20a%20Magic%20Item) -- [Investing a Magic Item](rules/secrets-of-magic/chapter-4-magic-items.md#Investing%20a%20Magic%20Item) -- [Activating a Magic Item](rules/secrets-of-magic/chapter-4-magic-items.md#Activating%20a%20Magic%20Item) -- [Collected Notes](rules/secrets-of-magic/chapter-4-magic-items.md#Collected%20Notes) -- [Fulus](rules/secrets-of-magic/chapter-4-magic-items.md#Fulus) -- [Grimoires](rules/secrets-of-magic/chapter-4-magic-items.md#Grimoires) -- [Magical Tattoos](rules/secrets-of-magic/chapter-4-magic-items.md#Magical%20Tattoos) -- [Personal Staves](rules/secrets-of-magic/chapter-4-magic-items.md#Personal%20Staves) -- [Spell Catalysts](rules/secrets-of-magic/chapter-4-magic-items.md#Spell%20Catalysts) -- [Spellhearts](rules/secrets-of-magic/chapter-4-magic-items.md#Spellhearts) -- [Consumables](rules/secrets-of-magic/chapter-4-magic-items.md#Consumables) -- [Permanent Items](rules/secrets-of-magic/chapter-4-magic-items.md#Permanent%20Items) - -**[Chapter 5: Book of Unlimited Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md)** - -- [Cathartic Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Cathartic%20Magic) -- [Elementalism](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Elementalism) -- [Elemental Spell List](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Elemental%20Spell%20List) -- [Flexible Preparation](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Flexible%20Preparation) -- [Geomancy](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Geomancy) -- [Ley Lines](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Ley%20Lines) -- [Pervasive Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Pervasive%20Magic) -- [Shadow Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Shadow%20Magic) -- [Soul Seeds](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Soul%20Seeds) -- [Soulforged Armaments](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Soulforged%20Armaments) -- [Thassilonian Rune Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Thassilonian%20Rune%20Magic) -- [True Names](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#True%20Names) -- [Wellspring Magic](rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md#Wellspring%20Magic) \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/ability-modifiers.md b/content/Mechanics/Rules/tables/ability-modifiers.md deleted file mode 100644 index 19e4dd5f8..000000000 --- a/content/Mechanics/Rules/tables/ability-modifiers.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Ability Modifiers"] ---- -# Ability Modifiers -*Source: Core Rulebook p. 20* - -| Ability Score | Modifier | Ability Score | Modifier | -|---------------|----------|---------------|----------| -| 1 | -5 | 14-15 | +2 | -| 2-3 | -4 | 16-17 | +3 | -| 4-5 | -3 | 18-19 | +4 | -| 6-7 | -2 | 20-21 | +5 | -| 8-9 | -1 | 22-23 | +6 | -| 10-11 | +0 | 24-25 | +7 | -| 12-13 | +1 | etc... | | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/ability-quirks-da.md b/content/Mechanics/Rules/tables/ability-quirks-da.md deleted file mode 100644 index 8c88571f8..000000000 --- a/content/Mechanics/Rules/tables/ability-quirks-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/da -aliases: ["Ability Quirks"] ---- -# Ability Quirks -*Source: Dark Archive p. 103* - -| `d10` | Quirk | -|-------|-------| -| 1 | **Temporal Effectiveness** The deviation's power feels slightly stronger (or slightly weaker) at a specific time of day. | -| 2 | **Musical Notation** Your deviation produces strange ethereal tones or chimes when activated, or you activate it through singing, whistling, or performance. | -| 3 | **Strange Biology** When you gained your deviation, you grew extra eyes, a set of chitinous antennae, or some other strange biological feature unusual for your ancestry. While you might be able to hide it underneath clothing, your deviant abilities all center around this organ, so it must be uncovered and unobstructed for you to use your deviation. | -| 4 | **Chromatic Absorption** Whenever you use your deviation, you absorb or mute a specific color from an object near you, and any manifestation of your deviant ability has that color. The absorbed colors return to your surroundings within an hour. | -| 5 | **Selective Application** The deviation works slightly better (or slightly worse) on a certain type of creature (such as gnomes or caterpillars) or material (such as glass or silver). | -| 6 | **Atmospheric Disturbance** When you use your deviation, tiny clouds, light wind, or other small atmospheric disturbances occur within 5 feet of your body. | -| 7 | **Fractal Sign** Your deviation causes sand, droplets, small insects, or other lightweight objects to organize themselves into strange, geometric patterns whenever activated. | -| 8 | **Harmless Wound** When you use your deviation, trace amounts of blood drip from your eyes or nose. | -| 9 | **Strange Fuel** Each day, you must consume a small amount of a specific material, such as quartz or holy water (which you can do harmlessly), or your deviation is painful to use. | -| 10 | **Forgotten Prayers** When you gain your deviation, piecemeal knowledge of a forgotten language fills your mind—not enough to communicate, but enough that you control your deviation by commanding or beseeching some higher power in the language. | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/adventuring-gear.md b/content/Mechanics/Rules/tables/adventuring-gear.md deleted file mode 100644 index bd9fdb560..000000000 --- a/content/Mechanics/Rules/tables/adventuring-gear.md +++ /dev/null @@ -1,366 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Adventuring Gear"] ---- -# Adventuring Gear -*Source: Core Rulebook p. 288* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ItemPriceBulkHands
[Adventurer's pack](compendium/equipment/items/adventurers-pack.md)15 sp1
[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 gp12
[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 spL2
[Bedroll](compendium/equipment/items/bedroll.md)2 cpL
[Caltrops](compendium/equipment/items/caltrops.md)3 spL1
[Candle (10)](compendium/equipment/items/candle-10.md)1 cp1
[Chain (10 feet)](compendium/equipment/items/chain-10-feet.md)4 gp12
[Chalk (10)](compendium/equipment/items/chalk-10.md)1 cp1
[Chest](compendium/equipment/items/chest.md)6 sp22
[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 gp22
[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 cp2
[Formula book (blank)](compendium/equipment/items/formula-book-blank.md)1 gpL1
[Grappling hook](compendium/equipment/items/grappling-hook.md)1 spL1
[Hammer](compendium/equipment/items/hammer.md)1 spL1
[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)01
[Hourglass](compendium/equipment/items/hourglass.md)3 gpL1
[Ladder (10-foot)](compendium/equipment/items/ladder-10-foot.md)3 cp32
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 gp1
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 spL1
[Merchant's scale](compendium/equipment/items/merchants-scale.md)2 spL2
[Mirror](compendium/equipment/items/mirror.md)1 gp1
[Mug](compendium/equipment/items/mug.md)1 cp1
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 cp2
[Piton](compendium/equipment/items/piton.md)1 cp1
[Rations (1 week)](compendium/equipment/items/rations-1-week.md)4 spL1
Religious symbol
Wooden
Silver

1 sp
2 gp

L
L

1
1
[Religious text](compendium/equipment/items/religious-text.md)1 gpL1
[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 spL2
[Sack (5)](compendium/equipment/items/sack-5.md)1 cpL1
[Saddlebags](compendium/equipment/items/saddlebags.md)2 spL2
[Signal whistle](compendium/equipment/items/signal-whistle.md)8 cp1
[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 cp1
[Spellbook (blank)](compendium/equipment/items/spellbook-blank.md)1 gpL1
[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 gp1
[Ten-foot pole](compendium/equipment/items/ten-foot-pole.md)1 cp12
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 cpL1
[Waterskin](compendium/equipment/items/waterskin.md)5 cpL1
[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
\ No newline at end of file diff --git a/content/Mechanics/Rules/tables/alchemical-gear.md b/content/Mechanics/Rules/tables/alchemical-gear.md deleted file mode 100644 index 77fb495f1..000000000 --- a/content/Mechanics/Rules/tables/alchemical-gear.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Alchemical Gear"] ---- -# Alchemical Gear -*Source: Core Rulebook p. 292* - -| Alchemical Bombs | Price | Bulk | Page | -|------------------|-------|------|------| -| Lesser acid flask | 3 gp | L | 544 | -| Lesser alchemist's fire | 3 gp | L | 545 | -| Lesser bottled lightning | 3 gp | L | 545 | -| Lesser frost vial | 3 gp | L | 545 | -| Lesser tanglefoot bag | 3 gp | L | 545 | -| Lesser thunderstone | 3 gp | L | 545 | -^alchemical-gear-6-11-7 - -| Elixirs | Price | Bulk | Page | -|---------|-------|------|------| -| Lesser antidote | 3 gp | L | 546 | -| Lesser antiplague | 3 gp | L | 546 | -| Minor elixir of life | 3 gp | L | 548 | -^alchemical-gear-6-11-11 - -| Alchemical Tools | Price | Bulk | Page | -|------------------|-------|------|------| -| Lesser smokestick | 3 gp | L | 554 | -| [Sunrod](compendium/equipment/items/sunrod.md) | 3 gp | L | 554 | -| Tindertwig (10) | 2 sp | — | 554 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/alignment-aura.md b/content/Mechanics/Rules/tables/alignment-aura.md deleted file mode 100644 index 5bc4510fb..000000000 --- a/content/Mechanics/Rules/tables/alignment-aura.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Alignment Aura"] ---- -# Alignment Aura -*Source: Core Rulebook p. 328* - -The strength of an alignment aura depends on the level of the creature, item, or spell. The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example). - -| Creature Item Level | Spell or Effect Level | Aura Strength | -|---------------------|-----------------------|---------------| -| 0-5 | — | None | -| 6-10 | 0-3 | Faint | -| 11-15 | 4-7 | Moderate | -| 16-20 | 8-9 | Powerful | -| 21+ | 10 | Overwhelming | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/alkenstar-services-ooa1.md b/content/Mechanics/Rules/tables/alkenstar-services-ooa1.md deleted file mode 100644 index 81f0f8ec1..000000000 --- a/content/Mechanics/Rules/tables/alkenstar-services-ooa1.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa1 -aliases: ["Alkenstar Services"] ---- -# Alkenstar Services -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 81* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ServicePrice
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
- -* Spellcasting services in Alkenstar usually cost twice the amount listed on [Table 6–15: Spellcasting Services](rules/tables/spellcasting-services.md). \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/animal-caretaking-gear-prices-lotg.md b/content/Mechanics/Rules/tables/animal-caretaking-gear-prices-lotg.md deleted file mode 100644 index b6bba18c6..000000000 --- a/content/Mechanics/Rules/tables/animal-caretaking-gear-prices-lotg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/lotg -aliases: ["Animal Caretaking Gear Prices"] ---- -# Animal Caretaking Gear Prices -*Source: Lost Omens: Travel Guide p. 103* - -| Name | Price | -|------|-------| -| [Animal bed](compendium/equipment/items/animal-bed-lotg.md) | 1 sp | -| [Cage](compendium/equipment/items/cage-lotg.md) | 5 sp | -| [Collar](compendium/equipment/items/collar-lotg.md) | 1 sp | -| Feed, standard (1 week's feed) | 1 cp | -| Feed, unique (1 week's feed) | 1 sp | -| [Handling gloves](compendium/equipment/items/handling-gloves-lotg.md) | 5 sp | -| [Harness](compendium/equipment/items/harness-lotg.md) | 8 sp | -| [Leash](compendium/equipment/items/leash-lotg.md) | 1 sp | -| Tank, stationary | 1 gp | -| Tank, traveling | 10 gp | -| Treats, standard | 1 cp | -| Treats, unique | 1 sp | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/animal-instincts.md b/content/Mechanics/Rules/tables/animal-instincts.md deleted file mode 100644 index b13082282..000000000 --- a/content/Mechanics/Rules/tables/animal-instincts.md +++ /dev/null @@ -1,72 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Animal Instincts"] ---- -# Animal Instincts -*Source: Core Rulebook p. 86* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
AnimalAttackDamageTraits
ApeFist`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")
BullHorn`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")
DeerAntler`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")
SharkJaws`1d10` P[Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
SnakeFangs`1d10` P[Grapple](rules/traits/grapple.md "Grapple Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
WolfJaws`1d10` P[Trip](rules/traits/trip.md "Trip Weapon Trait"), [Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait")
\ No newline at end of file diff --git a/content/Mechanics/Rules/tables/animal-prices-lotg.md b/content/Mechanics/Rules/tables/animal-prices-lotg.md deleted file mode 100644 index ead585063..000000000 --- a/content/Mechanics/Rules/tables/animal-prices-lotg.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/lotg -aliases: ["Animal Prices"] ---- -# Animal Prices -*Source: Lost Omens: Travel Guide p. 103* - -| Name | Price | -|------|-------| -| [Alpaca](compendium/equipment/items/alpaca-lotg.md) | 75+ gp | -| [Axolotl](compendium/equipment/items/axolotl-lotg.md) | 40 gp | -| [Badger](compendium/equipment/items/badger-lotg.md) | 15 sp | -| [Bat](compendium/equipment/items/bat-lotg.md) | 3+ gp | -| [Beehive](compendium/equipment/items/beehive-lotg.md) | 1 gp | -| [Bird](compendium/equipment/items/bird-lotg.md) | 1+ sp | -| [Bird, house eagle](compendium/equipment/items/house-eagle-lotg.md) | 10 gp | -| [Butterfly](compendium/equipment/items/butterfly-lotg.md) or [moth](compendium/equipment/items/moth-lotg.md) | 1 sp | -| [Cat](compendium/equipment/items/cat-lotg.md) | 3+ cp | -| [Cat, Galtan orange](compendium/equipment/items/galtan-orange-cat-lotg.md) | 10 gp | -| [Cow](compendium/equipment/items/cow-lotg.md) | 8 gp | -| [Cradle minder](compendium/equipment/items/cradle-minder-lotg.md) | 50 gp | -| [Dinosaur](compendium/equipment/items/dinosaur-lotg.md) | 10+ gp | -| [Dog](compendium/equipment/items/dog-lotg.md) | 2+ sp | -| [Duck](compendium/equipment/items/duck-lotg.md) | 5 sp | -| [Ferret](compendium/equipment/items/ferret-lotg.md) | 1 sp | -| [Fish](compendium/equipment/items/fish-lotg.md) | 1+ cp | -| [Fox](compendium/equipment/items/fox-lotg.md) | 8 sp | -| [Frog](compendium/equipment/items/frog-lotg.md) | 2+ sp | -| [Gerbil](compendium/equipment/items/gerbil-lotg.md) or [hamster](compendium/equipment/items/hamster-lotg.md) | 1 sp | -| [Horse](compendium/equipment/items/horse-lotg.md) | 2+ gp | -| [Kayalini](compendium/equipment/items/kayalini-lotg.md) | 5 gp | -| [Lizard](compendium/equipment/items/lizard-lotg.md) | 1+ sp | -| [Lizard, X's](compendium/equipment/items/xs-lizard-lotg.md) | 1 gp | -| [Monkey](compendium/equipment/items/monkey-lotg.md) | 3 gp | -| [Mouse](compendium/equipment/items/mouse-lotg.md) | 1 cp | -| [Opossum, domestic](compendium/equipment/items/opossum-domestic-lotg.md) | 2 gp | -| [Pig](compendium/equipment/items/pig-lotg.md) | 5+ sp | -| [Praying mantis](compendium/equipment/items/praying-mantis-lotg.md) | 1 sp | -| [Rabbit](compendium/equipment/items/rabbit-lotg.md) | 1+ gp | -| [Raccoon](compendium/equipment/items/raccoon-lotg.md) | 5 gp | -| [Rat](compendium/equipment/items/rat-lotg.md) | 1+ sp | -| [Snake](compendium/equipment/items/snake-lotg.md) | 1+ gp | -| [Spider](compendium/equipment/items/spider-lotg.md) | 2+ sp | -| [Squirrel](compendium/equipment/items/squirrel-lotg.md) | 7 sp | -| [Turtle](compendium/equipment/items/turtle-lotg.md) | 3 sp | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/animals.md b/content/Mechanics/Rules/tables/animals.md deleted file mode 100644 index 564d15f51..000000000 --- a/content/Mechanics/Rules/tables/animals.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Animals"] ---- -# Animals -*Source: Core Rulebook p. 294* - - - - - - - - - - - - - - - - - - - - - - -
AnimalRental 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)
- -* Might require a deposit equal to the purchase Price. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/armor-upgrade-prices.md b/content/Mechanics/Rules/tables/armor-upgrade-prices.md deleted file mode 100644 index 2bc6a36bd..000000000 --- a/content/Mechanics/Rules/tables/armor-upgrade-prices.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Armor Upgrade Prices"] ---- -# Armor Upgrade Prices -*Source: Core Rulebook p. 582* - -| Starting Armor | Improved Armor | Price and Process | -|----------------|----------------|-------------------| -| +1 armor | +1 resilient armor | 340 gp to etch resilient (8th level) | -| +1 resilient armor | +2 resilient armor | 900 gp to etch +2 armor potency (11th level) | -| +2 resilient armor | +2 greater resilient armor | 3,100 gp to etch greater resilient (14th level) | -| +2 greater resilient armor | +3 greater resilient armor | 19,500 gp to etch +3 armor potency (18th level) | -| +3 greater resilient armor | +3 major resilient armor | 46,000 gp to etch major resilient (20th level) | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/armor.md b/content/Mechanics/Rules/tables/armor.md deleted file mode 100644 index 3a2e14327..000000000 --- a/content/Mechanics/Rules/tables/armor.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Armor"] ---- -# Armor -*Source: Core Rulebook p. 275* - -| Light Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | -|-------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| -| [Padded Armor](compendium/equipment/items/padded-armor.md) | 2 sp | +1 | +3 | — | — | 10 | L | Cloth | [Comfort](rules/traits/comfort.md "Comfort Armor Trait") | -| [Leather](compendium/equipment/items/leather.md) | 2 gp | +1 | +4 | -1 | — | 10 | 1 | Leather | — | -| [Studded Leather](compendium/equipment/items/studded-leather.md) | 3 gp | +2 | +3 | -1 | — | 12 | 1 | Leather | — | -| [Chain shirt](compendium/equipment/items/chain-shirt.md) | 5 gp | +2 | +3 | -1 | — | 12 | 1 | Chain | [Flexible](rules/traits/flexible.md "Flexible Armor Trait"), [Noisy](rules/traits/noisy.md "Noisy Armor Trait") | -^armor-6-4-5 - -| Medium Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | -|--------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| -| [Hide](compendium/equipment/items/hide.md) | 2 gp | +3 | +2 | –2 | –5 ft. | 14 | 2 | Leather | — | -| [Scale mail](compendium/equipment/items/scale-mail.md) | 4 gp | +3 | +2 | –2 | –5 ft. | 14 | 2 | Composite | — | -| [Chain mail](compendium/equipment/items/chain-mail.md) | 6 gp | +4 | +1 | –2 | –5 ft. | 16 | 2 | Chain | [Flexible](rules/traits/flexible.md "Flexible Armor Trait"), [Noisy](rules/traits/noisy.md "Noisy Armor Trait") | -| [Breastplate](compendium/equipment/items/breastplate.md) | 8 gp | +4 | +1 | -2 | -5 ft. | 16 | 2 | Plate | — | -^armor-6-4-10 - -| Heavy Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | -|-------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| -| [Splint mail](compendium/equipment/items/splint-mail.md) (level 1) | 13 gp | +5 | +1 | -3 | -10 ft. | 16 | 3 | Composite | — | -| [Half plate](compendium/equipment/items/half-plate.md) (level 1) | 18 gp | +5 | +1 | -3 | -10 ft. | 16 | 3 | Plate | — | -| [Full plate](compendium/equipment/items/full-plate.md) (level 2) | 30 gp | +6 | +0 | -3 | -10 ft. | 18 | 4 | Plate | [Bulwark](rules/traits/bulwark.md "Bulwark Armor Trait") | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/automatic-bonus-progression-gmg.md b/content/Mechanics/Rules/tables/automatic-bonus-progression-gmg.md deleted file mode 100644 index e37b484a6..000000000 --- a/content/Mechanics/Rules/tables/automatic-bonus-progression-gmg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Automatic Bonus Progression"] ---- -# Automatic Bonus Progression -*Source: Gamemastery Guide p. 196* - -| 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, 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) | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/barding.md b/content/Mechanics/Rules/tables/barding.md deleted file mode 100644 index 8f7de4553..000000000 --- a/content/Mechanics/Rules/tables/barding.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Barding"] ---- -# Barding -*Source: Core Rulebook p. 294* - -| Light Barding | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Bulk | Strength | -|---------------|-------|----------|---------|---------------|---------------|------|----------| -| Small or Medium | 10 gp | +1 | +5 | –1 | –5 ft. | 2 | +3 | -| Large | 20 gp | +1 | +5 | –1 | –5 ft. | 4 | +3 | -^barding-6-18-3 - -| Heavy Barding | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Bulk | Strength | -|---------------|-------|----------|---------|---------------|---------------|------|----------| -| Small or Medium (level 2) | 25 gp | +3 | +3 | –3 | –10 ft. | 4 | +5 | -| Large (level 3) | 50 gp | +3 | +3 | –3 | –10 ft. | 8 | +5 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/basic-services-and-consumables.md b/content/Mechanics/Rules/tables/basic-services-and-consumables.md deleted file mode 100644 index 134e7a422..000000000 --- a/content/Mechanics/Rules/tables/basic-services-and-consumables.md +++ /dev/null @@ -1,60 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Basic Services and Consumables"] ---- -# Basic Services and Consumables -*Source: Core Rulebook p. 294* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ItemPriceBulkHands
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
Tollat least 1 cp
Transportation (per 5 miles)
Caravan
Carriage
Ferry or riverboat
Sailing ship

3 cp
2 sp
4 cp
6 cp








\ No newline at end of file diff --git a/content/Mechanics/Rules/tables/bulk-conversions.md b/content/Mechanics/Rules/tables/bulk-conversions.md deleted file mode 100644 index 9371d2c79..000000000 --- a/content/Mechanics/Rules/tables/bulk-conversions.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Bulk conversions"] ---- -# Bulk conversions -*Source: Core Rulebook p. 295* - -| Creature Size | Bulk Limit | Treats as Light | Treats as Negligible | -|---------------|------------|-----------------|----------------------| -| Tiny | Half | — | none | -| Small or Med. | Standard | L | — | -| Large | ×2 | 1 Bulk | L | -| Huge | ×4 | 2 Bulk | 1 Bulk | -| Gargantuan | ×8 | 4 Bulk | 2 Bulk | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/bulk-of-creatures.md b/content/Mechanics/Rules/tables/bulk-of-creatures.md deleted file mode 100644 index 95f7f69b8..000000000 --- a/content/Mechanics/Rules/tables/bulk-of-creatures.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Bulk of Creatures"] ---- -# Bulk of Creatures -*Source: Core Rulebook p. 273* - -| Size of Creature | Bulk | -|------------------|------| -| [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") | 1 | -| [Small](rules/traits/small-b1.md "Small Size Trait") | 3 | -| [Medium](rules/traits/medium-b1.md "Medium Size Trait") | 6 | -| [Large](rules/traits/large-b1.md "Large Size Trait") | 12 | -| [Huge](rules/traits/huge-b1.md "Huge Size Trait") | 24 | -| [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait") | 48 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/changing-equipment.md b/content/Mechanics/Rules/tables/changing-equipment.md deleted file mode 100644 index d4eca1f4a..000000000 --- a/content/Mechanics/Rules/tables/changing-equipment.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Changing Equipment"] ---- -# Changing Equipment -*Source: Core Rulebook p. 274* - -| Change | Hands | Action | -|--------|-------|--------| -| Draw or put away a worn item, or pick up an item[^1] | 1 or 2 | [Interact](rules/actions/interact.md) | -| Pass an item to or take an item from a willing creature[^2] | 1 or 2 | [Interact](rules/actions/interact.md) | -| Drop an item to the ground | 1 or 2 | [Release](rules/actions/release.md) | -| Detach a shield or item strapped to you | 1 | [Interact](rules/actions/interact.md) | -| Change your grip by removing a hand from an item | 2 | [Release](rules/actions/release.md) | -| Change your grip by adding a hand to an item | 2 | [Interact](rules/actions/interact.md) | -| Retrieve an item from a backpack[^3], sack, or similar container | 2 | [Interact](rules/actions/interact.md) | - -[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](rules/actions/interact.md) action. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/character-wealth.md b/content/Mechanics/Rules/tables/character-wealth.md deleted file mode 100644 index c6e58b22a..000000000 --- a/content/Mechanics/Rules/tables/character-wealth.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Character Wealth"] ---- -# Character Wealth -*Source: Core Rulebook p. 511* - -| 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 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/climb-and-swim-distance.md b/content/Mechanics/Rules/tables/climb-and-swim-distance.md deleted file mode 100644 index 188504d79..000000000 --- a/content/Mechanics/Rules/tables/climb-and-swim-distance.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Climb and Swim Distance"] ---- -# Climb and Swim Distance -*Source: Core Rulebook p. 242* - -This table provides a quick reference for how far you can move with a [Climb](rules/actions/climb.md) or [Swim](rules/actions/swim.md) action. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Swim Distance
SpeedSuccessCriticalSuccessCritical
5-15 feet55510
20-35 feet5101015
40-55 feet10151520
60-65 feet15202025
\ No newline at end of file diff --git a/content/Mechanics/Rules/tables/coin-values.md b/content/Mechanics/Rules/tables/coin-values.md deleted file mode 100644 index 7719ac750..000000000 --- a/content/Mechanics/Rules/tables/coin-values.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Coin Values"] ---- -# Coin Values -*Source: Core Rulebook p. 271* - -| Coins | CP | SP | GP | PP | -|-------|----|----|----|----| -| Copper piece (cp) | 1 | 1/10 | 1/100 | 1/1,000 | -| Silver piece (sp) | 10 | 1 | 1/10 | 1/100 | -| Gold piece (gp) | 100 | 10 | 1 | 1/10 | -| Platinum piece (pp) | 1,000 | 100 | 10 | 1 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/common-crimes-and-punishments-lotg.md b/content/Mechanics/Rules/tables/common-crimes-and-punishments-lotg.md deleted file mode 100644 index 3ead4a082..000000000 --- a/content/Mechanics/Rules/tables/common-crimes-and-punishments-lotg.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/lotg -aliases: ["Common Crimes and Punishments"] ---- -# Common Crimes and Punishments -*Source: Lost Omens: Travel Guide p. 65* - -| Crime | Typical Punishment[^1] | -|-------|------------------------| -| Murder | Execution | -| Arson | Execution | -| Summoning prohibited planar beings (varies by region) | Execution | -| Treason | Execution | -| Espionage | 10 to 30 years labor often shortened as spies are exchanged or traded back to their home country | -| Torture Fifty | lashes and 5 to 20 years hard labor, often followed by exile | -| Other atrocities | Forty lashes and 3 to 10 years hard labor, often followed by exile | -| Manslaughter | Twenty to fifty lashes, 3 to 15 years of labor, and/or a fine equal to 50% of the character's wealth | -| Creating undead | Fifty lashes, 3 to 10 years of hard labor, and/or a fine equal to 40% of the character's wealth | -| Kidnapping | Twenty to forty lashes and/or 2 to 8 years hard labor, often followed by exile | -| Enchantment | major (dominate), Thirty lashes and/or a fine equal to 25% of the character's wealth, often followed by exile | -| Enchantment | minor (charm), Ten lashes and/or a fine equal to 10% of the character's wealth | -| Assault & battery (permanent injury) | Thirty lashes, 1 year hard labor, and/or a fine equal to 10% of the character's wealth | -| Assault & battery (no permanent injury) | Ten lashes and/or a fine equal to 2% of the character's wealth | -| Cruelty to animals | Five to twenty lashes and/or a fine equal to 5% of the character's wealth | -| Robbery | Twenty lashes and/or 1 to 5 years hard labor | -| Burglary | 1 to 3 years hard labor and/or fine equal to 20% of the stolen goods' value | -| Larceny | 6 to 18 months hard labor and/or fine equal to 15% of the stolen goods' value | -| Embezzlement | Return of all funds and a fine of 20% of what was stolen | -| Extortion | Return of all funds and a fine of 20% of what was stolen | -| Possession of stolen goods | Return of all goods and a fine equal to 10% of the goods' cost | -| Perjury | A fine equal to 15% of the character's wealth | -| Forgery (official papers) | A fine equal to 15% of the character's wealth | -| Forgery (other) | A fine equal to 10% of the character's wealth | -| Blackmail | A fine equal to 10% of the character's wealth | -| Fraud | A fine equal to 10% of the character's wealth | -| Worship of banned gods | 2 to 8 years hard labor and/or a fine equal to 20% of the character's wealth | -| Smuggling | 1 to 5 years hard labor and/or a fine equal to 15% of the character's wealth | -| Vandalism | Ten lashes and/or a fine equal to 2% of the character's wealth | -| Pickpocketing | Five lashes and/or a fine equal to 1% of the character's wealth | -| Trespassing | Two lashes and/or a fine equal to 1% of the character's wealth | -| Multiple offenses | at once As most serious offense plus 50% of other sentences | -| Repeated offenses | Increase the sentence by a quarter for each prior offense—excessive offenses result in execution | - -[1]: Punishments can vary from region to region. Countries in the Inner Sea that use fines typically link them to the character's ability to pay \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/common-languages.md b/content/Mechanics/Rules/tables/common-languages.md deleted file mode 100644 index 7e4d3b7cb..000000000 --- a/content/Mechanics/Rules/tables/common-languages.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Common Languages"] ---- -# Common Languages -*Source: Core Rulebook p. 65* - -| Language | Speakers | -|----------|----------| -| Common | Humans, dwarves, elves, halflings, and other common ancestries | -| Draconic | Dragons, reptilian humanoids | -| Dwarven | Dwarves | -| Elven | Elves, half-elves | -| Gnomish | Gnomes | -| Goblin | Goblins, hobgoblins, bugbears | -| Halfling | Halflings | -| Jotun | Giants, ogres, trolls, ettins, cyclopes | -| Orcish | Orcs, half-orcs | -| Sylvan | Fey, centaurs, plant and fungus creatures | -| Undercommon | Drow, duergars, xulgaths | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/cost-of-living.md b/content/Mechanics/Rules/tables/cost-of-living.md deleted file mode 100644 index 03a84ffc6..000000000 --- a/content/Mechanics/Rules/tables/cost-of-living.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Cost of Living"] ---- -# Cost of Living -*Source: Core Rulebook p. 294* - -| 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](rules/actions/subsist.md) using [Society](compendium/skills.md#Society) or [Survival](compendium/skills.md#Survival) for free. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/cost-to-increase-rank-gmg.md b/content/Mechanics/Rules/tables/cost-to-increase-rank-gmg.md deleted file mode 100644 index 8db8ad337..000000000 --- a/content/Mechanics/Rules/tables/cost-to-increase-rank-gmg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Cost to Increase Rank"] ---- -# Cost to Increase Rank -*Source: Gamemastery Guide p. 199* - -| Rank | Minimum Level | Skill Point Cost | -|------|---------------|------------------| -| Untrained to trained | 1 | 1 | -| Trained to expert | 3 | 2 | -| Expert to master | 7 | 4 | -| Master to legendary | 15 | 8 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/crafting-downtime-events-tv.md b/content/Mechanics/Rules/tables/crafting-downtime-events-tv.md deleted file mode 100644 index aae79d613..000000000 --- a/content/Mechanics/Rules/tables/crafting-downtime-events-tv.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/tv -aliases: ["Crafting Downtime Events"] ---- -# Crafting Downtime Events -*Source: Treasure Vault p. 159* - -| `d20` | Event | -|-------|-------| -| 1–3 | Select an event from the Gamemastery Guide | -| 4 | Annoying interloper | -| 5 | Banned ingredient | -| 6 | Delicate components | -| 7 | Formula contradiction | -| 8 | Infestation | -| 9 | Instability within | -| 10 | Mutation | -| 11 | Name dependence | -| 12 | Natural disaster | -| 13 | Otherworldly interference | -| 14 | Overwhelming energy | -| 15 | Planar convergence | -| 16 | Resonant magic | -| 17 | Spirit magnet | -| 18 | Suspicious offer | -| 19 | Technical challenge | -| 20 | Unexpected flaw | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/creature-creation-rituals.md b/content/Mechanics/Rules/tables/creature-creation-rituals.md deleted file mode 100644 index b233d627c..000000000 --- a/content/Mechanics/Rules/tables/creature-creation-rituals.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Creature Creation Rituals"] ---- -# Creature Creation Rituals -*Source: Core Rulebook p. 408* - -| Creature Level | Spell Level Required | Cost | -|----------------|----------------------|------| -| -1 or 0 | 2 | 15 gp | -| 1 | 2 | 60 gp | -| 2 | 3 | 105 gp | -| 3 | 3 | 180 gp | -| 4 | 4 | 300 gp | -| 5 | 4 | 480 gp | -| 6 | 5 | 750 gp | -| 7 | 5 | 1,080 gp | -| 8 | 6 | 1,500 gp | -| 9 | 6 | 2,100 gp | -| 10 | 7 | 3,500 gp | -| 11 | 7 | 4,200 gp | -| 12 | 8 | 6,000 gp | -| 13 | 8 | 9,000 gp | -| 14 | 9 | 13,500 gp | -| 15 | 9 | 19,500 gp | -| 16 | 10 | 30,000 gp | -| 17 | 10 | 45,000 gp | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/creature-identification-skills.md b/content/Mechanics/Rules/tables/creature-identification-skills.md deleted file mode 100644 index a15478871..000000000 --- a/content/Mechanics/Rules/tables/creature-identification-skills.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Creature Identification Skills"] ---- -# Creature Identification Skills -*Source: Core Rulebook p. 506* - -| Creature Trait | Skills | -|----------------|--------| -| Aberration | [Occultism](compendium/skills.md#Occultism) | -| Animal | [Nature](compendium/skills.md#Nature) | -| Astral | [Occultism](compendium/skills.md#Occultism) | -| Beast | [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature) | -| Celestial | [Religion](compendium/skills.md#Religion) | -| Construct | [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting) | -| Dragon | [Arcana](compendium/skills.md#Arcana) | -| Elemental | [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature) | -| Ethereal | [Occultism](compendium/skills.md#Occultism) | -| Fey | [Nature](compendium/skills.md#Nature) | -| Fiend | [Religion](compendium/skills.md#Religion) | -| Fungus | [Nature](compendium/skills.md#Nature) | -| Humanoid | [Society](compendium/skills.md#Society) | -| Monitor | [Religion](compendium/skills.md#Religion) | -| Ooze | [Occultism](compendium/skills.md#Occultism) | -| Plant | [Nature](compendium/skills.md#Nature) | -| Spirit | [Occultism](compendium/skills.md#Occultism) | -| Undead | [Religion](compendium/skills.md#Religion) | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/creature-xp-and-role.md b/content/Mechanics/Rules/tables/creature-xp-and-role.md deleted file mode 100644 index a32a0c7ed..000000000 --- a/content/Mechanics/Rules/tables/creature-xp-and-role.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Creature XP and Role"] ---- -# Creature XP and Role -*Source: Core Rulebook p. 489* - -| Creature Level | XP | Suggested Role | -|----------------|----|----------------| -| Party level –4 | 10 | Low-threat lackey | -| Party level –3 | 15 | Low- or moderate-threat lackey | -| Party level –2 | 20 | Any lackey or standard creature | -| Party level –1 | 30 | Any standard creature | -| Party level | 40 | Any standard creature or low-threat boss | -| Party level + 1 | 60 | Low- or moderate-threat boss | -| Party level + 2 | 80 | Moderate- or severe-threat boss | -| Party level + 3 | 120 | Severe- or extreme-threat boss | -| Party level + 4 | 160 | Extreme-threat solo boss | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/creature-xp-no-level-gmg.md b/content/Mechanics/Rules/tables/creature-xp-no-level-gmg.md deleted file mode 100644 index 656d5900e..000000000 --- a/content/Mechanics/Rules/tables/creature-xp-no-level-gmg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Creature XP (No Level)"] ---- -# Creature XP (No Level) -*Source: Gamemastery Guide p. 198* - -| 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 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/critical-fumble-deck-melee-cfd.md b/content/Mechanics/Rules/tables/critical-fumble-deck-melee-cfd.md deleted file mode 100644 index ba4cc8e1f..000000000 --- a/content/Mechanics/Rules/tables/critical-fumble-deck-melee-cfd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/cfd -aliases: ["Critical Fumble Deck: Melee"] ---- -# Critical Fumble Deck: Melee -*Source: Critical Fumble Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Meant To Do That** You are moved 10 feet in a random direction (determined by the GM). This movement triggers reactions. | -| 2 | **Wrong End** If you are using a slashing weapon, you take `1d6` slashing damage and 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 3 | **Bad Fall** You fall [prone](rules/conditions.md#Prone) and are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | -| 4 | **Wait, What?** You are [confused](rules/conditions.md#Confused). | -| 5 | **Bad Grip** You take a -2 circumstance penalty to attack rolls with this weapon until the end of your next turn. | -| 6 | **Eat Dirt** You fall [prone](rules/conditions.md#Prone) and are [blinded](rules/conditions.md#Blinded) until the end of your next turn. | -| 7 | **Vibration** If you're using a bludgeoning weapon, you drop that weapon and become [enfeebled](rules/conditions.md#Enfeebled) until healed. | -| 8 | **Who Was That?** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | -| 9 | **Attack the Darkness** Your enemies are [concealed](rules/conditions.md#Concealed) from you until the end of your next turn. | -| 10 | **Off Balance** You take a -2 circumstance penalty to attack rolls until the end of your next turn. | -| 11 | **Slipped** You fall [prone](rules/conditions.md#Prone). | -| 12 | **Second Thoughts** You are [sickened](rules/conditions.md#Sickened). | -| 13 | **Butterfingers** You drop the weapon you made the attack with. | -| 14 | **Notched** Your weapon takes `1d6` damage, ignoring Hardness. | -| 15 | **Broken Weapon** Your weapon's current Hit Point are reduced to its Broken Threshold. If already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. | -| 16 | **Fling** You drop the weapon you used for the attack. It lands `1d6x5` feet away from your in a random direction. | -| 17 | **Pulled Muscle** Until healed, you are [enfeebled](rules/conditions.md#Enfeebled). | -| 18 | **Overextended** You trigger reactions as if you had used a [move](rules/traits/move.md "Move Combat Trait") action. | -| 19 | **Awkward Attack** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | -| 20 | **This Sword Is Heavy** You are [fatigued](rules/conditions.md#Fatigued). | -| 21 | **Backswing** You deal the attack's normal damage to yourself instead of the target. | -| 22 | **Wide Open** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | -| 23 | **Strained** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | -| 24 | **Too Much Stuff!** You get tangled in your gear and are [encumbered](rules/conditions.md#Encumbered) until you spend 2 [Interact](rules/actions/interact.md) actions to free yourself. | -| 25 | **Spinning Swing** You are [sickened](rules/conditions.md#Sickened). | -| 26 | **I Told You It's Sharp!** You take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 27 | **Pin Prick** You take 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 28 | **Armor Smash** You deal the attack's normal damage to your armor, applying Hardness. | -| 29 | **Catch Your Breath** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | -| 30 | **Grave Miscalculation** You critically hit yourself with the attack. | -| 31 | **Stuck** Your weapon is lodged into a nearby surface or item. To free it, you must succeed at a DC 20 [Athletics](compendium/skills.md#Athletics) check made as an [Interact](rules/actions/interact.md) action. | -| 32 | **Bent** Your weapon's current Hit Point are reduced to its Broken Threshold. if already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. | -| 33 | **Funny Bone** You drop one item you are holding (determined randomly by the GM). | -| 34 | **Weapon Tangle** You can't use this weapon to attack until the end of your next turn. | -| 35 | **Bonk!** You are [stunned](rules/conditions.md#Stunned). | -| 36 | **Sorry!** You hit and ally adjacent to your or an ally adjacent to the target. | -| 37 | **Better to Give** You hit yourself instead of the target. | -| 38 | **Rang Your Own Bell** Until healed, you are [deafened](rules/conditions.md#Deafened). | -| 39 | **On the Receiving End** You deal damage to yourself instead of the target. | -| 40 | **Creeping Hesitation** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | -| 41 | **All or Nothing** You take a -1 circumstance penalty to attack rolls until you score a critical hit. | -| 42 | **Winded** You are [fatigued](rules/conditions.md#Fatigued). | -| 43 | **Shield Crash** You deal the attack's normal damage to your shield, applying Hardness. | -| 44 | **Hand It Over** Unless you succeed at a Reflex saving throw, your target gains possessions of your weapon. | -| 45 | **This Is Bad** You take `1d10` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 46 | **Clipped Your Hand** You take `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 47 | **Decision Paralysis** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | -| 48 | **Catastrophic Failure** You fall [unconscious](rules/conditions.md#Unconscious) until you awake up or the end of your next turn. | -| 49 | **Pointy End Goes There** You become [wounded](rules/conditions.md#Wounded) or your [wounded](rules/conditions.md#Wounded) value increases by 1. | -| 50 | **Broken Haft** Your weapon's current Hit Points are reduced to its Broken Threshold. If already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. If your weapon is a [reach](rules/traits/reach.md "Reach Weapon Trait") weapon, it loses [reach](rules/traits/reach.md "Reach Weapon Trait"). | -| 51 | **Fog of War** You are [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | -| 52 | **Go for the Eyes** You are [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | -| 53 | **Punt** Your weapon files `1d4x5` feet in a random direction (determined by the GM). | -| 54 | **Pointy End Goes There** You become [wounded](rules/conditions.md#Wounded) or your [wounded](rules/conditions.md#Wounded) value increases by 1. | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/critical-fumble-deck-ranged-cfd.md b/content/Mechanics/Rules/tables/critical-fumble-deck-ranged-cfd.md deleted file mode 100644 index bede1f1a8..000000000 --- a/content/Mechanics/Rules/tables/critical-fumble-deck-ranged-cfd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/cfd -aliases: ["Critical Fumble Deck: Ranged"] ---- -# Critical Fumble Deck: Ranged -*Source: Critical Fumble Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Misjudged the Distance** Until the end of your next turn, all your range increment penalties are doubled. | -| 2 | **Phantom Wind** You take a -2 circumstance penalty to ranged attacks until the end of your next turn. | -| 3 | **Spraining Shot** Until healed, you take a -10-foot circumstance penalty to your land Speed and are [clumsy](rules/conditions.md#Clumsy). | -| 4 | **Don't Hit Me!** Until the end of your next turn, each time you miss with a ranged attack targeting enemy adjacent to any of your allies, you hit one of those adjacent allies instead (determined randomly by the GM). | -| 5 | **Huh?** You are [confused](rules/conditions.md#Confused). | -| 6 | **Overcompensate** Cover provides a +4 circumstance bonus to AC against your ranged attacks for 1 minute. | -| 7 | **Recoil** You are pushed 5 feet backwards and fall [prone](rules/conditions.md#Prone). | -| 8 | **Seeing Double** You are [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | -| 9 | **Aim Carefully Next Time** Until the end of your next turn, your attacks require and extra action to use. | -| 10 | **Friendly Fire** You the ally nearest to the target. | -| 11 | **Backfire** You hit yourself instead of the target. | -| 12 | **Mix it Up** You can't make ranged attacks until the end of your next turn. | -| 13 | **Snapped String** If the attack used a weapon in the bow group, the string snaps, requiring 3 [Interact](rules/actions/interact.md) actions to fix. | -| 14 | **Notched Fingers** You take `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 15 | **My Spleeny Bits!** You become [wounded](rules/conditions.md#Wounded) or your [wounded](rules/conditions.md#Wounded) value increases by 1. | -| 16 | **Head Rush** You are [sickened](rules/conditions.md#Sickened). | -| 17 | **Awkward Attack** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | -| 18 | **Aching Back** You are [fatigued](rules/conditions.md#Fatigued). | -| 19 | **Shot Your Eye Out** You critically hit yourself instead of the target. | -| 20 | **Errant Aim** Reroll the attack roll, targeting the creature closest to the target (excluding yourself). | -| 21 | **Wide Open** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | -| 22 | **Cracked** The ranged weapon (not the ammunition) you are using takes `1d6` damage, ignoring Hardness. | -| 23 | **Whoops!** You fall [prone](rules/conditions.md#Prone). | -| 24 | **Sprain** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | -| 25 | **Nicked** You take 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 26 | **Klutz** You drop the weapon you used. | -| 27 | **Spilled Ammo** The ammunition from the weapon you're using falls from its container onto the ground. You can spend 1 [Interact](rules/actions/interact.md) action to pick up one piece of ammunition spilled this way. | -| 28 | **Lost Grip** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | -| 29 | **Wrong Weapon** If you made a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") attack, you instead throw an object from your gear (determined randomly by the GM). | -| 30 | **Kickback Like a Mule** You fall [prone](rules/conditions.md#Prone). | -| 31 | **Archer's Elbow** Until healed, you take a -2 circumstance penalty to ranged attacks. | -| 32 | **Double Miss** If this attack uses ammunition, you use twice the amount of ammunition on this attack. | -| 33 | **Not My Pony!** You hit the nearest animal companion, mount, or familiar. | -| 34 | **Amazing Miss** You are [stunned](rules/conditions.md#Stunned). | -| 35 | **Shot Your Foot** Until healed, you are [clumsy](rules/conditions.md#Clumsy) and take a -5-foot circumstance penalty to your land speed. | -| 36 | **Lost the Target** You take a -2 circumstance penalty to attack rolls until the end of your next turn. | -| 37 | **Weapon Problem** If the attack used a projectile weapon, something on the weapon malfunctions, requiring you to spend 2 [Interact](rules/actions/interact.md) actions to fix. | -| 38 | **Lowered Guard** You provoke reactions as if you used a [move](rules/traits/move.md "Move Combat Trait") action. | -| 39 | **In the Line of Fire** You critically hit your nearest ally. | -| 40 | **Insecure** You take a -1 circumstance penalty to attacks rolls until you score a critical hit. | -| 41 | **Close to the Ear** You are [deafened](rules/conditions.md#Deafened) until the end of your next turn. | -| 42 | **Bad Alignment** You take a -2 circumstance penalty to attacks using this weapon until the end of your next turn. | -| 43 | **Everything You Got** You are [fatigued](rules/conditions.md#Fatigued). | -| 44 | **Broken** Your weapon's current Hit Points are reduced to its Broken Threshold. If already [broken](rules/conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. | -| 45 | **What Are the Odds?** If this is a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon attack and the target can hold the weapon, the target snatches the weapon out of the air and wields it. | -| 46 | **Oopsie!** You hit yourself instead of the target. | -| 47 | **Torn Tendon** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | -| 48 | **Overthrow** If the attack used a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon, the weapon travels three times its range increment in a random direction (determined by the GM). | -| 49 | **Tunnel Vision** For 3 rounds, you gain a +1 circumstance bonus to attack rolls, but you are [flat-footed](rules/conditions.md#Flat-footed). | -| 50 | **All Thumbs** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | -| 51 | **Bull's Eye** Your attack ricochets and hits you near the eye. You are [blinded](rules/conditions.md#Blinded) until the end of your next turn. | -| 52 | **Pinch a Finger** You take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 53 | **So Much Blood** You are [sickened](rules/conditions.md#Sickened). | -| 54 | **Tunnel Vision** For 3 rounds, you gain a +1 circumstance bonus to attack rolls, but you are [flat-footed](rules/conditions.md#Flat-footed). | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/critical-fumble-deck-spell-cfd.md b/content/Mechanics/Rules/tables/critical-fumble-deck-spell-cfd.md deleted file mode 100644 index de3fc6f0b..000000000 --- a/content/Mechanics/Rules/tables/critical-fumble-deck-spell-cfd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/cfd -aliases: ["Critical Fumble Deck: Spell"] ---- -# Critical Fumble Deck: Spell -*Source: Critical Fumble Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **How Did That Happen?** You call forth a mist with the effects of [stinking cloud](compendium/spells/stinking-cloud.md) centered on a corner of your space (determined by the GM). | -| 2 | **Power Down** Until healed, you are [stupefied](rules/conditions.md#Stupefied). | -| 3 | **Exploding Skull** You must attempt a Fortitude save. If you succeed, you take `3d6` mental damage. If you fail, your head explodes and you die. | -| 4 | **Mental Slip** You are [controlled](rules/conditions.md#Controlled) by the target until the end of your next turn. | -| 5 | **Blastoff** You must succeed at a Will saving throw or be thrown `1d6x5` feet into the air (or in a random direction determined by the GM if you are flying). | -| 6 | **Strange Transference** Lost one prepared spell or spell slot, determined randomly by the GM. Your target can [Cast this Spell](rules/actions/cast-a-spell.md) on its next turn even if they can't cast spells, using your level, spell attack modifier, and spell DC. | -| 7 | **Mental Backlash** Until healed, you are [stupefied](rules/conditions.md#Stupefied). | -| 8 | **Fragmented Magic** Your target gains the effect of a [mirror image](compendium/spells/mirror-image.md) spell. | -| 9 | **Power Transfer** The highest-level spell effect currently affecting you is transferred to your target. | -| 10 | **Power Drain** You lose one prepared spell or spell slot (determined randomly by the GM). | -| 11 | **Nosebleed** You take 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 12 | **Magic Vacuum** The effects of all beneficial spells affecting you end immediately. | -| 13 | **Magic Fatigue** You can't cast any spells until the end of your next turn. | -| 14 | **Electrical Feedback** You take `2d6` electricity damage. | -| 15 | **Beastly Rift** Your spell becomes a [summon animal](compendium/spells/summon-animal.md) spell of the same level. The animal attacks you. | -| 16 | **Reflection** The spell hits you instead of the target. | -| 17 | **Spontaneous Combustion** You take `2d6` fire damage. | -| 18 | **Critical Backlash** You critically hit yourself instead of the target. | -| 19 | **Acidic Backlash** You take `2d6` acid damage. | -| 20 | **Bleeding Eyes** You take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 21 | **Tangled in Your Gear** You are [encumbered](rules/conditions.md#Encumbered) until you spend 2 [Interact](rules/actions/interact.md) actions to free your self. | -| 22 | **Distance Rift** You are teleported to the nearest space adjacent to your spell's target. | -| 23 | **Mind Drain** Until healed, you are [stupefied](rules/conditions.md#Stupefied). | -| 24 | **Vertigo** You are [sickened](rules/conditions.md#Sickened). | -| 25 | **Apprentice Move** Reroll the attack roll, targeting the creature closest to the target (excluding yourself). | -| 26 | **Not Me, You Fool!** You hit the ally nearest to the target. | -| 27 | **Tiring Spell** You are [fatigued](rules/conditions.md#Fatigued). | -| 28 | **Unexpected Blast** Your spell affects all targets within 30 feet of you. You are immune to this effect. | -| 29 | **You made 'em Stronger** The target gains a +2 status bonus to attack rolls until the end of its next turn. | -| 30 | **Drawing a Blank** Until healed, you are [stupefied](rules/conditions.md#Stupefied). | -| 31 | **Spell Shield** The target gains a +2 status bonus to saving throws against spells for 1 minute. | -| 32 | **Left Reeling** You are [stunned](rules/conditions.md#Stunned). | -| 33 | **Caster's Block** You can't cast this spell again at any level until you rest and make your daily preparations. | -| 34 | **You Made 'em Bigger** The target increases in size, with the effects of a 2nd level [enlarge](compendium/spells/enlarge.md) spell. | -| 35 | **Side Effect** You are [sickened](rules/conditions.md#Sickened). You are also [stupefied](rules/conditions.md#Stupefied) until healed. | -| 36 | **Weakened** You take -2 circumstance penalty to spell attack rolls and spell DC's until the end of your next turn. | -| 37 | **Spell Rush** You are [stupefied](rules/conditions.md#Stupefied) until healed. | -| 38 | **The Magic is Gone** You take a -1 circumstance penalty to attack rolls until you score a critical hit. | -| 39 | **Can You Hear Me Now?** Until healed, you are [deafened](rules/conditions.md#Deafened). | -| 40 | **Error!** You deal the spell's normal damage to yourself instead of the target. | -| 41 | **Why Me?** You provoke reactions as if you used a [move](rules/traits/move.md "Move Combat Trait") action. | -| 42 | **Poor Trade** You hit, but you lose a prepared spell or spell slot of the highest level available (you choose the spell). | -| 43 | **You Made 'em Tougher** The target gains resistance 5 to all damage until the start of its next turn. | -| 44 | **You Made 'em Faster** The target is [quickened](rules/conditions.md#Quickened) for 2 rounds. | -| 45 | **Jumbled Components** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | -| 46 | **Clatto Verata Necktie** You critically hit your nearest ally. | -| 47 | **Cursed** You are [doomed](rules/conditions.md#Doomed). | -| 48 | **Magical Smackdown** You automatically fail (but do not critically fail) your next saving throw. | -| 49 | **Wild Magic** Roll twice on the [rod of wonder](compendium/equipment/items/rod-of-wonder.md) table. You are the target of those effects. | -| 50 | **Draining Magic** You are [drained](rules/conditions.md#Drained). | -| 51 | **Everything to Fear** You are [frightened](rules/conditions.md#Frightened). | -| 52 | **Now I See You...** Your target becomes [invisible](rules/conditions.md#Invisible) until the end of its next turn or uses a hostile action. | -| 53 | **It's So Sparkly!** You are [blinded](rules/conditions.md#Blinded) until the end of your next turn. | -| 54 | **Wild Magic** Roll twice on the [rod of wonder](compendium/equipment/items/rod-of-wonder.md) table. You are the target of those effects. | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/critical-fumble-deck-unarmed-cfd.md b/content/Mechanics/Rules/tables/critical-fumble-deck-unarmed-cfd.md deleted file mode 100644 index 58965c95d..000000000 --- a/content/Mechanics/Rules/tables/critical-fumble-deck-unarmed-cfd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/cfd -aliases: ["Critical Fumble Deck: Unarmed"] ---- -# Critical Fumble Deck: Unarmed -*Source: Critical Fumble Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Not the Weak Point** You take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and can't use this attack until the end of your next turn. | -| 2 | **Overthink It** Your target gains a +2 circumstance bonus to AC against attacks you make against it until the end of your next turn. | -| 3 | **Bad Jam** You are [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled). | -| 4 | **Pinched Nerve** Until healed, you take a -10-foot circumstance penalty to land Speed and are [clumsy](rules/conditions.md#Clumsy). | -| 5 | **Eye Strain** You are [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | -| 6 | **That Tastes Awful!** If this was a jaws attack (or similar), you are [sickened](rules/conditions.md#Sickened). | -| 7 | **Punctured Foot** You take `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). Until this effect ends, you take a -10-foot circumstance penalty to your land Speed. | -| 8 | **Broken Tooth** Until healed, you take a -2 circumstance penalty to attack rolls. | -| 9 | **Brutal Collision** Attempt a Fortitude saving throw. If you succeed, you're [stunned](rules/conditions.md#Stunned). If you fail, you're [stunned](rules/conditions.md#Stunned). | -| 10 | **Something's Broken** You take `1d4` bludgeoning damage, and you can't use this attack until healed. | -| 11 | **Bruised Ego** You can't attack another creature until the target is knocked out or the end of your next turn. | -| 12 | **Hangnail** If you attacked with a claw or fist, you can't use that attack until the end of your next turn. | -| 13 | **Torn Muscle** Until healed, you are [enfeebled](rules/conditions.md#Enfeebled). | -| 14 | **Hit the Wall** You are [fatigued](rules/conditions.md#Fatigued). | -| 15 | **Frustration** You take a -2 circumstance penalty to attack rolls until the end of your next turn. | -| 16 | **Overextended** You trigger reactions as if you had used a [move](rules/traits/move.md "Move Combat Trait") action. | -| 17 | **Bit Your Tongue!** You take 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 18 | **Upset Stomach** You are [sickened](rules/conditions.md#Sickened). | -| 19 | **Tiring Attack** You are [fatigued](rules/conditions.md#Fatigued). | -| 20 | **Awkward Attack** You are [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. | -| 21 | **Tripped** You fall [prone](rules/conditions.md#Prone). | -| 22 | **Fist Meet Face** You critically hit yourself with the attack. | -| 23 | **Out of Position** You can't use this attack until the end of your next turn. | -| 24 | **Bleeding Fist** You take `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 25 | **Twisted Up** You are [encumbered](rules/conditions.md#Encumbered) until you spend 2 [Interact](rules/actions/interact.md) actions to free yourself. | -| 26 | **Stop Hitting Yourself** You hit yourself instead of the target. | -| 27 | **Just a Taste** You hit an ally adjacent to you or the target. | -| 28 | **Battered** Until healed, you take a -2 circumstance penalty to checks and saving throws. | -| 29 | **Got Too Close** This attack grants and triggers a [Grapple](rules/actions/grapple.md) or Grab as a reaction by your enemy. | -| 30 | **Can't Find an Opening** You can't use this attack until the end of your next turn. | -| 31 | **Off Balance** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | -| 32 | **Caught Your Attack** This attack grants and triggers a [Trip](rules/actions/trip.md) or [Shove](rules/actions/shove.md) as a reaction by your enemy. | -| 33 | **Bad Headbutt** You are [stunned](rules/conditions.md#Stunned). | -| 34 | **Bone Bruise** You become [wounded](rules/conditions.md#Wounded) or your [wounded](rules/conditions.md#Wounded) value increases by 1. | -| 35 | **Overexertion** You are [fatigued](rules/conditions.md#Fatigued). | -| 36 | **Sprain** Until healed, you are [clumsy](rules/conditions.md#Clumsy). | -| 37 | **Sneeze** You are [slowed](rules/conditions.md#Slowed) until the end of your next turn. | -| 38 | **Ferocious Fumble** You critically hit an ally within your reach (determined randomly by the GM). | -| 39 | **Head, Meet Wall** You are [stunned](rules/conditions.md#Stunned). | -| 40 | **Great Roar** Until healed, you are [deafened](rules/conditions.md#Deafened). | -| 41 | **Pins and Needles** You are [sickened](rules/conditions.md#Sickened). | -| 42 | **It Bit Your Fist** The target deals jaws damage to you. | -| 43 | **Hard-Edged Adversary** You take `2d6` piercing or slashing damage (determined by the GM). | -| 44 | **Smash the Floor** You kick up a cloud of dust, becoming [blinded](rules/conditions.md#Blinded) until the end of your next turn. | -| 45 | **Whirlwind of Shame** You hit every creature adjacent to you except for the target. | -| 46 | **Ingrown Nail** You take a -1 circumstance penalty to attack rolls until your score a critical hit. | -| 47 | **Stinging Failure** Until healed, you take a -2 circumstance penalty to attack rolls made with this attack. | -| 48 | **Don't Pick at It** You become [wounded](rules/conditions.md#Wounded) or your [wounded](rules/conditions.md#Wounded) value increases by 1. | -| 49 | **Head First!** You fall [unconscious](rules/conditions.md#Unconscious) until you wake up or the end of your next turn. | -| 50 | **Whiff** You hit yourself instead of the target. | -| 51 | **Jam a Finger** You the the target for the minimum amount of damage you can deal with the attack. You take the attack's normal damage. | -| 52 | **Winds of Change** You can't attack the same target again until the end of your next turn. | -| 53 | **Unintentional Move** You are moved 10 feet in a random direction (determined by the GM). This movement triggers reactions. | -| 54 | **Head First!** You fall [unconscious](rules/conditions.md#Unconscious) until you wake up or the end of your next turn. | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/critical-hit-deck-bludgeoning-chd.md b/content/Mechanics/Rules/tables/critical-hit-deck-bludgeoning-chd.md deleted file mode 100644 index 7f6876c59..000000000 --- a/content/Mechanics/Rules/tables/critical-hit-deck-bludgeoning-chd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/chd -aliases: ["Critical Hit Deck: Bludgeoning"] ---- -# Critical Hit Deck: Bludgeoning -*Source: Critical Hit Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Crunch** _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened). | -| 2 | **Where Am I?** Normal damage. _Crit Effect:_ The target is [stunned](rules/conditions.md#Stunned). | -| 3 | **Surprise Opening** _Crit Effect:_ You gain 1 action that you can use before the end of your turn to use an [attack](rules/traits/attack.md "Attack Combat Trait") action against the target. | -| 4 | **Cracked Rib** The target is [fatigued](rules/conditions.md#Fatigued). | -| 5 | **Feeble Parry** _Crit Effect:_ The target drops one weapon it's wielding determined by the GM. | -| 6 | **Cracked Knee** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -5-foot status penalty to land Speed. | -| 7 | **Bell Ringer** _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened), and it is [stupefied](rules/conditions.md#Stupefied) until it is no longer [sickened](rules/conditions.md#Sickened). | -| 8 | **Split Open** _Crit Effect:_ The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 9 | **Momentum** You gain a +2 circumstance bonus to all attack rolls until the end of your next turn. | -| 10 | **I See Stars** Normal damage. _Crit Effect:_ The target is [dazzled](rules/conditions.md#Dazzled) until healed. | -| 11 | **Broken Nose** The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 12 | **Crushed Toe** Normal damage. The target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to land Speed. Both effects last until healed. | -| 13 | **Crumpling Blow** The target is knocked [prone](rules/conditions.md#Prone). | -| 14 | **Shattered Hand** Normal damage. Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled), and it can't use one of its hands (chosen randomly by the GM). | -| 15 | **Numbing Blow** Normal damage. _Crit Effect:_ The target is [clumsy](rules/conditions.md#Clumsy) for 1 minute and must succeed at a Reflex save or drop one item it holds at random. | -| 16 | **Two for One** _Crit Effect:_ Deal normal damage to one target adjacent to the original target. | -| 17 | **And Stay Down** Normal damage. _Crit Effect:_ The target is knocked [prone](rules/conditions.md#Prone) and [stunned](rules/conditions.md#Stunned). | -| 18 | **Rattled** Normal damage. _Crit Effect:_ The target is [confused](rules/conditions.md#Confused) for 1 round. | -| 19 | **Nighty Night** Normal damage. _Crit Effect:_ The target falls [unconscious](rules/conditions.md#Unconscious) and can't wake up until the of its next turn. | -| 20 | **Brained** The target is [stunned](rules/conditions.md#Stunned). | -| 21 | **Collapsed Lung** Normal damage. _Crit Effect:_ Until healed, t he target is [enfeebled](rules/conditions.md#Enfeebled) and [fatigued](rules/conditions.md#Fatigued). | -| 22 | **Bony Masher** Normal damage. _Crit Effect:_ Either the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to land Speed or is [clumsy](rules/conditions.md#Clumsy) and can't use one of its arms (your choice). Either effect last until healed. | -| 23 | **Overwhelming Smash** Triple damage. | -| 24 | **Ruptured Spleen** Normal damage. _Crit Effect:_ The target takes 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) that can't be removed until the target has been subject to [magical](rules/traits/magical.md "Magical Item Trait") healing. | -| 25 | **Off Balance** Normal damage. The target triggers reactions as if it just used a [move](rules/traits/move.md "Move Combat Trait") action. It is also [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | -| 26 | **Crushed Intestines** Normal damage. _Crit Effect:_ The target is [wounded](rules/conditions.md#Wounded) and [enfeebled](rules/conditions.md#Enfeebled) until it is no longer wounded. | -| 27 | **Crushed Trachea** _Crit Effect:_ The target is suffocating until subject to magical healing. It can't speak while it is suffocating. | -| 28 | **Skull Crush** _Crit Effect:_ The target is [stupefied](rules/conditions.md#Stupefied) until healed. | -| 29 | **Caved Skull** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | -| 30 | **To Your Thinky Bits** _Crit Effect:_ The target is [stupefied](rules/conditions.md#Stupefied) until healed. | -| 31 | **Dazing Thud** The target is [stunned](rules/conditions.md#Stunned). | -| 32 | **Clocked!** Triple damage. The target is knocked [prone](rules/conditions.md#Prone). | -| 33 | **Broken Ribs** Normal damage. _Crit Effect:_ The target is [slowed](rules/conditions.md#Slowed) until healed. | -| 34 | **Staggering Blow** _Crit Effect:_ The target is [stunned](rules/conditions.md#Stunned). | -| 35 | **Thunder Strike** _Crit Effect:_ The target is [deafened](rules/conditions.md#Deafened) until healed. | -| 36 | **Box the Ears** The target is [deafened](rules/conditions.md#Deafened) until healed. | -| 37 | **Concussion** Normal damage. The target is [confused](rules/conditions.md#Confused) for 1 minute and [stupefied](rules/conditions.md#Stupefied) until healed. | -| 38 | **Armor Dent** Normal damage. _Crit Effect:_ Deal the same amount of damage to the target's armor, ignoring that armor's Hardness. | -| 39 | **Soul-Crushing Blow** _Crit Effect:_ The target is [doomed](rules/conditions.md#Doomed) and is [stupefied](rules/conditions.md#Stupefied) for as long as it is [doomed](rules/conditions.md#Doomed). | -| 40 | **Breathless** The target is [fatigued](rules/conditions.md#Fatigued). | -| 41 | **Broken Leg** _Crit Effect:_ The target takes a -15-foot status penalty to its land Speed until healed. | -| 42 | **Shield Smack** _Crit Effect:_ The target must succeed at a Reflex save or drop a shield it's holding. | -| 43 | **My Teef!** The target must succeed at a DC 5 flat check to cast spells with the verbal component until healed. | -| 44 | **Knockback** _Crit Effect:_ The target is pushed `1d4x5` feet away. | -| 45 | **Low Blow** _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened) and [slowed](rules/conditions.md#Slowed) as long as it remains [sickened](rules/conditions.md#Sickened). | -| 46 | **Busted Shin** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to its land Speed. | -| 47 | **Back Breaker** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled). | -| 48 | **Busted Shin** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to its land Speed. | -| 49 | **Solid Blow** Triple damage. | -| 50 | **Tiring Blow** The target is [fatigued](rules/conditions.md#Fatigued). | -| 51 | **Foot Smash** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | -| 52 | **Lights Out** _Crit Effect:_ The target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. | -| 53 | **Roundhouse** _Crit Effect:_ Make one additional attack against a foe adjacent to the original target, using the same attack modifier as the original attack. | -| 54 | **Low Blow** _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened) and [slowed](rules/conditions.md#Slowed) as long as it remains [sickened](rules/conditions.md#Sickened). | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/critical-hit-deck-bomb-or-spell-chd.md b/content/Mechanics/Rules/tables/critical-hit-deck-bomb-or-spell-chd.md deleted file mode 100644 index ec21c4471..000000000 --- a/content/Mechanics/Rules/tables/critical-hit-deck-bomb-or-spell-chd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/chd -aliases: ["Critical Hit Deck: Bomb or Spell"] ---- -# Critical Hit Deck: Bomb or Spell -*Source: Critical Hit Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Allergic Reaction** The target takes `1d8` poison damage. | -| 2 | **Mind Cloud** The target is [stupefied](rules/conditions.md#Stupefied) until healed. | -| 3 | **Olfactory Overload** The target loses its sense of smell and any scent ability or other olfactory sense until healed. | -| 4 | **Stunned** Normal damage. The target is [stunned](rules/conditions.md#Stunned). | -| 5 | **Cut Off From Magic** Normal damage. The target can't cast spells or activate magic items for `1d4` rounds. | -| 6 | **Now You See Me...** You become [invisible](rules/conditions.md#Invisible) until the end of your next turn or until you use a hostile action. | -| 7 | **Petrified** The target is [petrified](rules/conditions.md#Petrified) for 10 minutes. | -| 8 | **Protective Charm** You gain a +2 status bonus to AC and all saving throws until the end of your next turn. | -| 9 | **Pretty Colors** The target is [dazzled](rules/conditions.md#Dazzled) until the end of your next turn. | -| 10 | **Conduit** The target takes a -2 status penalty to AC and saves against your bombs or spells until the end of your next turn. | -| 11 | **Nerve Damage** Normal damage. The target is [slowed](rules/conditions.md#Slowed) until healed. | -| 12 | **Strange Goo** Normal damage and the target is [restrained](rules/conditions.md#Restrained), using your class DC as the DC to [Escape](rules/actions/escape.md). | -| 13 | **Life Leech** If this is a spell, the target becomes [doomed](rules/conditions.md#Doomed) and you regain `1d8` Hit Points. | -| 14 | **Vampiric Feedback** Normal damage. You regain Hit Points equal half the damage you dealt. | -| 15 | **Knockback** Push the target up to 10 feet. | -| 16 | **Electrocuted** If this is a [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") spell or bomb, the target takes double damage, and at the start of its next turn, it takes normal damage. Any other bomb or spell deals double damage. | -| 17 | **Frozen** If this is a [cold](rules/traits/cold.md "Cold Energy & Element Trait") bomb or spell, the target takes triple damage and is [slowed](rules/conditions.md#Slowed) for 1 round. Any other bomb or spell deals double damage. | -| 18 | **Power Surge** Triple damage. | -| 19 | **Devastating Strike** Triple damage. The target is [stunned](rules/conditions.md#Stunned). | -| 20 | **Eyeburn** The target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. | -| 21 | **Transposition** If this is a spell attack, you and the target switch places. This is a [teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") effect. | -| 22 | **Hypnotic Link** If this is a spell, the target takes normal damage and is [controlled](rules/conditions.md#Controlled) by you until the end of its next turn. | -| 23 | **Distraction** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | -| 24 | **Funny Bone** The target laughs uncontrollably until the end of its next turn. While laughing, it is [slowed](rules/conditions.md#Slowed) and can't use reactions. | -| 25 | **Shrink Aftereffect** Normal damage. The target is reduced in size as if subject to a [shrink](compendium/spells/shrink.md) spell until the end of its next turn. | -| 26 | **Psychic Overflow** The target takes `1d8` mental damage. | -| 27 | **Vulnerability** The target gains weakness 5 to any damage types dealt by the bomb or spell for 1 minute. | -| 28 | **Lingering Damage** The target takes `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) of the same type as the bomb or spell's damage. | -| 29 | **Unnatural Selection** Triple damage to aberrations, celestials, fiends, and monitors. Double damage to all other creatures. | -| 30 | **Hoarder's Wrath** Triple damage to dragons. Double damage to all other creatures. | -| 31 | **Slowed Down** The target is [slowed](rules/conditions.md#Slowed) for 1 round. | -| 32 | **Doomed!** The target is [slowed](rules/conditions.md#Slowed) for 1 round, and is also [doomed](rules/conditions.md#Doomed). | -| 33 | **Forceful Blast** The bomb or spell deals and additional `1d8` force damage. | -| 34 | **Terrifying Display** The target is [frightened](rules/conditions.md#Frightened). | -| 35 | **Returning Spell** If a spell attack, the spell or spell slot is not expended. | -| 36 | **Call of the Wild** Triple damage to animals, beasts, and fey. Double damage to all other creatures. | -| 37 | **Corrosive** If this is an [acid](rules/traits/acid.md "Acid Energy & Element Trait") bomb or spell, the target takes triple damage and `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage). Any other bomb or spell deals double damage. | -| 38 | **Magical Glow** The target glows for 1 minute with the effect of a [faerie fire](compendium/spells/faerie-fire.md) spell. | -| 39 | **Draining Strike** The target loses one random prepared spell or spell slot, as determined by the GM. | -| 40 | **Combustion** If this is a [fire](rules/traits/fire.md "Fire Energy & Element Trait") bomb or spell, the target takes triple damage and `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). Any other bomb or spell deals double damage. | -| 41 | **Maximum Effect** Don't roll for damage. You deal the maximum possible critical hit damage with this attack. | -| 42 | **Intense Strike** The attack ignores all resistances. | -| 43 | **Excruciating** The target is [sickened](rules/conditions.md#Sickened). | -| 44 | **Intense Splash** The target takes normal damage, and all creatures adjacent to the target take half damage of the same type. | -| 45 | **Planar Rift** If this is a spell, the target takes normal damage and must succeed at a Will save or be sent to a random plane (determined by the GM). | -| 46 | **Light Blast** The target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. | -| 47 | **Mystical Thwart** The target can't activate magic items, cast spells, or use [Quick Alchemy](rules/actions/quick-alchemy.md) until the end of its next turn. | -| 48 | **Light Blast** The target is [blinded](rules/conditions.md#Blinded) until the end of its next turn. | -| 49 | **Phased** The target becomes [incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") until the end of your next turn. | -| 50 | **Time Vortex** If this is a spell, normal damage and the target vanished and reappears `1d4` rounds later. The target can use no actions, and any effects it has with durations do not pass while it's gone. | -| 51 | **Energy Might** If the bomb or spell deals acid, cold, electricity, fire or sonic damage, it deals triple damage. Any other bomb or spells deals double damage. | -| 52 | **Roaring Blast** The target is [deafened](rules/conditions.md#Deafened) until healed. | -| 53 | **Concussive Blast** The target is pushed up to 10 feet and knocked [prone](rules/conditions.md#Prone). | -| 54 | **Planar Rift** If this is a spell, the target takes normal damage and must succeed at a Will save or be sent to a random plane (determined by the GM). | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/critical-hit-deck-piercing-chd.md b/content/Mechanics/Rules/tables/critical-hit-deck-piercing-chd.md deleted file mode 100644 index fd34d51ff..000000000 --- a/content/Mechanics/Rules/tables/critical-hit-deck-piercing-chd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/chd -aliases: ["Critical Hit Deck: Piercing"] ---- -# Critical Hit Deck: Piercing -*Source: Critical Hit Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Forearm Piercing** _Crit Effect:_ The target drops one weapon it's holding (chosen randomly by the GM). | -| 2 | **Surprise Opening** _Crit Effect:_ You gain 1 action that you can use before the end of your turn to use an attack action against the target. | -| 3 | **Tongue Piercing** The target must succeed at a DC 5 flat check to cast spells with the verbal component until healed. | -| 4 | **Momentum** You gain a +2 circumstance bonus to all attack rolls until the end of your next turn. | -| 5 | **Shoulder Wound** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled). | -| 6 | **Calf Jab** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to land Speed. | -| 7 | **Skewered** Triple damage. _Crit Effect:_ The target is [slowed](rules/conditions.md#Slowed) for 1 round. | -| 8 | **Send 'em Reeling** _Crit Effect:_ The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | -| 9 | **Blowback** The target is knocked [prone](rules/conditions.md#Prone). | -| 10 | **Pinhole** _Crit Effect:_ The target takes 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) that can't be removed until the target is healed. | -| 11 | **Two in a Row** _Crit Effect:_ Deal normal damage to an additional target adjacent to the original target. | -| 12 | **Stinger** Normal damage. The target is [sickened](rules/conditions.md#Sickened). | -| 13 | **Pierced** The target is [slowed](rules/conditions.md#Slowed) until the end of its next turn. | -| 14 | **Right in the Ear** Normal damage. The target is [deafened](rules/conditions.md#Deafened) until healed. | -| 15 | **Sucking Chest Wound** The target is [fatigued](rules/conditions.md#Fatigued). | -| 16 | **Pinned Arm** As the bow critical specialization effect, and the target can't use one of its arms until freed. If using a melee weapon, you must drop it to gain this effect. | -| 17 | **Ventilated** Triple damage. | -| 18 | **Guarded Strike** _Crit Effect:_ Gain +2 circumstance bonus to AC until the end of your next turn. | -| 19 | **Painful Poke** The target is [stunned](rules/conditions.md#Stunned). | -| 20 | **Kidney Piercing** The target is [sickened](rules/conditions.md#Sickened). | -| 21 | **Nerve Cluster** Normal damage. _Crit Effect:_ The target is [stunned](rules/conditions.md#Stunned). | -| 22 | **Punctured Lung** _Crit Effect:_ The target is suffocating until subject to magical healing. | -| 23 | **Nicked an Artery** Normal damage. _Crit Effect:_ The target takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 24 | **Muscle Severed** Normal damage. _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and [enfeebled](rules/conditions.md#Enfeebled). | -| 25 | **Chipped Bone** The target is [clumsy](rules/conditions.md#Clumsy) until healed. | -| 26 | **Lodged in the Bone** _Crit Effect:_ The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 27 | **Pierced Elbow** The target drops one item it is holding (determined randomly by the GM). | -| 28 | **Hand Wound** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and can't use one of its hands (determined randomly by the GM). | -| 29 | **Overreaction** Normal damage. The target triggers reactions as if it just used a [move](rules/traits/move.md "Move Combat Trait") action. It is also [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | -| 30 | **Clean Through** Triple damage. | -| 31 | **Cheek Pierced** The target must succeed at a DC 5 flat check to cast spells with a verbal component until healed. | -| 32 | **Head Shot** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | -| 33 | **Spinal Tap** Normal damage. _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened). | -| 34 | **Heart Shot** Triple damage. _Crit Effect:_ The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 35 | **Nailed in Place** As the bow critical specialization effect. If this is a melee weapon, you must drop the weapon to gain this effect. If this attack already has that effect, the [Athletics](compendium/skills.md#Athletics) check to pull free is DC 20 instead of DC 10. | -| 36 | **Javelin Catcher** Triple damage if the attack was ranged or [thrown](rules/traits/thrown.md "Thrown Weapon Trait") attack. Double damage for all other attacks. | -| 37 | **Infection** The target must succeed at a Fortitude save or contract filth fever. | -| 38 | **Eye Patch for You** Triple damage. _Crit Effect:_ The target is [dazzled](rules/conditions.md#Dazzled) until healed. | -| 39 | **Knockback** The target is pushed 10 feet. | -| 40 | **Spun Around** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | -| 41 | **Grazing Hit** Normal damage. _Crit Effect:_ The target is [stunned](rules/conditions.md#Stunned). | -| 42 | **Penetrating Wound** The attack ignores all resistances. | -| 43 | **Gusher** The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 44 | **Deep Hurting** _Crit Effect:_ The target is [fatigued](rules/conditions.md#Fatigued). | -| 45 | **Hobbled** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to all Speeds. | -| 46 | **Perfect strike** Triple damage. | -| 47 | **Deep Wound** _Crit Effect:_ The target is [sickened](rules/conditions.md#Sickened). | -| 48 | **Perfect strike** Triple damage. | -| 49 | **Tenacious Wound** Normal damage. _Crit Effect:_ The target can't heal this damage until it has rested at least 8 hours. | -| 50 | **Leg Wound** _Crit Effect:_ The target takes a -5-foot status penalty to its land Speed until healed. | -| 51 | **Organ Scramble** Triple damage. _Crit Effect:_ The target is [fatigued](rules/conditions.md#Fatigued). | -| 52 | **Bicep Wound** The target is [enfeebled](rules/conditions.md#Enfeebled) until healed. | -| 53 | **Ragged Wound** The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 54 | **Hobbled** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -10-foot status penalty to all Speeds. | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/critical-hit-deck-slashing-chd.md b/content/Mechanics/Rules/tables/critical-hit-deck-slashing-chd.md deleted file mode 100644 index c0ab5172c..000000000 --- a/content/Mechanics/Rules/tables/critical-hit-deck-slashing-chd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/chd -aliases: ["Critical Hit Deck: Slashing"] ---- -# Critical Hit Deck: Slashing -*Source: Critical Hit Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Surprise Opening** _Crit Effect:_ You gain 1 action that you can use before the end of your turn to use an attack action against the target. | -| 2 | **Missing Ear** Normal damage. The target takes a -2 circumstance penalty to [Perception](compendium/skills.md#Perception) check and Charisma-based check except [Intimidation](compendium/skills.md#Intimidation) until healed. | -| 3 | **Brow to Chin** _Crit Effect:_ The target takes a -2 status penalty to [Perception](compendium/skills.md#Perception) and ranged attack rolls until healer. | -| 4 | **Gory** The target is [sickened](rules/conditions.md#Sickened). | -| 5 | **Hamstring** Normal damage. _Crit Effect:_ The target is knocked [prone](rules/conditions.md#Prone). The target is also [clumsy](rules/conditions.md#Clumsy) until healed. | -| 6 | **Ugly Wound** The target takes a -2 circumstance penalty to checks with all Charisma-based skills except [Intimidation](compendium/skills.md#Intimidation). | -| 7 | **Momentum** You gain a +2 circumstance bonus to all attack rolls until the end of your next turn. | -| 8 | **Shattered Jaw** _Crit Effect:_ Until healed, the target is [wounded](rules/conditions.md#Wounded) and can't speak, eat, drink, or make attacks with its jaws. | -| 9 | **Tangled** _Crit Effect:_ You can attempt to [Grapple](rules/actions/grapple.md) the target as a free action. This uses the same multiple attack penalty as your attack and doesn't count towards your multiple attack penalty. | -| 10 | **Disembowel** Triple damage. | -| 11 | **Weapon Strike** _Crit Effect:_ Deal normal damage to one of the target's weapons (applying Hardness normally). | -| 12 | **Missing Digits** Normal damage. _Crit Effect:_ The target loses `1d4` fingers on one hand and becomes [clumsy](rules/conditions.md#Clumsy) until subject to regeneration spell or similar effect. | -| 13 | **Overhand Chop** _Crit Effect:_ `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 14 | **Throat Slash** Normal damage. _Crit Effect:_ The target takes `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). The target can't talk, cast spells with a verbal component, or breathe while subject to this [bleed damage](rules/conditions.md#Persistent%20Damage). | -| 15 | **Stand Aside** Push the target 5 feet. | -| 16 | **Cut Straps** _Crit Effect:_ The target's armor check penalty doubles until the armor is [Repaired](rules/actions/repair.md) (DC 15). | -| 17 | **Knockback** Push the target up to 10 feet. | -| 18 | **Severed Tendon** _Crit Effect:_ Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and takes a -5-foot status penalty to its land Speed. | -| 19 | **That'll Leave a Mark!** Normal damage. _Crit Effect:_ The target takes `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 20 | **Fingertipped** Normal damage. Until healed, the target is [clumsy](rules/conditions.md#Clumsy) and can't use one of its hands (chosen randomly by the GM). | -| 21 | **Rupture Abdominal Cavity** Triple damage. _Crit Effect:_ The target is [fatigued](rules/conditions.md#Fatigued). | -| 22 | **Pain and Simple** Triple damage. | -| 23 | **Care Your Initials** Normal damage. The target is so humiliated it can do nothing but attack you. At the end of each of its turns, it can attempt a Will save to end this effect. | -| 24 | **Lean into the Blow** Triple damage. You drop your weapon. | -| 25 | **Hack and Slash** Triple damage. The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | -| 26 | **Severed Spine** The target must succeed at a Fortitude save or be [paralyzed](rules/conditions.md#Paralyzed) until healed. | -| 27 | **Long Gash** Normal damage. _Crit Effect:_ The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). The DC of the flat check to remove this bleed damage is 5 higher than normal. | -| 28 | **Broad Swipe** The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). | -| 29 | **Paper Cut** The target takes a -2 status penalty to attack rolls until the end of its next turn. | -| 30 | **Wide Open** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | -| 31 | **Across the Eyes** Normal damage. _Crit Effect:_ The target is [blinded](rules/conditions.md#Blinded) until healed. | -| 32 | **From Chops to Groin** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | -| 33 | **Nerve Slice** _Crit Effect:_ The target is [slowed](rules/conditions.md#Slowed) for 1 round. | -| 34 | **Leg Swipe** The target is knocked [prone](rules/conditions.md#Prone). | -| 35 | **Decapitation** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | -| 36 | **Lip Cut** The target must succeed at a DC 5 flat check to cast spells with a verbal component until healed. | -| 37 | **Flay** Normal damage. The target is [enfeebled](rules/conditions.md#Enfeebled) until healed. | -| 38 | **Flat-Blade Thwack** Triple damage. You can deal bludgeoning damage instead of slashing damage. | -| 39 | **Armor Damage** The target's armor also takes the damage (applying the armor's Hardness normally). | -| 40 | **Sliced Hand** Normal damage. Until healed, the target is [enfeebled](rules/conditions.md#Enfeebled), [clumsy](rules/conditions.md#Clumsy), and can't used one of its hands (determined randomly by the GM). | -| 41 | **Swing Through** _Crit Effect:_ Make an additional attack against a foe adjacent to the original target, using the same attack modifier as the original attack. | -| 42 | **Muscle Wound** _Crit Effect:_ The target is [enfeebled](rules/conditions.md#Enfeebled) until healed. | -| 43 | **Terrible Cut** Triple damage. | -| 44 | **Gut Slash** The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and any creature it [Swallows Whole](rules/abilities/swallow-whole.md) is immediately released. | -| 45 | **Bad Parry** _Crit Effect:_ The target must succeed at a Reflex save or drop one weapon it is holding (determined randomly by the GM). | -| 46 | **Sapping Slash** _Crit Effect:_ The target is [fatigued](rules/conditions.md#Fatigued). | -| 47 | **Brow Cut** Normal damage. _Crit Effect:_ The target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). Until the bleed ends, all creatures are [concealed](rules/conditions.md#Concealed) to the target. | -| 48 | **Sapping Slash** _Crit Effect:_ The target is [fatigued](rules/conditions.md#Fatigued). | -| 49 | **Parrying Strike** _Crit Effect:_ Gain a +2 circumstance bonus to AC until the end of your next turn. | -| 50 | **Spun Around** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | -| 51 | **Wing Tear** The target loses any fly Speed until healed. | -| 52 | **Bewildering Display** _Crit Effect:_ The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of its next turn. | -| 53 | **Delayed Wound** Normal damage. _Crit Effect:_ The target takes the same amount of damage at the end of its next two turns. | -| 54 | **Bad Parry** _Crit Effect:_ The target must succeed at a Reflex save or drop one weapon it is holding (determined randomly by the GM). | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/damaging-armor.md b/content/Mechanics/Rules/tables/damaging-armor.md deleted file mode 100644 index 635fd6b0d..000000000 --- a/content/Mechanics/Rules/tables/damaging-armor.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Damaging Armor"] ---- -# Damaging Armor -*Source: Core Rulebook p. 276* - -Your armor's statistics are based on the material it's predominantly made from. It's not likely your armor will take damage, as explained in Item Damage on page 272. - -| Material | Hardness | HP | BT | -|----------|----------|----|----| -| Cloth ([explorer's clothing](compendium/equipment/items/explorers-clothing.md), [padded armor](compendium/equipment/items/padded-armor.md)) | 1 | 4 | 2 | -| Leather ([hide](compendium/equipment/items/hide.md), [leather](compendium/equipment/items/leather.md), [studded leather](compendium/equipment/items/studded-leather.md)) | 4 | 16 | 8 | -| Metal ([breastplate](compendium/equipment/items/breastplate.md), [chain mail](compendium/equipment/items/chain-mail.md), [chain shirt](compendium/equipment/items/chain-shirt.md), [full plate](compendium/equipment/items/full-plate.md), [half plate](compendium/equipment/items/half-plate.md), [scale mail](compendium/equipment/items/scale-mail.md), [splint mail](compendium/equipment/items/splint-mail.md)) | 9 | 36 | 18 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/days-of-setup-time-tv.md b/content/Mechanics/Rules/tables/days-of-setup-time-tv.md deleted file mode 100644 index 68f22b160..000000000 --- a/content/Mechanics/Rules/tables/days-of-setup-time-tv.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/tv -aliases: ["Days of Setup Time"] ---- -# Days of Setup Time -*Source: Treasure Vault p. 158* - -| Item's Relative Level | Consumable | Permanent | -|-----------------------|------------|-----------| -| Equal to your level | 4 | 6 | -| Your level –1 or –2 | 3 | 5 | -| Your level –3 or lower | 2 | 4 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/dc-adjustments.md b/content/Mechanics/Rules/tables/dc-adjustments.md deleted file mode 100644 index 712611cd5..000000000 --- a/content/Mechanics/Rules/tables/dc-adjustments.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["DC Adjustments"] ---- -# DC Adjustments -*Source: Core Rulebook p. 504* - -| Difficulty | Adjustment | Rarity | -|------------|------------|--------| -| Incredibly easy | -10 | — | -| Very easy | –5 | — | -| Easy | –2 | — | -| Hard | +2 | Uncommon | -| Very hard | +5 | Rare | -| Incredibly hard | +10 | Unique | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/dcs-by-level.md b/content/Mechanics/Rules/tables/dcs-by-level.md deleted file mode 100644 index 3b79d57bd..000000000 --- a/content/Mechanics/Rules/tables/dcs-by-level.md +++ /dev/null @@ -1,142 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["DCs by Level"] ---- -# DCs by Level -*Source: Core Rulebook p. 503* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelDCLevelDC
0141331
1151432
2161534
3181635
4191736
5201838
6221939
7232040
8242142
9262244
10272346
11282448
12302550
DC
15
18
20
23
26
28
31
34
36
39
- -* If a spell is uncommon or rare, its difficulty should be adjusted accordingly. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/devastating-weapons-gmg.md b/content/Mechanics/Rules/tables/devastating-weapons-gmg.md deleted file mode 100644 index 8fb82e960..000000000 --- a/content/Mechanics/Rules/tables/devastating-weapons-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Devastating Weapons"] ---- -# Devastating Weapons -*Source: Gamemastery Guide p. 197* - -| 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 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/differently-sized-items.md b/content/Mechanics/Rules/tables/differently-sized-items.md deleted file mode 100644 index bd3761cdc..000000000 --- a/content/Mechanics/Rules/tables/differently-sized-items.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Differently Sized Items"] ---- -# Differently Sized Items -*Source: Core Rulebook p. 295* - -| Creature Size | Prize | Bulk | Light Becomes | Negligible Becomes | -|---------------|-------|------|---------------|--------------------| -| Tiny | Standard | Half* | — | — | -| Small or Med. | Standard | Standard | L | — | -| Large | ×2 | ×2 | 1 Bulk | L | -| Huge | ×4 | ×4 | 2 Bulk | 1 Bulk | -| Gargantuan | ×8 | ×8 | 4 Bulk | 2 Bulk | - -* An item that would have its Bulk reduced below 1 has light Bulk. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/domains-logm.md b/content/Mechanics/Rules/tables/domains-logm.md deleted file mode 100644 index 8143cd9ef..000000000 --- a/content/Mechanics/Rules/tables/domains-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/logm -aliases: ["Domains"] ---- -# Domains -*Source: Lost Omens: Gods & Magic p. 112* - -| Domain | Description | Domain Spell | Advanced Domain Spell | -|--------|-------------|--------------|-----------------------| -| Change | You can restructure the physical and metaphysical. | [Adapt self](compendium/spells/adapt-self-logm.md) | [Adaptive ablation](compendium/spells/adaptive-ablation-logm.md) | -| Cold | You control ice, snow, and freezing temperatures. | [Winter bolt](compendium/spells/winter-bolt-logm.md) | [Diamond dust](compendium/spells/diamond-dust-logm.md) | -| Decay | You have the power to spoil and deteriorate matter. | [Withering grasp](compendium/spells/withering-grasp-logm.md) | [Fallow field](compendium/spells/fallow-field-logm.md) | -| Delirium | You can bring about hallucinations and restlessness. | [Hyperfocus](compendium/spells/hyperfocus-logm.md) | [Ephemeral hazards](compendium/spells/ephemeral-hazards-logm.md) | -| Dust | You have the power to dry and crumble what opposes you. | [Parch](compendium/spells/parch-logm.md) | [Dust storm](compendium/spells/dust-storm-logm.md) | -| Duty | You defend oaths and carry out your divine missions with great dedication. | [Oathkeeper's insignia](compendium/spells/oathkeepers-insignia-logm.md) | [Dutiful challenge](compendium/spells/dutiful-challenge-logm.md) | -| Glyph | You wield power over written word and symbols | [Redact](compendium/spells/redact-logm.md) | [Ghostly transcription](compendium/spells/ghostly-transcription-logm.md) | -| Lightning | You control electricity, thunder, and storms. | [Charged javelin](compendium/spells/charged-javelin-logm.md) | [Bottle the storm](compendium/spells/bottle-the-storm-logm.md) | -| Plague | You wield disease and pestilence like a weapon. | [Divine plagues](compendium/spells/divine-plagues-logm.md) | [Foul miasma](compendium/spells/foul-miasma-logm.md) | -| Repose | You ease mental burdens. | [Share burden](compendium/spells/share-burden-logm.md) | [Font of serenity](compendium/spells/font-of-serenity-logm.md) | -| Sorrow | You have a painful connection to melancholy and sadness. | [Lament](compendium/spells/lament-logm.md) | [Overflowing sorrow](compendium/spells/overflowing-sorrow-logm.md) | -| Soul | You wield power over the spiritual. | [Eject soul](compendium/spells/eject-soul-logm.md) | [Ectoplasmic interstice](compendium/spells/ectoplasmic-interstice-logm.md) | -| Star | You command the power of the stars. | [Zenith star](compendium/spells/zenith-star-logm.md) | [Asterism](compendium/spells/asterism-logm.md) | -| Swarm | You exert control over masses of creatures. | [Swarmsense](compendium/spells/swarmsense-logm.md) | [Swarm form](compendium/spells/swarm-form-logm.md) | -| Time | You reign over the flow of time | [Delay consequence](compendium/spells/delay-consequence-logm.md) | [Stasis](compendium/spells/stasis-logm.md) | -| Vigil | You watch over those long passed and guard their secrets. | [Object memory](compendium/spells/object-memory-logm.md) | [Remember the lost](compendium/spells/remember-the-lost-logm.md) | -| Void | You draw power from emptiness. | [Empty inside](compendium/spells/empty-inside-logm.md) | [Door to beyond](compendium/spells/door-to-beyond-logm.md) | -| Wyrmkin | You draw on the power of dragons, linnorms, and other powerful reptilian creatures. | [Draconic barrage](compendium/spells/draconic-barrage-logm.md) | [Roar of the wyrm](compendium/spells/roar-of-the-wyrm-logm.md) | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/domains.md b/content/Mechanics/Rules/tables/domains.md deleted file mode 100644 index dca74af0d..000000000 --- a/content/Mechanics/Rules/tables/domains.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Domains"] ---- -# Domains -*Source: Core Rulebook p. 441* - -| Domain | Description | Domain Spell | Advanced Domain Spell | -|--------|-------------|--------------|-----------------------| -| **Air** | You can control winds and the weather. | [Pushing gust](compendium/spells/pushing-gust.md) | [Disperse into air](compendium/spells/disperse-into-air.md) | -| **Ambition** | You strive to keep up with and outpace the competition. | [Blind ambition](compendium/spells/blind-ambition.md) | [Competitive edge](compendium/spells/competitive-edge.md) | -| **Cities** | You have powers over urban environments and denizens. | [Face in the crowd](compendium/spells/face-in-the-crowd.md) | [Pulse of the city](compendium/spells/pulse-of-the-city.md) | -| **Confidence** | You overcome your fear and project pride. | [Veil of confidence](compendium/spells/veil-of-confidence.md) | [Delusional pride](compendium/spells/delusional-pride.md) | -| **Creation** | You have divine abilities related to crafting and art. | [Splash of art](compendium/spells/splash-of-art.md) | [Artistic flourish](compendium/spells/artistic-flourish.md) | -| **Darkness** | You operate in the darkness and take away the light. | [Cloak of shadow](compendium/spells/cloak-of-shadow.md) | [Darkened eyes](compendium/spells/darkened-eyes.md) | -| **Death** | You have the power to end lives and destroy undead. | [Death's Call](compendium/spells/deaths-call.md) | [Eradicate undeath](compendium/spells/eradicate-undeath.md) | -| **Destruction** | You are a conduit for divine devastation. | [Cry of destruction](compendium/spells/cry-of-destruction.md) | [Destructive aura](compendium/spells/destructive-aura.md) | -| **Dreams** | You have the power to enter and manipulate dreams. | [Sweet dream](compendium/spells/sweet-dream.md) | [Dreamer's call](compendium/spells/dreamers-call.md) | -| **Earth** | You control soil and stone.. | [Hurtling stone](compendium/spells/hurtling-stone.md) | [Localized quake](compendium/spells/localized-quake.md) | -| **Family** | You aid and protect your family and community more effectively. | [Soothing words](compendium/spells/soothing-words.md) | [Unity](compendium/spells/unity.md) | -| **Fate** | You see and understand hidden inevitabilities. | [Read fate](compendium/spells/read-fate.md) | [Tempt fate](compendium/spells/tempt-fate.md) | -| **Fire** | You control flame. | [Fire ray](compendium/spells/fire-ray.md) | [Flame barrier](compendium/spells/flame-barrier.md) | -| **Freedom** | You liberate yourself and others from shackles and constraints. | [Unimpeded stride](compendium/spells/unimpeded-stride.md) | [Word of freedom](compendium/spells/word-of-freedom.md) | -| **Healing** | Your healing magic is particularly potent. | [Healer's blessing](compendium/spells/healers-blessing.md) | [Rebuke death](compendium/spells/rebuke-death.md) | -| **Indulgence** | You feast mightily and can shake off the effects of overindulging. | [Overstuff](compendium/spells/overstuff.md) | [Take its course](compendium/spells/take-its-course.md) | -| **Knowledge** | You receive divine insights. | [Scholarly recollection](compendium/spells/scholarly-recollection.md) | [Know the enemy](compendium/spells/know-the-enemy.md) | -| **Luck** | You're unnaturally lucky and keep out of harm's way. | [Bit of luck](compendium/spells/bit-of-luck.md) | [Lucky break](compendium/spells/lucky-break.md) | -| **Magic** | You perform the unexpected and inexplicable. | [Magic's vessel](compendium/spells/magics-vessel.md) | [Mystic beacon](compendium/spells/mystic-beacon.md) | -| **Might** | Your physical power is bolstered by divine strength. | [Athletic rush](compendium/spells/athletic-rush.md) | [Enduring might](compendium/spells/enduring-might.md) | -| **Moon** | You command powers associated with the moon. | [Moonbeam](compendium/spells/moonbeam.md) | [Touch of the moon](compendium/spells/touch-of-the-moon.md) | -| **Nature** | You hold power over animals and plants. | [Vibrant thorns](compendium/spells/vibrant-thorns.md) | [Nature's bounty](compendium/spells/natures-bounty.md) | -| **Nightmares** | You fill minds with horror and dread. | [Waking nightmare](compendium/spells/waking-nightmare.md) | [Shared nightmare](compendium/spells/shared-nightmare.md) | -| **Pain** | You punish those who displease you with the sharp sting of pain. | [Savor the sting](compendium/spells/savor-the-sting.md) | [Retributive pain](compendium/spells/retributive-pain.md) | -| **Passion** | You evoke passion, whether as love or lust. | [Charming touch](compendium/spells/charming-touch.md) | [Captivating adoration](compendium/spells/captivating-adoration.md) | -| **Perfection** | You strive to perfect your mind, body, and spirit. | [Perfected mind](compendium/spells/perfected-mind.md) | [Perfected form](compendium/spells/perfected-form.md) | -| **Protection** | You ward yourself and others. | [Protector's sacrifice](compendium/spells/protectors-sacrifice.md) | [Protector's sphere](compendium/spells/protectors-sphere.md) | -| **Secrecy** | You protect secrets and keep them hidden. | [Forced quiet](compendium/spells/forced-quiet.md) | [Safeguard secret](compendium/spells/safeguard-secret.md) | -| **Sun** | You harness the power of the sun and other light sources, and punish undead. | [Dazzling flash](compendium/spells/dazzling-flash.md) | [Positive luminance](compendium/spells/positive-luminance.md) | -| **Travel** | You have power over movement and journeys. | [Agile feet](compendium/spells/agile-feet.md) | [Traveler's transit](compendium/spells/travelers-transit.md) | -| **Trickery** | You deceive others and cause mischief. | [Sudden shift](compendium/spells/sudden-shift.md) | [Trickster's twin](compendium/spells/tricksters-twin.md) | -| **Truth** | You pierce lies and discover the truth. | [Word of truth](compendium/spells/word-of-truth.md) | [Glimpse the truth](compendium/spells/glimpse-the-truth.md) | -| **Tyranny** | You wield power to rule and enslave others. | [Touch of obedience](compendium/spells/touch-of-obedience.md) | [Commanding lash](compendium/spells/commanding-lash.md) | -| **Undeath** | Your magic carries close ties to the undead. | [Touch of undeath](compendium/spells/touch-of-undeath.md) | [Malignant sustenance](compendium/spells/malignant-sustenance.md) | -| **Water** | You control water and bodies of water. | [Tidal surge](compendium/spells/tidal-surge.md) | [Downpour](compendium/spells/downpour.md) | -| **Wealth** | You hold power over wealth, trade, and treasure. | [Appearance of wealth](compendium/spells/appearance-of-wealth.md) | [Precious metals](compendium/spells/precious-metals.md) | -| **Zeal** | Your inner fire increases your combat prowess. | [Weapon surge](compendium/spells/weapon-surge.md) | [Zeal for battle](compendium/spells/zeal-for-battle.md) | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/downtime-events-gmg.md b/content/Mechanics/Rules/tables/downtime-events-gmg.md deleted file mode 100644 index 85d9fa3fc..000000000 --- a/content/Mechanics/Rules/tables/downtime-events-gmg.md +++ /dev/null @@ -1,63 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Downtime Events"] ---- -# Downtime Events -*Source: Gamemastery Guide p. 25* - -| [Craft](rules/actions/craft.md) or [Earn Income](rules/actions/earn-income.md) ([Crafting](compendium/skills.md#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. | -^downtime-events-1-2-4 - -| Create a Forgery ([Society](compendium/skills.md#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](rules/conditions.md#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. | -^downtime-events-1-2-8 - -| [Earn Income](rules/actions/earn-income.md) (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. | -^downtime-events-1-2-15 - -| [Earn Income](rules/actions/earn-income.md) ([Performance](compendium/skills.md#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! | -^downtime-events-1-2-20 - -| [Subsist](rules/actions/subsist.md) ([Survival](compendium/skills.md#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. | -^downtime-events-1-2-23 - -| 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. | -^downtime-events-1-2-28 - -| 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/Rules/tables/dragon-instincts.md b/content/Mechanics/Rules/tables/dragon-instincts.md deleted file mode 100644 index 861242883..000000000 --- a/content/Mechanics/Rules/tables/dragon-instincts.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Dragon Instincts"] ---- -# Dragon Instincts -*Source: Core Rulebook p. 86* - -| Dragon Type | Category | Breath Weapon | -|-------------|----------|---------------| -| Black | Chromatic | Line of acid | -| Blue | Chromatic | Line of electricity | -| Green | Chromatic | Cone of poison | -| Red | Chromatic | Cone of fire | -| White | Chromatic | Cone of cold | -| Brass | Metallic | Line of fire | -| Bronze | Metallic | Line of electricity | -| Copper | Metallic | Line of acid | -| Gold | Metallic | Cone of fire | -| Silver | Metallic | Cone of cold | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/earn-income-tasks-gmg.md b/content/Mechanics/Rules/tables/earn-income-tasks-gmg.md deleted file mode 100644 index 9475dc4d8..000000000 --- a/content/Mechanics/Rules/tables/earn-income-tasks-gmg.md +++ /dev/null @@ -1,122 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Earn Income Tasks"] ---- -# Earn Income Tasks -*Source: Gamemastery Guide p. 25* - -| 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 | -^earn-income-tasks-1-1-5 - -| 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 | -^earn-income-tasks-1-1-10 - -| Engineering Lore | -|------------------| -| Assess the fortifications built to protect a town | -| Plan the mechanism for a drawbridge | -| Create schematics for a new mill | -^earn-income-tasks-1-1-14 - -| 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 | -^earn-income-tasks-1-1-19 - -| 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 | -^earn-income-tasks-1-1-25 - -| 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 | -^earn-income-tasks-1-1-30 - -| Herbalism Lore | -|----------------| -| Supply poultices to a physician | -| Prepare herbs for a small restaurant | -| Identify the poisonous plant eaten by a local lord | -^earn-income-tasks-1-1-34 - -| 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 | -^earn-income-tasks-1-1-39 - -| 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 | -^earn-income-tasks-1-1-43 - -| 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 | -^earn-income-tasks-1-1-47 - -| 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 | -^earn-income-tasks-1-1-54 - -| Politics Lore | -|---------------| -| Lobby for a vote or decision to go a certain way | -| Smear a noble to lower their station | -^earn-income-tasks-1-1-57 - -| Sailing Lore | -|--------------| -| Crew a ship on a short voyage | -| Render a ship in dry-dock seaworthy | -| Pilot a ship through monster-infested waters | -^earn-income-tasks-1-1-61 - -| 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 | -^earn-income-tasks-1-1-65 - -| 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. | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/encounter-budget.md b/content/Mechanics/Rules/tables/encounter-budget.md deleted file mode 100644 index 181401d24..000000000 --- a/content/Mechanics/Rules/tables/encounter-budget.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Encounter Budget"] ---- -# Encounter Budget -*Source: Core Rulebook p. 489* - -| Threat | XP Budget | Character Adjustment | -|--------|-----------|----------------------| -| Trivial | 40 or less | 10 or less | -| Low | 60 | 15 | -| Moderate | 80 | 20 | -| Severe | 120 | 30 | -| Extreme | 160 | 40 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/enviromental-damage.md b/content/Mechanics/Rules/tables/enviromental-damage.md deleted file mode 100644 index d785e9f2b..000000000 --- a/content/Mechanics/Rules/tables/enviromental-damage.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Enviromental Damage"] ---- -# Enviromental Damage -*Source: Core Rulebook p. 512* - -| Category | Damage | -|----------|--------| -| Minor | `1d6`-`2d6` | -| Moderate | `4d6`-`6d6` | -| Major | `8d6`-`12d6` | -| Massive | `18d6`-`24d6` | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/enviromental-features.md b/content/Mechanics/Rules/tables/enviromental-features.md deleted file mode 100644 index fa4f1d1d2..000000000 --- a/content/Mechanics/Rules/tables/enviromental-features.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Enviromental Features"] ---- -# Enviromental Features -*Source: Core Rulebook p. 513* - -| Feature | Pages | Proficiency DC Band | -|---------|-------|---------------------| -| Avalanche | 518 | Expert–legendary | -| Blizzard | 518 | — | -| Bog | 514 | Untrained–trained | -| Canopy | 513 | Trained–master | -| Chasm | 513 | — | -| Cliff | 513 | Trained–master | -| Collapse | 518 | Expert–legendary | -| Crowd | 514 | Trained–master | -| Current | 512 | Trained–master | -| Door | 515 | See page 515 | -| Earthquake | 518 | Trained–legendary | -| Flood | 518 | Expert–legendary | -| Floor | 515, 516 | Untrained–expert | -| Fog | 517 | — | -| Gate | 515 | — | -| Guard | 515 | — | -| Hedge | 514 | Untrained–trained | -| Ice | 512 | Trained–master | -| Lava | 519 | Expert–legendary | -| Ledge | 516 | Untrained–master | -| Portcullis | 515 | See page 515 | -| Precipitation | 517 | — | -| Rooftop | 515 | Trained–master | -| Rubble | 513, 516 | Untrained–expert | -| Sand | 513 | Untrained–expert | -| Sandstorm | 519 | Trained–master | -| Sewer | 515 | — | -| Slope | 514 | Untrained–trained | -| Snow | 512 | Untrained–expert | -| Stairs | 516 | Untrained–trained | -| Stalagmite | 516 | Trained–expert | -| Street | 516 | Untrained–trained | -| Temperature | 517 | — | -| Tornado | 519 | Master–legendary | -| Tree | 513 | Untrained–master | -| Tsunami | 519 | Master–legendary | -| Undergrowth | 513, 514 | Untrained–expert | -| Underwater Visibility | 512 | — | -| Volcanic Eruption | 519 | Trained–legendary | -| Wall | 517 | See page 516 | -| Wildfire | 519 | Expert–legendary | -| Wind | 517 | Untrained–legendary | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/experimental-metal-compositions-ooa3.md b/content/Mechanics/Rules/tables/experimental-metal-compositions-ooa3.md deleted file mode 100644 index 0dfb885dd..000000000 --- a/content/Mechanics/Rules/tables/experimental-metal-compositions-ooa3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa3 -aliases: ["Experimental Metal Compositions"] ---- -# Experimental Metal Compositions -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 17* - -| `d6` | Effect | -|------|--------| -| 1 | Transforms into a sandy material, making the area difficult terrain. | -| 2 | Crystallizes into razor shards, dealing 5d6 slashing damage to creatures that use the Stride action in the area (DC 26 basic Reflex save). | -| 3 | Transforms into a surface more slippery than glass, making the area difficult terrain. Creatures that Stride in the area must succeed at a DC 26 Acrobatics check or fall prone. | -| 4 | Liquefies into a pool of molten metal, dealing 5d6 fire damage to creatures that begin their turn in the area (DC 26 basic Reflex save). | -| 5 | Transforms into a glue-like substance. To Stride in the area, creatures must first succeed at a DC 26 Athletics check to pull their legs free. | -| 6 | The metal becomes inert and has no effect. It begins in this state. | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/flaming-whiskey-effects-ooa1.md b/content/Mechanics/Rules/tables/flaming-whiskey-effects-ooa1.md deleted file mode 100644 index 3a9fb360a..000000000 --- a/content/Mechanics/Rules/tables/flaming-whiskey-effects-ooa1.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa1 -aliases: ["Flaming Whiskey Effects"] ---- -# Flaming Whiskey Effects -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 70* - -| `d6` | Effect | -|------|--------| -| 1 | No effect—the flames are harmless. | -| 2 | Singes to the face, dealing `1d4` fire damage. | -| 3 | Sets clothing or hat on fire, dealing `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). | -| 4 | Burns tongue, giving a –1 item penalty to linguistic based checks and DCs for 1 minute. The drinker is unable to yell or sing for 1 hour. | -| 5 | Burns mouth and throat, giving a –1 item penalty to linguistic-based checks and DCs for 1 hour. The drinker is unable to yell or sing for 8 hours. | -| 6 | The drinker regains `1d6` Hit Points (gaining any excess over the maximum as temporary Hit Points that last for 8 hours). | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/flexible-spellcaster-spells-per-day-som.md b/content/Mechanics/Rules/tables/flexible-spellcaster-spells-per-day-som.md deleted file mode 100644 index 157558979..000000000 --- a/content/Mechanics/Rules/tables/flexible-spellcaster-spells-per-day-som.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/som -aliases: ["Flexible Spellcaster Spells per Day"] ---- -# Flexible Spellcaster Spells per Day -*Source: Secrets of Magic p. 208* - -| Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | Collection | -|-------|----------|-----|-----|-----|-----|-----|-----|-----|-----|-----|------|------------| -| 1 | 3 | 2 | — | — | — | — | — | — | — | — | — | 2 | -| 2 | 4 | 2 | — | — | — | — | — | — | — | — | — | 2 | -| 2 | 4 | 2 | 2 | — | — | — | — | — | — | — | — | 4 | -| 4 | 5 | 2 | 2 | — | — | — | — | — | — | — | — | 4 | -| 5 | 5 | 2 | 2 | 2 | — | — | — | — | — | — | — | 6 | -| 6 | 5 | 2 | 2 | 2 | — | — | — | — | — | — | — | 6 | -| 7 | 5 | 2 | 2 | 2 | 2 | — | — | — | — | — | — | 8 | -| 8 | 5 | 2 | 2 | 2 | 2 | — | — | — | — | — | — | 8 | -| 9 | 5 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | — | 10 | -| 10 | 5 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | — | 10 | -| 11 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | 12 | -| 12 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | 12 | -| 12 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | 14 | -| 14 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | 14 | -| 15 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | 16 | -| 16 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | 16 | -| 17 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | 18 | -| 18 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | 18 | -| 19 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | * | 18 | -| 20 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | * | 18 | - -* Your class most likely has a class feature that gives you a single 10th level spell slot that works a bit differently from other slots. If so, flexible spellcaster doesn't change the way that spell works. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/formulas.md b/content/Mechanics/Rules/tables/formulas.md deleted file mode 100644 index 321e6be32..000000000 --- a/content/Mechanics/Rules/tables/formulas.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Formulas"] ---- -# Formulas -*Source: Core Rulebook p. 293* - -| Item Level | Formula Price | Item Level | Formula Price | -|------------|---------------|------------|---------------| -| 0* | 5 sp | 11 | 70 gp | -| 1 | 1 gp | 12 | 100 gp | -| 2 | 2 gp | 13 | 150 gp | -| 3 | 3 gp | 14 | 225 gp | -| 4 | 5 gp | 15 | 325 gp | -| 5 | 8 gp | 16 | 500 gp | -| 6 | 13 gp | 17 | 750 gp | -| 7 | 18 gp | 18 | 1,200 gp | -| 8 | 25 gp | 19 | 2,000 gp | -| 9 | 35 gp | 20 | 3,500 gp | -| 10 | 50 gp | | | - -* Formulas for all 0-level common items from this chapter can be purchased collectively in a [basic crafter's book](compendium/equipment/items/basic-crafters-book.md). \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/fundamental-runes.md b/content/Mechanics/Rules/tables/fundamental-runes.md deleted file mode 100644 index 76779bbfb..000000000 --- a/content/Mechanics/Rules/tables/fundamental-runes.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Fundamental Runes"] ---- -# Fundamental Runes -*Source: Core Rulebook p. 580* - -| Fundamental Rune | Etched Onto | Benefit | -|------------------|-------------|---------| -| Armor Potency | Armor | Increase item bonus to AC and determine maximum number of property runes | -| Resilient | Armor | Grant item bonus to saves | -| Weapon Potency | Weapon | Grant an item bonus to attack rolls and determine maximum number of property runes | -| Striking | Weapon | Increase weapon damage dice | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/gate-junction-roe.md b/content/Mechanics/Rules/tables/gate-junction-roe.md deleted file mode 100644 index 1d425d53d..000000000 --- a/content/Mechanics/Rules/tables/gate-junction-roe.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/roe -aliases: ["Gate Junction"] ---- -# Gate Junction -*Source: Rage of Elements p. 18* - -| Air Gate Junctions | -|--------------------| -| **Critical Blast** Push the target up to 10 feet. | -| **Elemental Resistance** [air](rules/traits/air.md "Air Energy & Element Trait"), [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") | -| **Aura Junction** You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn, and to fly Speed if applicable. | -| **Skill Junction** [Stealth](compendium/skills.md#Stealth), [Experienced Smuggler](compendium/feats/experienced-smuggler.md) | -^gate-junction-5 - -| Earth Gate Junctions | -|----------------------| -| **Critical Blast** If the target is on the ground, it's knocked [prone](rules/conditions.md#Prone); if it isn't on the ground, it descends up to 20 feet (you choose the distance). | -| **Elemental Resistance** [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [poison](rules/traits/poison.md "Poison Effect Trait") | -| **Aura Junction** Squares in the aura are difficult terrain for your enemies, but only if moving into the square would make the enemy farther away from you. | -| **Skill Junction** [Athletics](compendium/skills.md#Athletics), [Hefty Hauler](compendium/feats/hefty-hauler.md) | -^gate-junction-10 - -| Fire Gate Junctions | -|---------------------| -| **Critical Blast** The target takes `1d6` [persistent fire damage](rules/conditions.md#Persistent%20Damage). You gain an item bonus to this [persistent damage](rules/conditions.md#Persistent%20Damage) equal to your item bonus to impulse attack rolls, such as from a gate attenuator. | -| **Elemental Resistance** [cold](rules/traits/cold.md "Cold Energy & Element Trait"), [fire](rules/traits/fire.md "Fire Energy & Element Trait") | -| **Aura Junction** Enemies in your kinetic aura gain weakness to fire from your fire impulses. The weakness is equal to half your level (minimum weakness 1). | -| **Skill Junction** [Intimidation](compendium/skills.md#Intimidation), [Intimidating Glare](compendium/feats/intimidating-glare.md) | -^gate-junction-15 - -| Metal Gate Junctions | -|----------------------| -| **Critical Blast** The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage); if the creature has the metal trait or is made of metal, it instead takes `1d6` [persistent damage](rules/conditions.md#Persistent%20Damage) with no type from rust. You gain an item bonus to this [persistent damage](rules/conditions.md#Persistent%20Damage) equal to your item bonus to impulse attack rolls, such as from a gate attenuator. | -| **Elemental Resistance** [electricity](rules/traits/electricity.md "Electricity Energy & Element Trait"), [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") | -| **Aura Junction** Your enemies in the aura take a –1 status penalty to attacks with metal objects, and they take a –1 status penalty to AC if they're wearing metal armor, have the [metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") trait, or are made of metal. | -| **Skill Junction** [Crafting](compendium/skills.md#Crafting), [Quick Repair](compendium/feats/quick-repair.md) | -^gate-junction-20 - -| Water Gate Junctions | -|----------------------| -| **Critical Blast** The blast deals 2 [splash](rules/traits/splash.md "Splash Weapon Trait") damage per damage die of the blast, with the same damage type. | -| **Elemental Resistance** [fire](rules/traits/fire.md "Fire Energy & Element Trait"), [water](rules/traits/water.md "Water Energy & Element Trait") | -| **Aura Junction** The aura becomes saturated with humidity, and water moves as you please. Non-magical fires in the aura are extinguished, and creatures in the aura gain fire resistance equal to half your level. | -| **Skill Junction** [Athletics](compendium/skills.md#Athletics), [Underwater Marauder](compendium/feats/underwater-marauder.md) | -^gate-junction-25 - -| Wood Gate Junctions | -|---------------------| -| **Critical Blast** If the target of the critical hit is adjacent to a surface, roots entangle it. The target is [immobilized](rules/conditions.md#Immobilized) and must spend an [Interact](rules/actions/interact.md) action to attempt a DC 10 [Athletics](compendium/skills.md#Athletics) check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort. | -| **Elemental Resistance** [poison](rules/traits/poison.md "Poison Effect Trait"), [wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") | -| **Aura Junction** Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher. | -| **Skill Junction** [Survival](compendium/skills.md#Survival), [Terrain Expertise](compendium/feats/terrain-expertise.md) (forest) | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/general-feats.md b/content/Mechanics/Rules/tables/general-feats.md deleted file mode 100644 index a42944ae9..000000000 --- a/content/Mechanics/Rules/tables/general-feats.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["General Feats"] ---- -# General Feats -*Source: Core Rulebook p. 255* - -| Non-Skill Feats | Level | Prerequisites | Benefits | -|-----------------|-------|---------------|----------| -| [Adopted Ancestry](compendium/feats/adopted-ancestry.md) | 1 | — | Gain access to ancestry feats from another ancestry | -| [Armor Proficiency](compendium/feats/armor-proficiency.md) | 1 | — | Become trained in a type of armor | -| [Breath Control](compendium/feats/breath-control.md) | 1 | — | Hold your breath longer and gain benefits against inhaled threats | -| [Canny Acumen](compendium/feats/canny-acumen.md) | 1 | — | Become an expert in a saving throw or [Perception](compendium/skills.md#Perception) | -| [Diehard](compendium/feats/diehard.md) | 1 | — | Die at [dying](rules/conditions.md#Dying), rather than dying 4 | -| [Fast Recovery](compendium/feats/fast-recovery.md) | 1 | Constitution 14 | Regain more HP from rest, recover faster from disease and poisons | -| [Feather Step](compendium/feats/feather-step.md) | 1 | Dexterity 14 | [Step](rules/actions/step.md) into difficult terrain | -| [Fleet](compendium/feats/fleet.md) | 1 | — | Increase your Speed by 5 feet | -| [Incredible Initiative](compendium/feats/incredible-initiative.md) | 1 | — | +2 to initiative rolls | -| [Ride](compendium/feats/ride.md) | 1 | — | Automatically succeed at commanding your mount to move | -| [Shield Block](compendium/feats/shield-block.md) | 1 | — | Ward off a blow with your shield | -| [Toughness](compendium/feats/toughness.md) | 1 | — | Increase your maximum HP and reduce the DCs of recovery checks | -| [Weapon Proficiency](compendium/feats/weapon-proficiency.md) | 1 | — | Become trained in a weapon type | -| [Ancestral Paragon](compendium/feats/ancestral-paragon.md) | 3 | — | Gain a 1st-level ancestry feat | -| [Untrained Improvisation](compendium/feats/untrained-improvisation.md) | 3 | — | Become more adept at using untrained skills | -| [Expeditious Search](compendium/feats/expeditious-search.md) | 7 | Master Perception | Search areas in half the time | -| [Incredible Investiture](compendium/feats/incredible-investiture.md) | 11 | Charisma 16 | Invest up to 12 magic items | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/general-skill-feats.md b/content/Mechanics/Rules/tables/general-skill-feats.md deleted file mode 100644 index 5a9114fe4..000000000 --- a/content/Mechanics/Rules/tables/general-skill-feats.md +++ /dev/null @@ -1,179 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["General Skill Feats"] ---- -# General Skill Feats -*Source: Core Rulebook p. 255* - -| Varying Skill Feats | Level | Prerequisites | Benefits | -|---------------------|-------|---------------|----------| -| [Assurance](compendium/feats/assurance.md) | 1 | Trained in at least one skill | Receive a fixed result on a skill check | -| [Dubious Knowledge](compendium/feats/dubious-knowledge.md) | 1 | Trained in [Recall Knowledge](rules/actions/recall-knowledge.md) skill | Learn true and erroneous knowledge on failed check | -| [Quick Identification](compendium/feats/quick-identification.md) | 1 | Trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) | Identify Magic in 1 minute or less | -| [Recognize Spell](compendium/feats/recognize-spell.md) | 1 | Trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or Religion | Identify a spell as a reaction as it's being cast | -| [Skill Training](compendium/feats/skill-training.md) | 1 | Intelligence 12 | Become trained in a skill | -| [Trick Magic Item](compendium/feats/trick-magic-item.md) | 1 | Trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or Religion | Activate a magic item you normally can't activate | -| [Automatic Knowledge](compendium/feats/automatic-knowledge.md) | 2 | Expert in [Recall Knowledge](rules/actions/recall-knowledge.md) action, [Assurance](compendium/feats/assurance.md) in the relevant skill | [Recall Knowledge](rules/actions/recall-knowledge.md) as a free action once per round | -| [Magical Shorthand](compendium/feats/magical-shorthand.md) | 2 | Expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or Religion | Learn spells quickly and at a reduced cost | -| [Quick Recognition](compendium/feats/quick-recognition.md) | 7 | Master in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or Religion; [Recognize Spell](compendium/feats/recognize-spell.md) | Identify spells as a free action | -^general-skill-feats-5-2-10 - -| [Acrobatics](compendium/skills.md#Acrobatics) Skill Feats | Level | Prerequisites | Benefits | -|-----------------------------------------------------------|-------|---------------|----------| -| [Cat Fall](compendium/feats/cat-fall.md) | 1 | Trained in [Acrobatics](compendium/skills.md#Acrobatics) | Treat falls shorter than they are | -| [Quick Squeeze](compendium/feats/quick-squeeze.md) | 1 | Trained in Acrobatics | Move swiftly as you [Squeeze](rules/actions/squeeze.md) | -| [Steady Balance](compendium/feats/steady-balance.md) | 1 | Trained in Acrobatics | Maintain your balance in adverse conditions | -| [Nimble Crawl](compendium/feats/nimble-crawl.md) | 2 | Expert in Acrobatics | [Crawl](rules/actions/crawl.md) at a faster rate | -| [Kip Up](compendium/feats/kip-up.md) | 7 | Master in Acrobatics | [Stand](rules/actions/stand.md) up for free without triggering reactions | -^general-skill-feats-5-2-16 - -| [Arcana](compendium/skills.md#Arcana) Skill Feats | Level | Prerequisites | Benefits | -|---------------------------------------------------|-------|---------------|----------| -| [Arcane Sense](compendium/feats/arcane-sense.md) | 1 | Trained in [Arcana](compendium/skills.md#Arcana) | Cast [detect magic](compendium/spells/detect-magic.md) at will as an arcane innate spell | -| [Unified Theory](compendium/feats/unified-theory.md) | 15 | Legendary in Arcana | Use [Arcana](compendium/skills.md#Arcana) for checks for all magical traditions | -^general-skill-feats-5-2-19 - -| [Athletics](compendium/skills.md#Athletics) Skill Feats | Level | Prerequisites | Benefits | -|---------------------------------------------------------|-------|---------------|----------| -| [Combat Climber](compendium/feats/combat-climber.md) | 1 | Trained in [Athletics](compendium/skills.md#Athletics) | Fight more effectively as you [Climb](rules/actions/climb.md) | -| [Hefty Hauler](compendium/feats/hefty-hauler.md) | 1 | Trained in Athletics | Increase your Bulk limits by 2 | -| [Quick Jump](compendium/feats/quick-jump.md) | 1 | Trained in Athletics | [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) as a single action | -| [Titan Wrestler](compendium/feats/titan-wrestler.md) | 1 | Trained in Athletics | [Disarm](rules/actions/disarm.md), [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) larger creatures | -| [Underwater Marauder](compendium/feats/underwater-marauder.md) | 1 | Trained in Athletics | Fight more effectively underwater | -| [Powerful Leap](compendium/feats/powerful-leap.md) | 2 | Expert in Athletics | Jump farther and higher | -| [Rapid Mantel](compendium/feats/rapid-mantel.md) | 2 | Expert in Athletics | Pull yourself onto ledges quickly | -| [Quick Climb](compendium/feats/quick-climb.md) | 7 | Master in Athletics | Climb swiftly | -| [Quick Swim](compendium/feats/quick-swim.md) | 7 | Master in Athletics | Swim quickly | -| [Wall Jump](compendium/feats/wall-jump.md) | 7 | Master in Athletics | Jump off walls | -| [Cloud Jump](compendium/feats/cloud-jump.md) | 15 | Legendary in Athletics | Jump impossible distances | -^general-skill-feats-5-2-31 - -| [Crafting](compendium/skills.md#Crafting) Skill Feats | Level | Prerequisites | Benefits | -|-------------------------------------------------------|-------|---------------|----------| -| [Alchemical Crafting](compendium/feats/alchemical-crafting.md) | 1 | Trained in [Crafting](compendium/skills.md#Crafting) | [Craft](rules/actions/craft.md) alchemical items | -| [Quick Repair](compendium/feats/quick-repair.md) | 1 | Trained in Crafting | Repair items quickly | -| [Snare Crafting](compendium/feats/snare-crafting.md) | 1 | Trained in Crafting | [Craft](rules/actions/craft.md) snares | -| [Specialty Crafting](compendium/feats/specialty-crafting.md) | 1 | Trained in Crafting | Gain bonuses to [Craft](rules/actions/craft.md) certain items | -| [Magical Crafting](compendium/feats/magical-crafting.md) | 2 | Expert in Crafting | [Craft](rules/actions/craft.md) magic items | -| [Impeccable Crafting](compendium/feats/impeccable-crafting.md) | 7 | Master in [Crafting](compendium/skills.md#Crafting), [Specialty Crafting](compendium/feats/specialty-crafting.md) | [Craft](rules/actions/craft.md) items more efficiently | -| [Inventor](compendium/feats/inventor.md) | 7 | Master in Crafting | Use [Crafting](compendium/skills.md#Crafting) to create item formulas | -| [Craft Anything](compendium/feats/craft-anything.md) | 15 | Legendary in Crafting | Ignore most requirements for crafting items | -^general-skill-feats-5-2-40 - -| [Deception](compendium/skills.md#Deception) Skill Feats | Level | Prerequisites | Benefits | -|---------------------------------------------------------|-------|---------------|----------| -| [Charming Liar](compendium/feats/charming-liar.md) | 1 | Trained in [Deception](compendium/skills.md#Deception) | Improve a target's attitude with your lies | -| [Lengthy Diversion](compendium/feats/lengthy-diversion.md) | 1 | Trained in Deception | Remain [hidden](rules/conditions.md#Hidden) after you [Create a Diversion](rules/actions/create-a-diversion.md) | -| [Lie to Me](compendium/feats/lie-to-me.md) | 1 | Trained in Deception | Use [Deception](compendium/skills.md#Deception) to detect lies | -| [Confabulator](compendium/feats/confabulator.md) | 2 | Expert in Deception | Reduce the bonuses against your repeated lies | -| [Quick Disguise](compendium/feats/quick-disguise.md) | 2 | Expert in Deception | Set up a disguise in only half the time | -| [Slippery Secrets](compendium/feats/slippery-secrets.md) | 7 | Master in Deception | Evade attempts to uncover your true nature | -^general-skill-feats-5-2-47 - -| [Diplomacy](compendium/skills.md#Diplomacy) Skill Feats | Level | Prerequisites | Benefits | -|---------------------------------------------------------|-------|---------------|----------| -| [Bargain Hunter](compendium/feats/bargain-hunter.md) | 1 | Trained in [Diplomacy](compendium/skills.md#Diplomacy) | [Earn Income](rules/actions/earn-income.md) by searching for deals | -| [Group Impression](compendium/feats/group-impression.md) | 1 | Trained in Diplomacy | [Make an Impression](rules/actions/make-an-impression.md) on multiple targets at once | -| [Hobnobber](compendium/feats/hobnobber.md) | 1 | Trained in Diplomacy | [Gather Information](rules/actions/gather-information.md) rapidly | -| [Glad-Hand](compendium/feats/glad-hand.md) | 2 | Expert in Diplomacy | [Make an Impression](rules/actions/make-an-impression.md) on a target you've just met | -| [Shameless Request](compendium/feats/shameless-request.md) | 7 | Master in Diplomacy | Make [Requests](rules/actions/request.md) of others with lesser consequences | -| [Legendary Negotiation](compendium/feats/legendary-negotiation.md) | 15 | Legendary in Diplomacy | Quickly parley with foes | -^general-skill-feats-5-2-54 - -| [Intimidation](compendium/skills.md#Intimidation) Skill Feats | Level | Prerequisites | Benefits | -|---------------------------------------------------------------|-------|---------------|----------| -| [Group Coercion](compendium/feats/group-coercion.md) | 1 | Trained in [Intimidation](compendium/skills.md#Intimidation) | [Coerce](rules/actions/coerce.md) multiple targets simultaneously | -| [Intimidating Glare](compendium/feats/intimidating-glare.md) | 1 | Trained in Intimidation | [Demoralize](rules/actions/demoralize.md) a creature without speaking | -| [Quick Coercion](compendium/feats/quick-coercion.md) | 1 | Trained in Intimidation | [Coerce](rules/actions/coerce.md) a creature quickly | -| [Intimidating Prowess](compendium/feats/intimidating-prowess.md) | 2 | Strength 16, expert in Intimidation | Gain a bonus to physically [Demoralize](rules/actions/demoralize.md) a target | -| [Lasting Coercion](compendium/feats/lasting-coercion.md) | 2 | Expert in Intimidation | [Coerce](rules/actions/coerce.md) a target into helping you longer | -| [Battle Cry](compendium/feats/battle-cry.md) | 7 | Master in Intimidation | Demoralizes foes when you roll for initiative | -| [Terrified Retreat](compendium/feats/terrified-retreat.md) | 7 | Master in Intimidation | Cause foes you [Demoralize](rules/actions/demoralize.md) to flee | -| [Scare to Death](compendium/feats/scare-to-death.md) | 15 | Legendary in Intimidation | Scare a target so much, they might die | -^general-skill-feats-5-2-63 - -| Lore Skill Feats | Level | Prerequisites | Benefits | -|------------------|-------|---------------|----------| -| [Additional Lore](compendium/feats/additional-lore.md) | 1 | Trained in [Lore](compendium/skills.md#Lore) | Become trained in another Lore subcategory | -| [Experienced Professional](compendium/feats/experienced-professional.md) | 1 | Trained in Lore | Prevent critical failures when Earning Income | -| [Unmistakable Lore](compendium/feats/unmistakable-lore.md) | 2 | Expert in Lore | [Recall Knowledge](rules/actions/recall-knowledge.md) about your Lore more effectively | -| [Legendary Professional](compendium/feats/legendary-professional.md) | 15 | Legendary in Lore | Gain renown for your Lore | -^general-skill-feats-5-2-68 - -| [Medicine](compendium/skills.md#Medicine) Skill Feats | Level | Prerequisites | Benefits | -|-------------------------------------------------------|-------|---------------|----------| -| [Battle Medicine](compendium/feats/battle-medicine.md) | 1 | Trained in Medicine | Heal yourself or an ally in battle | -| [Robust Recovery](compendium/feats/robust-recovery.md) | 2 | Expert in Medicine | Greater benefits from [Treat Disease](rules/actions/treat-disease.md) and [Treat Poison](rules/actions/treat-poison.md) | -| [Ward Medic](compendium/feats/ward-medic.md) | 2 | Expert in Medicine | Treat several patients at once | -| [Legendary Medic](compendium/feats/legendary-medic.md) | 15 | Legendary in Medicine | Remove disease or the [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), [doomed](rules/conditions.md#Doomed), or [drained](rules/conditions.md#Drained) condition | -^general-skill-feats-5-2-73 - -| [Nature](compendium/skills.md#Nature) Skill Feats | Level | Prerequisites | Benefits | -|---------------------------------------------------|-------|---------------|----------| -| [Natural Medicine](compendium/feats/natural-medicine.md) | 1 | Trained in [Nature](compendium/skills.md#Nature) | Use [Nature](compendium/skills.md#Nature) to [Treat Wounds](rules/actions/treat-wounds.md) | -| [Train Animal](compendium/feats/train-animal.md) | 1 | Trained in Nature | Teach an animal a trick | -| [Bonded Animal](compendium/feats/bonded-animal.md) | 2 | Expert in Nature | An animal becomes permanently helpful to you | -^general-skill-feats-5-2-77 - -| [Occultism](compendium/skills.md#Occultism) Skill Feats | Level | Prerequisites | Benefits | -|---------------------------------------------------------|-------|---------------|----------| -| [Oddity Identification](compendium/feats/oddity-identification.md) | 1 | Trained in [Occultism](compendium/skills.md#Occultism) | +2 to [Occultism](compendium/skills.md#Occultism) checks to [Identify Magic](rules/actions/identify-magic.md) with certain traits | -| [Bizarre Magic](compendium/feats/bizarre-magic.md) | 7 | Master in Occultism | Your magic becomes more difficult to identify | -^general-skill-feats-5-2-80 - -| [Performance](compendium/skills.md#Performance) Skill Feats | Level | Prerequisites | Benefits | -|-------------------------------------------------------------|-------|---------------|----------| -| [Fascinating Performance](compendium/feats/fascinating-performance.md) | 1 | Trained in [Performance](compendium/skills.md#Performance) | [Perform](rules/actions/perform.md) to fascinate observers | -| [Impressive Performance](compendium/feats/impressive-performance.md) | 1 | Trained in Performance | [Make an Impression](rules/actions/make-an-impression.md) with Performance | -| [Virtuosic Performer](compendium/feats/virtuosic-performer.md) | 1 | Trained in Performance | +1 with a certain type of performance | -| [Legendary Performer](compendium/feats/legendary-performer.md) | 15 | Legendary in [Performance](compendium/skills.md#Performance), [Virtuosic Performer](compendium/feats/virtuosic-performer.md) | Gain renown for your Performance | -^general-skill-feats-5-2-85 - -| [Religion](compendium/skills.md#Religion) Skill Feats | Level | Prerequisites | Benefits | -|-------------------------------------------------------|-------|---------------|----------| -| [Student of the Canon](compendium/feats/student-of-the-canon.md) | 1 | Trained in Religion | More accurately recognize the tenets of your faith or philosophy | -| [Divine Guidance](compendium/feats/divine-guidance.md) | 15 | Legendary in Religion | Find guidance in the writings of your faith | -^general-skill-feats-5-2-88 - -| Society Skill Feats | Level | Prerequisites | Benefits | -|---------------------|-------|---------------|----------| -| [Courtly Graces](compendium/feats/courtly-graces.md) | 1 | Trained in [Society](compendium/skills.md#Society) | Use Society to get along in noble society | -| [Multilingual](compendium/feats/multilingual.md) | 1 | Trained in Society | Learn two new languages | -| [Read Lips](compendium/feats/read-lips.md) | 1 | Trained in Society | Read the lips of people you can see | -| [Sign Language](compendium/feats/sign-language.md) | 1 | Trained in Society | Learn sign languages | -| [Streetwise](compendium/feats/streetwise.md) | 1 | Trained in Society | Use Society to [Gather Information](rules/actions/gather-information.md) and [Recall Knowledge](rules/actions/recall-knowledge.md) | -| [Connections](compendium/feats/connections.md) | 2 | Expert in Society, [Courtly Graces](compendium/feats/courtly-graces.md) | Leverage your connections for favors and meetings | -| [Legendary Codebreaker](compendium/feats/legendary-codebreaker.md) | 15 | Legendary in Society | Quickly Decipher Writing using Society | -| [Legendary Linguist](compendium/feats/legendary-linguist.md) | 15 | Legendary in Society, [Multilingual](compendium/feats/multilingual.md) | Create pidgin languages to communicate with anyone | -^general-skill-feats-5-2-97 - -| [Stealth](compendium/skills.md#Stealth) Skill Feats | Level | Prerequisites | Benefits | -|-----------------------------------------------------|-------|---------------|----------| -| [Experienced Smuggler](compendium/feats/experienced-smuggler.md) | 1 | Trained in [Stealth](compendium/skills.md#Stealth) | Conceal items from observers more effectively | -| [Terrain Stalker](compendium/feats/terrain-stalker.md) | 1 | Trained in Stealth | [Sneak](rules/actions/sneak.md) in certain terrain without attempting a check | -| [Quiet Allies](compendium/feats/quiet-allies.md) | 2 | Expert in Stealth | Roll a single Stealth check when sneaking with allies | -| [Foil Senses](compendium/feats/foil-senses.md) | 7 | Master in Stealth | Take precautions against special senses | -| [Swift Sneak](compendium/feats/swift-sneak.md) | 7 | Master in Stealth | Move your full Speed while you Sneak | -| [Legendary Sneak](compendium/feats/legendary-sneak.md) | 15 | Legendary in [Stealth](compendium/skills.md#Stealth), [Swift Sneak](compendium/feats/swift-sneak.md) | [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) without cover or being concealed | -^general-skill-feats-5-2-104 - -| [Survival](compendium/skills.md#Survival) Skill Feats | Level | Prerequisites | Benefits | -|-------------------------------------------------------|-------|---------------|----------| -| [Experienced Tracker](compendium/feats/experienced-tracker.md) | 1 | Trained in [Survival](compendium/skills.md#Survival) | Track at your full Speed at a –5 penalty | -| [Forager](compendium/feats/forager.md) | 1 | Trained in Survival | Forage for supplies to provide for multiple creatures | -| [Survey Wildlife](compendium/feats/survey-wildlife.md) | 1 | Trained in Survival | Identify nearby creatures through signs and clues | -| [Terrain Expertise](compendium/feats/terrain-expertise.md) | 1 | Trained in Survival | +1 to [Survival](compendium/skills.md#Survival) checks in certain terrain | -| [Planar Survival](compendium/feats/planar-survival.md) | 7 | Master in Survival | Use [Survival](compendium/skills.md#Survival) to [Subsist](rules/actions/subsist.md) on different planes | -| Legendary [Survival](compendium/skills.md#Survival)ist | 15 | Legendary in Survival | Survive extreme conditions | -^general-skill-feats-5-2-111 - -| [Thievery](compendium/skills.md#Thievery) Skill Feats | Level | Prerequisites | Benefits | -|-------------------------------------------------------|-------|---------------|----------| -| [Pickpocket](compendium/feats/pickpocket.md) | 1 | Trained in [Thievery](compendium/skills.md#Thievery) | [Steal](rules/actions/steal.md) or [Palm an Object](rules/actions/palm-an-object.md) more effectively | -| [Subtle Theft](compendium/feats/subtle-theft.md) | 1 | Trained in Thievery | Your thefts are harder to notice | -| [Wary Disarmament](compendium/feats/wary-disarmament.md) | 2 | Expert in Thievery | +2 to AC or saves against devices or traps you trigger while disarming | -| [Quick Unlock](compendium/feats/quick-unlock.md) | 7 | Master in Thievery | [Pick a Lock](rules/actions/pick-a-lock.md) with 1 action | -| [Legendary Thief](compendium/feats/legendary-thief.md) | 15 | Legendary in [Thievery](compendium/skills.md#Thievery), [Pickpocket](compendium/feats/pickpocket.md) | Steal what would normally be impossible to steal | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/hazard-xp.md b/content/Mechanics/Rules/tables/hazard-xp.md deleted file mode 100644 index fb89b6aa0..000000000 --- a/content/Mechanics/Rules/tables/hazard-xp.md +++ /dev/null @@ -1,65 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Hazard XP"] ---- -# Hazard XP -*Source: Core Rulebook p. 521* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelSimple HazardComplex Hazard
Party level –42 XP10 XP
Party level –33 XP15 XP
Party level –24 XP20 XP
Party level –16 XP30 XP
Party level8 XP40 XP
Party level + 112 XP60 XP
Party level + 216 XP80 XP
Party level + 324 XP120 XP
Party level + 430 XP150 XP
\ No newline at end of file diff --git a/content/Mechanics/Rules/tables/hero-point-deck-hpd.md b/content/Mechanics/Rules/tables/hero-point-deck-hpd.md deleted file mode 100644 index f848b1032..000000000 --- a/content/Mechanics/Rules/tables/hero-point-deck-hpd.md +++ /dev/null @@ -1,64 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/hpd -aliases: ["Hero Point Deck"] ---- -# Hero Point Deck -*Source: Hero Point Deck p. 0* - -| `d52` | Effect | -|-------|--------| -| 1 | **Ancestral Might:** _Play during your turn._ Until the start of your next turn, you gain a +2 status bonus to checks based on the ability scores that are boosted by your ancestry (ignoring free boosts). If your ancestry only grants free boosts, select one ability score to gain the bonus to instead. | -| 2 | **Aura of Protection:** _Play this after [Casting a Spell](rules/actions/cast-a-spell.md) from your spell slots._ You surround yourself with an aura of residual magic power. Until the start of your next turn, you gain resistance to all damage equal to the level of the spell that you just cast. | -| 3 | **Battle Cry:** _Play after making a successful melee attack._ You unleash a terrifying battle cry. Attempt an [Intimidation](compendium/skills.md#Intimidation) check to [Demoralize](rules/actions/demoralize.md) and compare the result against all enemies within 30 feet. | -| 4 | **Called Foe:** _Play before you make a [Strike](rules/actions/strike.md)._ Designate a foe that you can see. You gain a +2 status bonus to attack rolls made against that foe, but you take a -4 status penalty to attack rolls made against any other creature. This lasts until the end of your next turn or until you critically hit the designated foe, whichever comes first. | -| 5 | **Catch your Breath:** _Play at the end of your turn._ Select yourself or an ally within 30 feet. The creature you choose must have fewer than half their total Hit Points. The creature gains a number of temporary Hit Points equal to twice your level, which last until the end of the combat. | -| 6 | **Channel Life Force:** _Play on your turn after you have spent all of your Focus Points._ Gain 1 Focus Point that must be spent by the end of your turn or it's lost. If you use this Focus Point, you become [drained](rules/conditions.md#Drained). | -| 7 | **Class Might:** _Play during your turn._ Until the start of your next turn you gain a +2 status bonus to checks based on the key ability score of your class. If your class grants a choice for its key ability, select one of those ability scores to gain the bonus. | -| 8 | **Critical Moment:** _Play this after rolling a check._ Reroll the check twice and take the best result. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. If you still fail this check, you become [doomed](rules/conditions.md#Doomed). | -| 9 | **Cut Through the Fog:** _Play before you attempt a Will save._ You succeed at the saving throw without needing to roll. You gain the [stupefied](rules/conditions.md#Stupefied) condition, which lasts until the next time you get a full night's rest. | -| 10 | **Daring Attempt:** _Play at the start of your turn._ Select one untrained skill. You are trained in that skill until the end of your next turn. If you use that skill before the end of your next turn and succeed at your skill check, you keep this benefit until the end of the combat, or for 1 minute if not in combat. | -| 11 | **Desperate Swing:** _Play during your turn._ Make a [Strike](rules/actions/strike.md), ignoring the multiple attack penalty. If you roll a critical success, you get a normal success instead. If the attack fails, you [release](rules/actions/release.md) your weapon, or drop [prone](rules/conditions.md#Prone) if you were using an unarmed attack or otherwise can't [release](rules/actions/release.md) your weapon. | -| 12 | **Distract Foe:** _Play this when a foe within 30 feet makes a melee attack against another creature._ That foe is [fascinated](rules/conditions.md#Fascinated) with you and it can't end this condition until it takes a hostile action against you or the combat ends. | -| 13 | **Dive Out of Danger:** _Play before you attempt a Reflex save._ You succeed at the saving throw without needing to roll. You gain the [clumsy](rules/conditions.md#Clumsy) condition, which lasts until the next time you get a full night's rest. | -| 14 | **Drain Power:** _Play when you [Activate a magic item](rules/actions/activate-an-item.md) that [Casts a Spell](rules/actions/cast-a-spell.md)._ Heighten the spell by 1 level. This can't heighten the item's spell above half your level, rounded up. If the item wasn't consumed on use, you can't use the item again for 24 hours. | -| 15 | **Endure the Onslaught:** _Play at any time._ Give a creature you can see resistance 5 to all damage until the start of your next turn. If you are 7th level or higher, the resistance is 10, and if you are 12th level or higher, the resistance is 15. | -| 16 | **Flash of Insight:** _Play at the start of your turn._ Until the end of your turn, you gain [Automatic Knowledge](compendium/feats/automatic-knowledge.md) for any one skill. If you already have [Automatic Knowledge](compendium/feats/automatic-knowledge.md), when you use that feat to attempt a [Recall Knowledge](rules/actions/recall-knowledge.md) check this turn, use an outcome one degree of success better than the result of your roll. If you use this to learn about a creature, you gain twice the number of clues about its abilities. | -| 17 | **Fluid Motion:** _Play at the start of your turn._ For the rest of your turn, you gain a climb Speed and a swim Speed equal to half your Speed. If you make a horizontal [Leap](rules/actions/leap.md), increase the distance jumped by 10 feet. | -| 18 | **Grazing Blow:** _Play after a foe hit you with a [Strike](rules/actions/strike.md)._ If the foe rolled a critical success, it gets a success instead. If the foe rolled a success, it deals minimum damage instead of rolling for damage. | -| 19 | **Hasty Block:** _Play when you are hit by a physical attack, and you have a shield within reach and a free hand._ You [Interact](rules/actions/interact.md) to draw and wield the shield and then use it to [Shield Block](rules/abilities/shield-block.md) against the attack. After the attack and block are resolved, the shield is torn from your grip and lands in an adjacent space. | -| 20 | **Healing Prayer:** _Play during your turn._ Select yourself or an ally within reach. The target regains `1d8+8` Hit Points. If you are 7th level or higher, the target regains `2d8+16 ` Hit Points. If you are 12th level or higher, the target regains `3d8+24` Hit Points. | -| 21 | **Hold the Line:** _Play during your turn._ Until the start of your next turn, each time an enemy would leave a space adjacent to you while using a [move](rules/traits/move.md "Move Combat Trait") action, it must succeed at an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check against your Fortitude DC or the move action is disrupted. | -| 22 | **I Hope This Works:** _Play at the start of your turn._ Once during your turn, you can [Activate an item](rules/actions/activate-an-item.md) to [Cast a Spell](rules/actions/cast-a-spell.md), even if you can't normally cast spells or don't have that spell on your spell list. After casting this spell, your turn ends. | -| 23 | **Impossible Shot:** _Play when making a ranged attack, either with a [Strike](rules/actions/strike.md) or a spell._ If you're attempting a [Strike](rules/actions/strike.md), double the range increment of the weapon or unarmed attack. If you're [Casting a Spell](rules/actions/cast-a-spell.md), increase the range of the spell by half. | -| 24 | **Last Ounce of Strength:** _Play at the start of a turn when you are [dying](rules/conditions.md#Dying)._ You regain consciousness and can act normally on your turn, but you can't regain Hit Points or remove the [dying](rules/conditions.md#Dying) condition during this turn. At the end of your turn, you fall [unconscious](rules/conditions.md#Unconscious) and your [dying](rules/conditions.md#Dying) condition increases by 1. Do not attempt a recovery check this turn. | -| 25 | **Last Second Sidestep:** _Play when you are targeted by a ranged [Strike](rules/actions/strike.md)._ The [Strike](rules/actions/strike.md) automatically misses. | -| 26 | **Last Stand:** _Play when you take damage._ Until the start of your next turn, any damage that would reduce you to 0 Hit Points leaves you with 1 Hit Point remaining and gives you the [doomed](rules/conditions.md#Doomed) condition, or increases your [doomed](rules/conditions.md#Doomed) value by 1 if you're already [doomed](rules/conditions.md#Doomed). As usual, you die when your [doomed](rules/conditions.md#Doomed) condition equals the dying value that would kill you (usually [doomed](rules/conditions.md#Doomed)). | -| 27 | **Magical Reverberation:** _Play this after [Casting a Spell](rules/actions/cast-a-spell.md)._ The spell's power reverberates in your mind. You can [Cast this Spell](rules/actions/cast-a-spell.md) one additional time without having it prepared or expending a spell slot. If you don't [Cast the Spell](rules/actions/cast-a-spell.md) by the end of your next turn, it is lost. After [Casting the Spell](rules/actions/cast-a-spell.md) again, you become [stupefied](rules/conditions.md#Stupefied) for 1 minute. | -| 28 | **Make Way!:** _Play at the start of a [Stride](rules/actions/stride.md)._ During the [Stride](rules/actions/stride.md), you must move in a straight line, but you can attempt to [Shove](rules/actions/shove.md) any creature in your way, moving it to an adjacent space out of the way of your movement. Your multiple attack penalty doesn't apply to any of these free [Shove](rules/actions/shove.md) attempts, nor do they increase your multiple attack penalty. If you fail to [Shove](rules/actions/shove.md) a creature out of your way, your movement ends. | -| 29 | **Misdirected Attack:** _Play after a foe critically fails on a melee [Strike](rules/actions/strike.md) against you._ That foe rerolls the attack, targeting one of its allies within reach. | -| 30 | **Opportune Distraction:** _Play at the start of your turn._ Until the end of your turn, you gain the benefits of greater cover after taking the [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) action, allowing you to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md) in the open. This effect ends if you do anything other than [Hide](rules/actions/hide.md), [Sneak](rules/actions/sneak.md), or [Step](rules/actions/step.md). | -| 31 | **Pierce Resistance:** _Play after you learn about a foe's resistance._ Until the end of your next turn, the foe loses a resistance of your choice. You must be aware of the resistance, either from seeing it shrug off damage from an attack or due to a successful [Recall Knowledge](rules/actions/recall-knowledge.md) check. | -| 32 | **Press On:** _Play at the start of your turn._ Until the end of your turn, ignore penalties to checks and DCs from conditions. | -| 33 | **Protect the Innocent:** _Play when an incapacitated ally or noncombatant NPC within sight takes damage from an attack or effect._ Prevent all of the damage. You take half of the damage they would have taken (in addition to the damage you would normally take from the attack or effect, if any). You can only use this to prevent damage to an ally if that ally is unable to act, such as when they are [unconscious](rules/conditions.md#Unconscious) or [paralyzed](rules/conditions.md#Paralyzed). | -| 34 | **Push Through the Pain:** _Play before you attempt a Fortitude save._ You succeed at the saving throw without needing to roll. You gain the [drained](rules/conditions.md#Drained) condition. | -| 35 | **Rage and Fury:** _Play when an ally is knocked [unconscious](rules/conditions.md#Unconscious) or when you take damage from a critical hit._ At the start of your next turn, you enter a rage (+2 damage to melee [strikes](rules/actions/strike.md), -1 AC penalty, no [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") actions unless they have the [rage](rules/traits/rage.md "Rage Combat Trait") trait, or use the stats for your rage|barbarian||1 class feature if you have one). At the end of that turn, if you don't have the rage|barbarian||1 class feature, the rage ends and you are [fatigued](rules/conditions.md#Fatigued). | -| 36 | **Rampage:** _Play at the start of your turn._ Make a [Strike](rules/actions/strike.md) against each foe within reach. The multiple attack penalty applies as normal. At the end of these attacks, your turn ends and you are [fatigued](rules/conditions.md#Fatigued). | -| 37 | **Reckless Charge:** _Play after taking two consecutive [Stride](rules/actions/stride.md) actions._ Make a melee [Strike](rules/actions/strike.md). You are [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. | -| 38 | **Rending Swipe:** _Play after making two successful consecutive melee [Strikes](rules/actions/strike.md) against the same target with two different weapons._ The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) and is [sickened](rules/conditions.md#Sickened) until the bleeding stops. If you are 7th level or higher, increase the bleed to `2d6`. If you are 12th level or higher, increase the bleed to `3d6`. | -| 39 | **Reverse Strike:** _Play after you fail an attack roll._ You get a success on the attack roll rather than a failure. | -| 40 | **Roll Back:** _Play after an attack or effect causes you to become [grabbed](rules/conditions.md#Grabbed) or knocks you [prone](rules/conditions.md#Prone)._ You roll backward from the attack, landing on your feet. Take a [Step](rules/actions/step.md) away from the source of the attack (if any), and you're no longer [prone](rules/conditions.md#Prone) or [grabbed](rules/conditions.md#Grabbed). | -| 41 | **Run and Shoot:** _Play when you take a [Stride](rules/actions/stride.md) action._ You make a ranged [Strike](rules/actions/strike.md) at any point during this movement. | -| 42 | **Shake it Off:** _Play at any time._ All [persistent damage](rules/conditions.md#Persistent%20Damage) affecting you immediately comes to an end. | -| 43 | **Shoot Through:** _Play when you are about to make your attack roll for a ranged [Strike](rules/actions/strike.md)._ If the path of the [Strike](rules/actions/strike.md) goes through another creature's space before reaching the target, the target is [flat-footed](rules/conditions.md#Flat-footed) against the attack, and the other creature doesn't provide cover. | -| 44 | **Spark of Courage:** _Play when you have the [frightened](rules/conditions.md#Frightened) condition._ You lose that condition and instead gain a +2 status bonus to attack rolls and skill checks until the end of your next turn. | -| 45 | **Stay in the Fight:** _Play at the start of a turn when you or an ally is affected by an ongoing [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect._ The creature ignores that [incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") effect until the end of their turn. This turn doesn't count as part of the duration for that effect. | -| 46 | **Stoke the Magical Flame:** _Play when you or an ally is [Casting a Spell](rules/actions/cast-a-spell.md)._ Heighten that spell by 1 level. This can't heighten a spell above the highest level of spell you or the ally can cast. | -| 47 | **Strike True:** _Play when you or an ally are about to make a [Strike](rules/actions/strike.md)._ The target rolls twice and takes the higher result. This strike deals an extra die of damage on a hit if the attacker has fewer than half their maximum Hit Points, or two extra dice if they have fewer than one quarter their maximum Hit Points. This is a [fortune](rules/traits/fortune.md "Fortune Effect Trait") effect. | -| 48 | **Surge of Magic:** _Play during your turn._ Until the end of your turn, you can [Activate one magic item](rules/actions/activate-an-item.md) that you have already activated once today. This activation doesn't count against the item's frequency limit if the limit is once per day, or a shorter increment of time. If the item is a [wand](rules/traits/wand.md "Wand Item Trait"), activating it this way doesn't overcharge it. | -| 49 | **Surge of Speed:** _Play at the start of a creature's turn._ That creature is [quickened](rules/conditions.md#Quickened) on its turn and can use the extra action only to take a single action with the [move](rules/traits/move.md "Move Combat Trait") trait. | -| 50 | **Tuck and Roll:** _Play after a creature or hazard hits you with a [Strike](rules/actions/strike.md)._ You take the minimum amount of damage and fall [prone](rules/conditions.md#Prone). | -| 51 | **Tumble Through:** _Play after you end your movement adjacent to a creature that is larger than you._ Move to the opposite side of that creature. This movement doesn't trigger any reactions based on movement. | -| 52 | **Warding Sign:** _Play at any time._ Select a creature within sight. That creature is immune to [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effects for 1 round. If the creature was already affected by a [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") effect, it ignores that effect for the duration, then the effect returns. | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/high-quality-armor-gmg.md b/content/Mechanics/Rules/tables/high-quality-armor-gmg.md deleted file mode 100644 index 0b336ffd8..000000000 --- a/content/Mechanics/Rules/tables/high-quality-armor-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["High-Quality Armor"] ---- -# High-Quality Armor -*Source: Gamemastery Guide p. 197* - -| 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 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/high-quality-skill-item-gmg.md b/content/Mechanics/Rules/tables/high-quality-skill-item-gmg.md deleted file mode 100644 index ee4e0f604..000000000 --- a/content/Mechanics/Rules/tables/high-quality-skill-item-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["High-Quality Skill Item"] ---- -# High-Quality Skill Item -*Source: Gamemastery Guide p. 197* - -| 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/Rules/tables/high-quality-weapons-gmg.md b/content/Mechanics/Rules/tables/high-quality-weapons-gmg.md deleted file mode 100644 index 39de7e265..000000000 --- a/content/Mechanics/Rules/tables/high-quality-weapons-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["High-Quality Weapons"] ---- -# High-Quality Weapons -*Source: Gamemastery Guide p. 197* - -| 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 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/hired-help-aoa2.md b/content/Mechanics/Rules/tables/hired-help-aoa2.md deleted file mode 100644 index 9a842c00e..000000000 --- a/content/Mechanics/Rules/tables/hired-help-aoa2.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/aoa2 -aliases: ["Hired Help"] ---- -# Hired Help -*Source: Age of Ashes #2: Cult of Cinders p. 75* - -| Specialty | NPC Name | Source | -|-----------|----------|--------| -| Acrobatics trainer | Nolly Peltry (halfling adventurer) | "Tomorrow Must Burn" | -| Arcana trainer | Mialari Docur (elf schoolmistress) | "Tomorrow Must Burn" | -| Arcana trainer | Trinil Uskwold (human innkeeper) | "Hellknight Hill" 69 | -| Artisan | Tarindlara Vallindel (elf cleric of Shelyn) | "Hellknight Hill" 69 | -| Artisan | Winthrop Finney (human tailor) | "Hellknight Hill" 67 | -| Athletics trainer | Alak Stagram (human Hellknight armiger) | "Hellknight Hill" 19 | -| Bookmaker | Jorell Blacktusk (half-orc librarian) | "Hellknight Hill" 67 | -| Crafting trainer | Renali (anadi explorer) | "Hellknight Hill" 78 | -| Medic | Kellen Carondil (elf cleric of Desna) | "Hellknight Hill" 68 | -| Nature trainer | Nketiah (elf linguist) | "Cult of Cinders" 78 | -| Occultism trainer | Morta Valaskin (human mortician) | "Hellknight Hill" 68 | -| Performance trainer | Brynne Taithe (human cleric of Cayden Cailean) | "Hellknight Hill" 67 | -| Religion trainer | Brynne Taithe (human cleric of Cayden Cailean) | "Hellknight Hill" 67 | -| Religion trainer | Kellen Carondil (elf cleric of Desna) | "Hellknight Hill" 68 | -| Religion trainer | Tarindlara Vallindel (elf cleric of Shelyn) | "Hellknight Hill" 69 | -| Seneschal | Nketiah (Ekujae linguist) | "Cult of Cinders" 78 | -| Seneschal | Warbal Bumblebrasher (goblin diplomat) | "Hellknight Hill" 82 | -| Stonemason | Amera Lang (human stonemason) | "Hellknight Hill" 68 | -| Stonemason | Rorsk Axebain (dwarf stonemason) | "Hellknight Hill" 69 | -| Survival trainer | Helba (goblin chieftain) | "Hellknight Hill" 28 | -| Thievery trainer | Crink Twiddleton (halfling merchant) | "Hellknight Hill" 68 | -| Thievery trainer | Mialari Docur (elf schoolmistress) | "Tomorrow Must Burn" | -| Woodworker | Fadelby Vusker (human wainwright) | "Hellknight Hill" 69 | -| Woodworker | Xandel Rynearsohn (human carpenter) | "Hellknight Hill" 67 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/housing-costs-lotg.md b/content/Mechanics/Rules/tables/housing-costs-lotg.md deleted file mode 100644 index c2de10ecf..000000000 --- a/content/Mechanics/Rules/tables/housing-costs-lotg.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/lotg -aliases: ["Housing Costs"] ---- -# Housing Costs -*Source: Lost Omens: Travel Guide p. 17* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
House payment (10 year period)PriceMonthly
Thatch hut (poor home)100 gp2 gp
Wood cottage (comfortable home)300 gp6 gp
Stone house (quality home)2,000 gp40 gp
Wood, stone, and metal manse (fine home)6,000 gp120 gp
Villa (luxury home)15,000 gp300 gp
HouseMonthly 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
\ No newline at end of file diff --git a/content/Mechanics/Rules/tables/income-earned.md b/content/Mechanics/Rules/tables/income-earned.md deleted file mode 100644 index 9f8d4378c..000000000 --- a/content/Mechanics/Rules/tables/income-earned.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Income Earned"] ---- -# Income Earned -*Source: Core Rulebook p. 236* - -| 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 | -| 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 gp | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/innovation-armor-statistics-g-g.md b/content/Mechanics/Rules/tables/innovation-armor-statistics-g-g.md deleted file mode 100644 index 86ce57931..000000000 --- a/content/Mechanics/Rules/tables/innovation-armor-statistics-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/g&g -aliases: ["Innovation Armor Statistics"] ---- -# Innovation Armor Statistics -*Source: Guns & Gears p. 16* - -| Medium Armor | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | -|--------------|----------|---------|---------------|---------------|----------|------|-------|--------------| -| [Power Suit](compendium/equipment/items/power-suit-g-g.md) | +4 | +1 | -2 | -5 feet | 16 | 2 | composite | — | -| [Subterfuge Suit](compendium/equipment/items/subterfuge-suit-g-g.md) | +1 | +4 | -1 | — | 10 | 1 | composite | — | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/learning-a-spell.md b/content/Mechanics/Rules/tables/learning-a-spell.md deleted file mode 100644 index b65e5dc64..000000000 --- a/content/Mechanics/Rules/tables/learning-a-spell.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Learning a Spell"] ---- -# Learning a Spell -*Source: Core Rulebook p. 238* - -| 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 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/magical-gear.md b/content/Mechanics/Rules/tables/magical-gear.md deleted file mode 100644 index 5262ebd23..000000000 --- a/content/Mechanics/Rules/tables/magical-gear.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Magical Gear"] ---- -# Magical Gear -*Source: Core Rulebook p. 293* - -| Consumable Magic Items | Price | Bulk | Page | -|------------------------|-------|------|------| -| _[Holy water](compendium/equipment/items/holy-water.md)_ | 3 gp | L | 571 | -| _[Unholy water](compendium/equipment/items/unholy-water.md)_ | 3 gp | L | 571 | -^magical-gear-6-12-3 - -| Potions | Price | Bulk | Page | -|---------|-------|------|------| -| _Minor healing potion_ | 4 gp | L | 563 | -^magical-gear-6-12-5 - -| Scrolls | Price | Bulk | Page | -|---------|-------|------|------| -| Scroll of a common 1st-level spell | 4 gp | L | 565 | -^magical-gear-6-12-7 - -| Talismans | Price | Bulk | Page | -|-----------|-------|------|------| -| _[Potency crystal](compendium/equipment/items/potency-crystal.md)_ | 4 gp | — | 568 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/mana-storm-effects-ooa2.md b/content/Mechanics/Rules/tables/mana-storm-effects-ooa2.md deleted file mode 100644 index 42689b686..000000000 --- a/content/Mechanics/Rules/tables/mana-storm-effects-ooa2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa2 -aliases: ["Mana Storm Effects"] ---- -# Mana Storm Effects -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 70* - -| `d20` | Mana Storm Effect | -|-------|-------------------| -| 1 | **Bleaching** ([primal](rules/traits/primal.md "Primal Tradition Trait"), [transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Fortitude. Creatures and objects within a radius of 10 feet per level are drained of color for 1 hour. A gnome affected by this effect must succeed at a Will save or become [frightened](rules/conditions.md#Frightened) and unable to reduce this [frightened](rules/conditions.md#Frightened) condition below 1 while bleached of color; this is a [mental](rules/traits/mental.md "Mental Effect Trait") and [fear](rules/traits/fear.md "Fear Effect Trait") effect. | -| 2 | **Crawling Vermin** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait")) A monstrous, strangely colored insect hostile to all creatures appears within 60 feet. The creature that appears should be insectile in appearance and of a level approximately equal to the level of an animal summoned by [summon animal](compendium/spells/summon-animal.md) of the storm's level. The GM determines the specific creature. After 1 minute, the creature can choose to either return where it came from or to remain. It's neither [summoned](rules/traits/summoned.md "Summoned Creature Trait") nor a [minion](rules/traits/minion.md "Minion Creature Trait"). | -| 3 | **Anchored** ([abjuration](rules/traits/abjuration.md "Abjuration School Trait"), [arcane](rules/traits/arcane.md "Arcane Tradition Trait")) Will. Creatures within a radius of 10 feet per level are affected by [dimensional anchor](compendium/spells/dimensional-anchor.md). Creatures that fail their saving throws also have their Speeds reduced by 10 feet (to a minimum of 5 feet) during the effect's duration. | -| 4 | **Unluck** ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [divination](rules/traits/divination.md "Divination School Trait"), [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait")) Will. A zone of unluck and strange violet illumination fill a radius of 10 feet per level for 1 hour. Creatures in this area roll attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks twice and take the lower result. | -| 5 | **Strange Reversal** ([curse](rules/traits/curse.md "Curse Effect Trait"), [transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Fortitude. One creature's body and all its possessions reverse into a mirror image of themselves. This effect is permanent. | -| 6 | **Gravity Surge** ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [transmutation](rules/traits/transmutation.md "Transmutation School Trait")) Reflex. Creatures within a radius of 10 feet per level, in random order, are pushed 10 feet per level away from the nearest creature. A pushed creature that hits an object or another creature stops but takes falling damage equal to the distance moved (a creature hit takes the same amount of falling damage). | -| 7 | **Psychic Assault** ([illusion](rules/traits/illusion.md "Illusion School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait")) Will. Creatures within a radius of 10 feet per level are affected by [phantom pain](compendium/spells/phantom-pain.md). | -| 8 | **Dazzling Mein** ([illusion](rules/traits/illusion.md "Illusion School Trait"), [occult](rules/traits/occult.md "Occult Tradition Trait"), [visual](rules/traits/visual.md "Visual Effect Trait")) One creature is affected by cloak of colors; that creature is immune to the effects, but all others around it are affected normally. | -| 9 | **Geyser** ([evocation](rules/traits/evocation.md "Evocation School Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait"), [water](rules/traits/water.md "Water Energy & Element Trait")) Fortitude. Water erupts from the ground, but rather than spraying directly up into the air, the water bends impossibly to surge along a horizontal path just above the ground, like a floating, torrential flood. This torrent of water manifests as a hydraulic torrent at first, eerily doing so in the most efficient line to catch as many potential targets in its path as it can. The water then splashes down into the sand, remaining as a long, thin swath of water that can provide a drinking source until it's soaked up or evaporates. | -| 10 | **Sudden Pit** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [earth](rules/traits/earth.md "Earth Energy & Element Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait")) Reflex. A pit opens beneath a random creature. The pit is as wide as the creature's space, so the creature can [Grab an Edge](rules/actions/grab-an-edge.md) to avoid a fall. The pit is 20 feet deep per level of the mana storm and remains open even in terrain normally unable to support such a structure. After 1 hour, the pit vanishes and anything that fell in is restored to the surface. | -| 11 | **Befuddlement** ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [emotion](rules/traits/emotion.md "Emotion Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait")) Will. A number of creatures up to the level of the mana storm within a radius of 10 feet per level become [confused](rules/conditions.md#Confused) for 1 round per level. | -| 12 | **Death Field** ([necromancy](rules/traits/necromancy.md "Necromancy School Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait")) Fortitude. Normal vegetation within a radius of 10 feet per level immediately dies and turns to ash. Plant creatures take `2d6` damage per level of the mana storm (basic Fortitude save). | -| 13 | **Strangers to All** ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [curse](rules/traits/curse.md "Curse Effect Trait"), [enchantment](rules/traits/enchantment.md "Enchantment School Trait"), [mental](rules/traits/mental.md "Mental Effect Trait"), [misfortune](rules/traits/misfortune.md "Misfortune Effect Trait")) Will. A number of creatures up to the level of the mana storm within a radius of 10 feet per level are affected by outcast's curse. | -| 14-15 | **Weird Rain** ([conjuration](rules/traits/conjuration.md "Conjuration School Trait"), [primal](rules/traits/primal.md "Primal Tradition Trait")) A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius of 10 feet per level of the mana storm for a number of rounds equal to the level. This rain doesn't harm creatures in the area. Creatures in the area have concealment. The objects remain even after the rain is over. | -| 16-17 | **Wellspring** ([primal](rules/traits/primal.md "Primal Tradition Trait"), varies) The mana storm draws magical potential from deep within a random creature. That creature rolls `1d20` and uses the [Wellspring Surges](rules/tables/wellspring-surges-som.md) table to determine a wellspring effect. | -| 18-19 | **Wondrous Effect** ([arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [evocation](rules/traits/evocation.md "Evocation School Trait")) Randomly choose one creature to be a "wielder" and a different random creature to be a "target." Roll d% on the [rod of wonder](compendium/equipment/items/rod-of-wonder.md) table to determine what sort of strange effect occurs between the creatures. | -| 20 | **Double Strength** (varies) Reroll two results and apply both in the order rolled; further results of 20 on these rerolls have no effect. | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/martial-melee-weapons-logm.md b/content/Mechanics/Rules/tables/martial-melee-weapons-logm.md deleted file mode 100644 index 9a69d1859..000000000 --- a/content/Mechanics/Rules/tables/martial-melee-weapons-logm.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/logm -aliases: ["Martial Melee Weapons"] ---- -# Martial Melee Weapons -*Source: Lost Omens: Gods & Magic p. 120* - -| Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|--------|-------|--------|------|-------|-------|---------------| -| Machete | 7 sp | `1d6` S | L | 1 | Sword | [Deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait") | -| Meteor hammer | 3 gp | `1d8` B | 2 | 2 | Flail | [Backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -| War razor | 3 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait") | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/material-hardness-hit-points-and-broken-threshold.md b/content/Mechanics/Rules/tables/material-hardness-hit-points-and-broken-threshold.md deleted file mode 100644 index 860d2c8bf..000000000 --- a/content/Mechanics/Rules/tables/material-hardness-hit-points-and-broken-threshold.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Material Hardness, Hit Points, and Broken Threshold"] ---- -# Material Hardness, Hit Points, and Broken Threshold -*Source: Core Rulebook p. 577* - -| 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 | 4 | 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 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/melee-weapons.md b/content/Mechanics/Rules/tables/melee-weapons.md deleted file mode 100644 index bcdec0d96..000000000 --- a/content/Mechanics/Rules/tables/melee-weapons.md +++ /dev/null @@ -1,92 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Melee Weapons"] ---- -# Melee Weapons -*Source: Core Rulebook p. 280* - -| Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|----------------|-------|--------|------|-------|-------|---------------| -| [Club](compendium/equipment/items/club.md) | 0 | `1d6` B | 1 | 1 | Club | [Thrown](rules/traits/thrown.md "Thrown Weapon Trait") 10 ft. | -| [Dagger](compendium/equipment/items/dagger.md) | 2 sp | `1d4` P | L | 1 | Knive | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") 10 ft., [versatile](rules/traits/versatile.md "Versatile Weapon Trait") S | -| [Gauntlet](compendium/equipment/items/gauntlet.md) | 2sp | `1d4` B | L | 1 | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") | -| [Light mace](compendium/equipment/items/light-mace.md) | 4 sp | `1d4` B | L | 1 | Club | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait") | -| [Longspear](compendium/equipment/items/longspear.md) | 5 sp | `1d8` P | 2 | 2 | Spear | [Reach](rules/traits/reach.md "Reach Weapon Trait") | -| [Mace](compendium/equipment/items/mace.md) | 1 gp | `1d6` B | 1 | 1 | Club | [Shove](rules/traits/shove.md "Shove Weapon Trait") | -| [Morningstar](compendium/equipment/items/morningstar.md) | 1 gp | `1d6` B | 1 | 1 | Club | [Versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | -| [Sickle](compendium/equipment/items/sickle.md) | 2 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -| [Spear](compendium/equipment/items/spear.md) | 1 sp | `1d6` P | 1 | 1 | Spear | [Thrown](rules/traits/thrown.md "Thrown Weapon Trait") 20 ft. | -| [Spiked gauntlet](compendium/equipment/items/spiked-gauntlet.md) | 3 sp | `1d4` P | L | 1 | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [free-hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") | -| [Staff](compendium/equipment/items/staff.md) | 0 | `1d4` B | 1 | 1 | Club | [Two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") d8 | -^melee-weapons-6-7-12 - -| Uncommon Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|-------------------------|-------|--------|------|-------|-------|---------------| -| [Clan dagger](compendium/equipment/items/clan-dagger.md) | 2 gp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") B | -| [Katar](compendium/equipment/items/katar.md) | 3 sp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [deadly](rules/traits/deadly.md "Deadly Weapon Trait") d6, [monk](rules/traits/monk.md "Monk Class Trait") | -^melee-weapons-6-7-15 - -| Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|-----------------|-------|--------|------|-------|-------|---------------| -| [Bastard sword](compendium/equipment/items/bastard-sword.md) | 4 gp | `1d8` S | 1 | 1 | Sword | [Two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") d12 | -| [Battle axe](compendium/equipment/items/battle-axe.md) | 1 gp | `1d8` S | 1 | 1 | Axe | [Sweep](rules/traits/sweep.md "Sweep Weapon Trait") | -| [Bo staff](compendium/equipment/items/bo-staff.md) | 2 sp | `1d8` B | 2 | 2 | Club | [Monk](rules/traits/monk.md "Monk Class Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -| [Falchion](compendium/equipment/items/falchion.md) | 3 gp | `1d10` S | 2 | 2 | Sword | [Forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait") | -| [Flail](compendium/equipment/items/flail.md) | 8 sp | `1d6` B | 1 | 1 | Flail | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -| [Glaive](compendium/equipment/items/glaive.md) | 1 gp | `1d8` S | 2 | 2 | Polearm | [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d8, [forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait") | -| [Greataxe](compendium/equipment/items/greataxe.md) | 2 gp | `1d12` S | 2 | 2 | Axe | [Sweep](rules/traits/sweep.md "Sweep Weapon Trait") | -| [Greatclub](compendium/equipment/items/greatclub.md) | 1 gp | `1d10` B | 2 | 2 | Club | [Backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [shove](rules/traits/shove.md "Shove Weapon Trait") | -| [Greatpick](compendium/equipment/items/greatpick.md) | 1 gp | `1d10` P | 2 | 2 | Pick | [Fatal](rules/traits/fatal.md "Fatal Weapon Trait") d12 | -| [Greatsword](compendium/equipment/items/greatsword.md) | 2 gp | `1d12` S | 2 | 2 | Sword | [Versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | -| [Guisarme](compendium/equipment/items/guisarme.md) | 2 gp | `1d10` S | 2 | 2 | Polearm | [Reach](rules/traits/reach.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -| [Halberd](compendium/equipment/items/halberd.md) | 2 gp | `1d10` P | 2 | 2 | Polearm | [Reach](rules/traits/reach.md "Reach Weapon Trait"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") S | -| [Hatchet](compendium/equipment/items/hatchet.md) | 4 sp | `1d6` S | L | 1 | Axe | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") 10 ft. | -| [Lance](compendium/equipment/items/lance.md) | 1 gp | `1d8` P | 2 | 2 | Spear | [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d8, [jousting ](rules/traits/jousting-d6.md "Jousting Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait") | -| [Light hammer](compendium/equipment/items/light-hammer.md) | 3 sp | `1d6` B | L | 1 | Hammer | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") 20 ft. | -| [Light pick](compendium/equipment/items/light-pick.md) | 4 sp | `1d4` P | L | 1 | Pick | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [fatal](rules/traits/fatal.md "Fatal Weapon Trait") d8 | -| [Longsword](compendium/equipment/items/longsword.md) | 1 gp | `1d8` S | 1 | 1 | Sword | [Versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | -| [Main-gauche](compendium/equipment/items/main-gauche.md) | 5 sp | `1d4` P | L | 1 | Knife | [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"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") S | -| [Maul](compendium/equipment/items/maul.md) | 3 gp | `1d12` B | 2 | 2 | Hammer | [Shove](rules/traits/shove.md "Shove Weapon Trait") | -| [Pick](compendium/equipment/items/pick.md) | 7 sp | `1d6` P | 1 | 1 | Pick | [Fatal](rules/traits/fatal.md "Fatal Weapon Trait") d10 | -| [Ranseur](compendium/equipment/items/ranseur.md) | 2 gp | `1d10` P | 2 | 2 | Polearm | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait") | -| [Rapier](compendium/equipment/items/rapier.md) | 2 gp | `1d6` P | 1 | 1 | Sword | [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d8, [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait") | -| [Sap](compendium/equipment/items/sap.md) | 1 sp | `1d6` B | L | 1 | Club | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") | -| [Scimitar](compendium/equipment/items/scimitar.md) | 1 gp | `1d6` S | 1 | 1 | Sword | [Forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait") | -| [Scythe](compendium/equipment/items/scythe.md) | 2 gp | `1d10` S | 2 | 2 | Polearm | [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d10, [trip](rules/traits/trip.md "Trip Weapon Trait") | -| Shield bash | — | `1d4` B | — | 1 | Shield | — | -| [Shield boss](compendium/equipment/items/shield-boss.md) | 5 sp | `1d6` B | — | 1 | Shield | [Attached ](rules/traits/attached-to-shield.md "Attached Weapon Trait") | -| [Shield spikes](compendium/equipment/items/shield-spikes.md) | 5 sp | `1d6` P | — | 1 | Shield | [Attached ](rules/traits/attached-to-shield.md "Attached Weapon Trait") | -| [Shortsword](compendium/equipment/items/shortsword.md) | 9 sp | `1d6` P | L | 1 | Sword | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") S | -| [Starknife](compendium/equipment/items/starknife.md) | 2 gp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [deadly](rules/traits/deadly.md "Deadly Weapon Trait") d6, [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") 20 ft., [versatile](rules/traits/versatile.md "Versatile Weapon Trait") S | -| [Trident](compendium/equipment/items/trident.md) | 1 gp | `1d8` P | 1 | 1 | Spear | [Thrown](rules/traits/thrown.md "Thrown Weapon Trait") 20 ft. | -| [War flail](compendium/equipment/items/war-flail.md) | 2 gp | `1d10` B | 2 | 2 | Flail | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -| [Warhammer](compendium/equipment/items/warhammer.md) | 1 gp | `1d8` B | 1 | 1 | Hammer | [Shove](rules/traits/shove.md "Shove Weapon Trait") | -| [Whip](compendium/equipment/items/whip.md) | 1 sp | `1d4` S | 1 | 1 | Flail | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -^melee-weapons-6-7-50 - -| Uncommon Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|--------------------------|-------|--------|------|-------|-------|---------------| -| [Dogslicer](compendium/equipment/items/dogslicer.md) | 1 sp | `1d6` S | L | 1 | Sword | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") | -| Elven Curce blade | 4 gp | `1d8` S | 2 | 2 | Sword | [Elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [forceful](rules/traits/forceful.md "Forceful Weapon Trait") | -| [Filcher's fork](compendium/equipment/items/filchers-fork.md) | 1 gp | `1d4` P | L | 1 | Spear | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [deadly](rules/traits/deadly.md "Deadly Weapon Trait") d6, [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait"), [thrown](rules/traits/thrown.md "Thrown Weapon Trait") 20 ft. | -| [Gnome hooked hammer](compendium/equipment/items/gnome-hooked-hammer.md) | 2 gp | `1d6` B | 1 | 1 | Hammer | [Gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait"), [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") d10, [versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | -| [Horsechopper](compendium/equipment/items/horsechopper.md) | 9 sp | `1d8` S | 2 | 2 | Polearm | [Goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | -| [Kama](compendium/equipment/items/kama.md) | 1 gp | `1d6` S | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -| [Katana](compendium/equipment/items/katana.md) | 2 gp | `1d6` S | 1 | 1 | Sword | [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") d8, [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") d10, [versatile](rules/traits/versatile.md "Versatile Weapon Trait") P | -| [Kukri](compendium/equipment/items/kukri.md) | 6 sp | `1d6` S | L | 1 | Knive | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -| [Nunchaku](compendium/equipment/items/nunchaku.md) | 2 sp | `1d6` B | L | 1 | Club | [Backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait") | -| [Orc knuckle dagger](compendium/equipment/items/orc-knuckle-dagger.md) | 7 sp | `1d6` P | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") | -| [Sai](compendium/equipment/items/sai.md) | 6 sp | `1d4` P | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait"), [versatile](rules/traits/versatile.md "Versatile Weapon Trait") B | -| [Spiked chain](compendium/equipment/items/spiked-chain.md) | 3 gp | `1d8` S | 1 | 2 | Flail | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -| [Temple sword](compendium/equipment/items/temple-sword.md) | 2 gp | `1d8` S | 1 | 1 | Sword | [Monk](rules/traits/monk.md "Monk Class Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -^melee-weapons-6-7-64 - -| Uncommon Advanced Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|---------------------------|-------|--------|------|-------|-------|---------------| -| Dwarven waraxe | 3 gp | `1d8` S | 2 | 1 | Axe | [Dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [two-hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") d12 | -| [Gnome flickmace](compendium/equipment/items/gnome-flickmace.md) | 3 gp | `1d8` B | 2 | 1 | Flail | [Gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait") | -| [Orc necksplitter](compendium/equipment/items/orc-necksplitter.md) | 2 gp | `1d8` S | 1 | 1 | Axe | [Forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait") | -| [Sawtooth saber](compendium/equipment/items/sawtooth-saber.md) | 5 gp | `1d6` S | L | 1 | Sword | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [twin](rules/traits/twin.md "Twin Weapon Trait") | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/mixed-drink-effects-ooa1.md b/content/Mechanics/Rules/tables/mixed-drink-effects-ooa1.md deleted file mode 100644 index 90da20b40..000000000 --- a/content/Mechanics/Rules/tables/mixed-drink-effects-ooa1.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa1 -aliases: ["Mixed Drink Effects"] ---- -# Mixed Drink Effects -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 70* - -| `d20` | Effect | -|-------|--------| -| 1–9 | No effect | -| 10 | Excessive burping; increase the DC to recover from the sickened condition by 1 for 8 hours | -| 11 | Extreme stomach cramps; you can't willingly ingest anything, even other drinks, for 8 hours | -| 12 | Immediate and intense headache, causing weakness 5 to mental damage for 8 hours | -| 13 | Improved reflexes, giving a +1 item bonus to Reflex saves for 8 hours | -| 14 | Heightened awareness, granting a +1 item bonus to Perception checks to Seek for 8 hours | -| 15 | Keen insight, granting a +1 item bonus to Perception checks to Sense Motive for 8 hours | -| 16 | You can cast dancing lights as a primal cantrip once within the next day. | -| 17 | You can cast guidance as a primal cantrip once within the next day. | -| 18 | You can cast prestidigitation as a primal cantrip once within the next day. | -| 19 | You regain 1d6 Hit Points (and gain any excess over your maximum as temporary Hit Points that last for 8 hours). | -| 20 | You gain a bit of luck: once during the next 8 hours when you attempt a saving throw or a skill check, you can roll twice and take the higher result. This is a fortune effect. | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/monk-unarmed-attacks.md b/content/Mechanics/Rules/tables/monk-unarmed-attacks.md deleted file mode 100644 index 03d60fb2d..000000000 --- a/content/Mechanics/Rules/tables/monk-unarmed-attacks.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Monk Unarmed Attacks"] ---- -# Monk Unarmed Attacks -*Source: Core Rulebook p. 159* - -Some monk stances allow you to make special unarmed attacks while in those stances. These attacks are summarized here. - -| Attack | Damage | Group | Traits | -|--------|--------|-------|--------| -| Crane Wing | `1d6` B | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| Dragon tail | `1d10` B | Brawling | [Backswing](rules/traits/backswing.md "Backswing Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| Falling stone | `1d8` B | Brawling | [Forceful](rules/traits/forceful.md "Forceful Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| Iron Sweep | `1d8` B | Brawling | [Nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [parry](rules/traits/parry.md "Parry Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| Lashing branch | `1d8` S | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| Tiger claw | `1d8` S | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [Finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| Wind crash* | `1d6` S | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | -| Wolf jaw | `1d8` P | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | - -* [Wild winds stance](compendium/spells/wild-winds-stance.md) is a ki spell, so you can find out more about wind crash on page 402. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/party-treasure-by-level.md b/content/Mechanics/Rules/tables/party-treasure-by-level.md deleted file mode 100644 index b1950bd75..000000000 --- a/content/Mechanics/Rules/tables/party-treasure-by-level.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Party Treasure by Level"] ---- -# Party Treasure by Level -*Source: Core Rulebook p. 509* - -| 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 | 850 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 | - -* Many 1st-level permanent items should be items from Chapter 6 instead of magic items. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/personal-staves-som.md b/content/Mechanics/Rules/tables/personal-staves-som.md deleted file mode 100644 index 1ded65382..000000000 --- a/content/Mechanics/Rules/tables/personal-staves-som.md +++ /dev/null @@ -1,133 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/som -aliases: ["Personal Staves"] ---- -# Personal Staves -*Source: Secrets of Magic p. 166* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
StaffMaximum Spells
LevelPriceCantrip1st2nd3rd4th5th6th7th8th
5160 gp12
7250 gp122
9700 gp1222
111400 gp12222
133000 gp122222
156500 gp1222222
1715000 gp12222222
1940000 gp122222222
\ No newline at end of file diff --git a/content/Mechanics/Rules/tables/quirks-gmg.md b/content/Mechanics/Rules/tables/quirks-gmg.md deleted file mode 100644 index 9cfe3e024..000000000 --- a/content/Mechanics/Rules/tables/quirks-gmg.md +++ /dev/null @@ -1,112 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Quirks"] ---- -# Quirks -*Source: Gamemastery Guide p. 86* - -| d% | Quirk | Description | -|----|-------|-------------| -| 01 | Melodic | Faint music plays when in use. | -| 02 | Skin-altering | The user's skin color changes to a bright color such as blue or green. | -| 03 | Choral | Repeats everything the user says in a singing voice. | -| 04 | Mood coloration | User's mood affects the item's color. | -| 05 | Chatty | Happily engages in small talk. | -| 06 | Spoiling | Food within 1 foot spoils at twice the normal rate. | -| 07 | Friendly | Requests to be introduced to everyone the user meets. | -| 08 | Muffling | Nearby sounds are slightly quieter. | -| 09 | Runic | Runes appear on the user's skin. | -| 10 | Comfortable | Can serve as a pillow or blanket. | -| 11 | Rain-blocking | The user remains dry in the rain. | -| 12 | Clumsy | When unattended, knocks over other small items within 1 foot. | -| 13 | Elemental appearance | Seems made of flame, water, or another elemental material. | -| 14 | Magnetic | Small, ferrous objects of light Bulk or less adhere to it. | -| 15 | Aberrant | Has tentacles, teeth, or other off-putting features. | -| 16 | Dream-eating | Creatures asleep within 10 feet do not dream. | -| 17 | Clean | Remains pristine despite filth. | -| 18 | Hungry | Needs daily meals, often odd things like wood shavings. | -| 19 | Smelly | Smells like the last food the user ate. | -| 20 | Flamboyant | Flashes of light, sparks of color, and other effects shower from it. | -| 21 | Verdant trail | Small plants grow where the user walks, remaining for 1 hour. | -| 22 | Complaining | Grumbles when not in use. | -| 23 | Detecting | Aware of a specific animal or plant, such as squirrels or poison ivy, within 30 feet. | -| 24 | Fibbing | Tells grandiose and obvious lies. | -| 25 | Compressing | User is slightly shorter. | -| 26 | Attentive | Turns to face the last creature to touch it. | -| 27 | Soprano | User's voice becomes higher. | -| 28 | Shrinking | Decreases in size when used. | -| 29 | Aromatic | Nearby air smells pleasant. | -| 30 | Temperate | Slight warmth spills from the item. | -| 31 | Slime trail | User leaves a trail of slime where they walk, remaining for 1 hour. | -| 32 | Tetrachromatic | Colors seem more vivid to the user. | -| 33 | Resounding | Nearby sounds are slightly louder. | -| 34 | Insect-attracting | Harmless insects swarm around it. | -| 35 | Ancient tongue | Speaks in a forgotten language. | -| 36 | Bloodthirsty | The sight of blood causes it to quiver in anticipation. | -| 37 | Polished | Highly reflective. | -| 38 | Scribing | Absorbs ink for 1 hour, allowing its points to be used as a pen. | -| 39 | Dirty | A layer of filth always remains. | -| 40 | Eye-altering | User's eye color changes. | -| 41 | Preserving | Food within 1 foot spoils at half rate. | -| 42 | Leafy | Small plants grow on or from it. | -| 43 | Wet | It and its user are always damp. | -| 44 | Encouraging | Offers encouragement when the user fails a check. | -| 45 | Loyal | Remains within 5 feet of the user, as if on a tether. | -| 46 | Ritualistic | Demands the user perform a simple act every morning. | -| 47 | Restless | Slowly moves and fidgets. | -| 48 | Displaced | Appears offset from where it is. | -| 49 | Caring | Provides advice and reminders. | -| 50 | Projecting | Light creates a kaleidoscopic effect. | -| 51 | Hair-altering | User's hair color changes. | -| 52 | Watchful | Staring eyes cover it. | -| 53 | Generous | Produces small, token gifts. | -| 54 | Bass | User's voice becomes lower. | -| 55 | Leaking | Secretes a harmless liquid. | -| 56 | Taste-altering | Food tastes different, such as tasting sweeter or saltier. | -| 57 | Bouncy | Bounces on collision. | -| 58 | Lucid | Creatures asleep within 10 feet see the item in their dreams. | -| 59 | Decorous | Insists the user use polite language. | -| 60 | Junky | Appears shoddy or made of scraps. | -| 61 | Cavorting | Dances in place when not in use. | -| 62 | Furry | Covered by a thin coat of fur. | -| 63 | Unusually colored | An outlandish color, such as a bright purple suit of armor. | -| 64 | Sonorous | Sounds a pure tone when struck. | -| 65 | Starry | Seems made of night sky. | -| 66 | Compact | Packs neatly into a smaller form. | -| 67 | Misting | Constantly leaking mist or steam. | -| 68 | Chirping | Coos and squeaks when used. | -| 69 | Balanced | Always remains perfectly upright. | -| 70 | Sun-blocking | User never receives sunburns. | -| 71 | Animal-attracting | Harmless animals follow the user. | -| 72 | Flaunting | Forces user to move dramatically. | -| 73 | Tracing | Followed by thin trails of color. | -| 74 | Monologuing | Recites long lectures or speeches. | -| 75 | Foretelling | Makes mysterious predictions. | -| 76 | Adhesive | Sticks slightly to any surface. | -| 77 | Levitating | Floats slightly above a surface. | -| 78 | Slimy | Covered by a thin layer of slime. | -| 79 | Commentating | Remarks on its surroundings. | -| 80 | Numbing | User is less sensitive to pain. | -| 81 | Time-telling | Announces the current time. | -| 82 | Towering | User is slightly taller. | -| 83 | Absorbent | Absorbs up to one pint of liquid. | -| 84 | Faceted | Appears made of crystal or gems. | -| 85 | Bubbly | Creates bubbles when used. | -| 86 | Image-flipping | User appears to be mirrored. | -| 87 | Hair-growing | User's hair grows at double rate. | -| 88 | Alternating | Appearance slowly changes. | -| 89 | Sweaty | Becomes damp and pungent when used extensively. | -| 90 | Glittering | Shimmers and glows with light. | -| 91 | Molting | Sheds a thick film every morning. | -| 92 | Echoing | Sounds around the user echo. | -| 93 | Shadowless | Item and user cast no shadow. | -| 94 | Storytelling | Is inscribed with a story or knows a tale it can recite on command. | -| 95 | Chilled | Slightly cool to the touch. | -| 96 | Color-washing | User's vision shifts to a given coloration, such as sepia or monochrome. | -| 97 | Growing | Increases in size when used. | -| 98 | Floating | Slowly descends when dropped. | -| 99 | Two quirks | Roll twice on the table and apply both quirks to the item. Reroll any results of 99 or 100. | -| 100 | Three quirks | Roll three times on the table and apply all quirks to the item. Reroll any results of 99 or 100. | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/ranged-weapons.md b/content/Mechanics/Rules/tables/ranged-weapons.md deleted file mode 100644 index e7758984a..000000000 --- a/content/Mechanics/Rules/tables/ranged-weapons.md +++ /dev/null @@ -1,190 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Ranged Weapons"] ---- -# Ranged Weapons -*Source: Core Rulebook p. 280* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Simple WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon 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` P20 ft.L1Dart[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` P30 ft.L1Dart[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 WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon Traits
Alchemical Bomb*VariesVaries20 ft.L1BombVaries
[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 WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon 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` P20 ft.01Dart[Agile](rules/traits/agile.md "Agile Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait"),[thrown](rules/traits/thrown.md "Thrown Weapon Trait")
- -* Statistics for alchemical bombs can be found starting on page 544 \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/regional-languages.md b/content/Mechanics/Rules/tables/regional-languages.md deleted file mode 100644 index 21e53d66a..000000000 --- a/content/Mechanics/Rules/tables/regional-languages.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Regional Languages"] ---- -# Regional Languages -*Source: Core Rulebook p. 432* - -| Language | Regions | -|----------|---------| -| Hallit | Irrisen, Mendev, Numeria, Realm of the Mammoth Lords, Sarkoris, Ustalav | -| Kelish | Katapesh, Kelesh, Osirion, Qadira | -| Mwangi | Mwangi Expanse, the Shackles, Thuvia, Vidrian | -| Osiriani | Geb, Katapesh, Mana Wastes, Nex, Osirion, Rahadoum, Thuvia | -| Shoanti | Hold of Belkzen, Varisia | -| Skald | Irrisen, Lands of the Linnorm Kings | -| Tien | Lands of the Linnorm Kings, Realm of the Mammoth Lords, Tian Xia | -| Varisian | Brevoy, the Gravelands, Nidal, Nirmathas, Ustalav, Varisia | -| Vudrani | Jalmeray, Katapesh, Nex, Vudra | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/relic-gifts-gmg.md b/content/Mechanics/Rules/tables/relic-gifts-gmg.md deleted file mode 100644 index 2dcdfb324..000000000 --- a/content/Mechanics/Rules/tables/relic-gifts-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Relic Gifts"] ---- -# Relic Gifts -*Source: Gamemastery Guide p. 95* - -| Number of Gifts | Minimum Level | Gift Type | Gold Piece Equivalent | -|-----------------|---------------|-----------|-----------------------| -| 1 | 1st | Minor | 20 gp | -| 2 | 5th | Minor | 160 gp | -| 3 | 9th | Major | 700 gp | -| 4 | 13th | Major | 3,000 gp | -| 5 | 17th | Grand | 15,000 gp | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/resilient-armor-gmg.md b/content/Mechanics/Rules/tables/resilient-armor-gmg.md deleted file mode 100644 index d088fe3c2..000000000 --- a/content/Mechanics/Rules/tables/resilient-armor-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Resilient Armor"] ---- -# Resilient Armor -*Source: Gamemastery Guide p. 197* - -| 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 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/rituals-by-level.md b/content/Mechanics/Rules/tables/rituals-by-level.md deleted file mode 100644 index 8f13441a5..000000000 --- a/content/Mechanics/Rules/tables/rituals-by-level.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Rituals by Level"] ---- -# Rituals by Level -*Source: Core Rulebook p. 409* - -| Level | Ritual | -|-------|--------| -| 2 | [Animate object](compendium/spells/rituals/animate-object.md) | -| 2 | [Consecrate](compendium/spells/rituals/consecrate.md) | -| 2 | [Create undead](compendium/spells/rituals/create-undead.md) | -| 2 | [Inveigle](compendium/spells/rituals/inveigle.md) | -| 3 | [Geas](compendium/spells/rituals/geas.md) | -| 4 | [Atone](compendium/spells/rituals/atone.md) | -| 4 | [Blight](compendium/spells/rituals/blight.md) | -| 4 | [Plant growth](compendium/spells/rituals/plant-growth.md) | -| 5 | [Call spirit](compendium/spells/rituals/call-spirit.md) | -| 5 | [Planar ally](compendium/spells/rituals/planar-ally.md) | -| 5 | [Resurrect](compendium/spells/rituals/resurrect.md) | -| 6 | [Awaken animal](compendium/spells/rituals/awaken-animal.md) | -| 6 | [Commune](compendium/spells/rituals/commune.md) | -| 6 | [Commune with nature](compendium/spells/rituals/commune-with-nature.md) | -| 6 | [Planar binding](compendium/spells/rituals/planar-binding.md) | -| 6 | [Primal call](compendium/spells/rituals/primal-call.md) | -| 7 | [Legend lore](compendium/spells/rituals/legend-lore.md) | -| 8 | [Control weather](compendium/spells/rituals/control-weather.md) | -| 8 | [Freedom](compendium/spells/rituals/freedom.md) | -| 8 | [Imprisonment](compendium/spells/rituals/imprisonment.md) | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/scroll-statistics.md b/content/Mechanics/Rules/tables/scroll-statistics.md deleted file mode 100644 index 1d7c1892f..000000000 --- a/content/Mechanics/Rules/tables/scroll-statistics.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Scroll Statistics"] ---- -# Scroll Statistics -*Source: Core Rulebook p. 565* - -| Spell Level | Item Level | Scroll Price | -|-------------|------------|--------------| -| 1 | 1 | 4 gp | -| 2 | 3 | 12 gp | -| 3 | 5 | 30 gp | -| 4 | 7 | 70 gp | -| 5 | 9 | 150 gp | -| 6 | 11 | 300 gp | -| 7 | 13 | 600 gp | -| 8 | 15 | 1,300 gp | -| 9 | 17 | 3,000 gp | -| 10 | 19 | 8,000 gp | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/secret-language.md b/content/Mechanics/Rules/tables/secret-language.md deleted file mode 100644 index 8091d1c0b..000000000 --- a/content/Mechanics/Rules/tables/secret-language.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Secret Language"] ---- -# Secret Language -*Source: Core Rulebook p. 65* - -| Language | Speakers | -|----------|----------| -| Druidic | Druids | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/services-and-fare-ooa1.md b/content/Mechanics/Rules/tables/services-and-fare-ooa1.md deleted file mode 100644 index fd11309a5..000000000 --- a/content/Mechanics/Rules/tables/services-and-fare-ooa1.md +++ /dev/null @@ -1,96 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa1 -aliases: ["Services and Fare"] ---- -# Services and Fare -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 69* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ServicePrice
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
FoodPrice
Bread of the day1 cp
Brown bullet curry2 cp
Full-course meal4 sp
Spice cake5 cp
Stew (broth only)5 cp
Stew (with meat)1 sp
Ustradi oysters2 sp
DrinkPrice
Dunsmith's dram5 cp
Flaming whiskey7 cp
Gear greaser6 cp
Ghostly wainright2 sp
Grenadier's revenge1 sp
Smokeside sour2 cp
\ No newline at end of file diff --git a/content/Mechanics/Rules/tables/shields.md b/content/Mechanics/Rules/tables/shields.md deleted file mode 100644 index f3b7c329c..000000000 --- a/content/Mechanics/Rules/tables/shields.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Shields"] ---- -# Shields -*Source: Core Rulebook p. 277* - -| Shield | Price | AC Bonus[^1] | Speed Penalty | Bulk | Hardness | HP (BT) | -|--------|-------|--------------|---------------|------|----------|---------| -| [Buckler](compendium/equipment/items/buckler.md) | 1 gp | +1 | — | L | 3 | 6 (3) | -| [Wooden shield](compendium/equipment/items/wooden-shield.md) | 1 gp | +2 | — | 1 | 3 | 12 (6) | -| [Steel shield](compendium/equipment/items/steel-shield.md) | 2 gp | +2 | — | 1 | 5 | 20 (10) | -| [Tower shield](compendium/equipment/items/tower-shield.md) | 10 gp | +2/+4[^2] | –5 ft. | 4 | 5 | 20 (10) | - -[1]: Gaining a shield's circumstance bonus to AC requires using the [Raise a Shield](rules/actions/raise-a-shield.md) action. - -[2]: Getting the higher bonus for a tower shield requires using the [Take Cover](rules/actions/take-cover.md) action while the shield is raised. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/simple-dcs.md b/content/Mechanics/Rules/tables/simple-dcs.md deleted file mode 100644 index 381ee7769..000000000 --- a/content/Mechanics/Rules/tables/simple-dcs.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Simple DCs"] ---- -# Simple DCs -*Source: Core Rulebook p. 503* - -| Proficiency Rank | DC | -|------------------|----| -| Untrained | 10 | -| Trained | 15 | -| Expert | 20 | -| Master | 30 | -| Legendary | 40 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/simple-skill-dcs-no-level-gmg.md b/content/Mechanics/Rules/tables/simple-skill-dcs-no-level-gmg.md deleted file mode 100644 index f6abddf57..000000000 --- a/content/Mechanics/Rules/tables/simple-skill-dcs-no-level-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Simple Skill DCs (No Level)"] ---- -# Simple Skill DCs (No Level) -*Source: Gamemastery Guide p. 198* - -| Proficiency Rank | DC | -|------------------|----| -| Untrained | 10 | -| Trained | 15 | -| Expert | 20 | -| Master | 25 | -| Legendary | 30 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/size-and-reach.md b/content/Mechanics/Rules/tables/size-and-reach.md deleted file mode 100644 index 8141592f2..000000000 --- a/content/Mechanics/Rules/tables/size-and-reach.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Size and Reach"] ---- -# Size and Reach -*Source: Core Rulebook p. 474* - -| Size | Space | Reach (Tall) | Reach (Long) | -|------|-------|--------------|--------------| -| Tiny | Less than 5 feet | 0 feet | 0 feet | -| Small | 5 feet | 5 feet | 5 feet | -| Medium | 5 feet | 5 feet | 5 feet | -| Large | 10 feet | 10 feet | 5 feet | -| Huge | 15 feet | 15 feet | 10 feet | -| Gargantuan | 20 feet or more | 20 feet | 15 feet | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/skill-points-by-level-gmg.md b/content/Mechanics/Rules/tables/skill-points-by-level-gmg.md deleted file mode 100644 index 766d21d66..000000000 --- a/content/Mechanics/Rules/tables/skill-points-by-level-gmg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Skill Points by Level"] ---- -# Skill Points by Level -*Source: Gamemastery Guide p. 199* - -| Level | Skill Points Gained | -|-------|---------------------| -| 1 | Initial proficiencies | -| 2-5 | 1 | -| 6-13 | 2 | -| 14-20 | 4 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/skills-key-abilities-and-actions.md b/content/Mechanics/Rules/tables/skills-key-abilities-and-actions.md deleted file mode 100644 index 8c1c4e023..000000000 --- a/content/Mechanics/Rules/tables/skills-key-abilities-and-actions.md +++ /dev/null @@ -1,126 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Skills, Key Abilities, and Actions"] ---- -# Skills, Key Abilities, and Actions -*Source: Core Rulebook p. 235* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SkillKey AbilityUntrained ActionsTrained 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")

LoreIntelligence[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]
PerformanceCharisma[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")
- -[D]: This skill action can be used only during downtime. - -[E]: This skill action is used during exploration. - -[G]: This is a general skill action, with a description appearing on pages 234 –240 instead of under the entries for the various skills it's used for. Decipher Writing appears on page 234, Earn Income on page 236, Identify Magic and Learn a Spell on page 238, and Subsist on page 240. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/spellcasting-services.md b/content/Mechanics/Rules/tables/spellcasting-services.md deleted file mode 100644 index 740d6b980..000000000 --- a/content/Mechanics/Rules/tables/spellcasting-services.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Spellcasting Services"] ---- -# Spellcasting Services -*Source: Core Rulebook p. 294* - -| 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. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/stamina-and-hit-points-by-class-gmg.md b/content/Mechanics/Rules/tables/stamina-and-hit-points-by-class-gmg.md deleted file mode 100644 index 97cbe4d29..000000000 --- a/content/Mechanics/Rules/tables/stamina-and-hit-points-by-class-gmg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Stamina and Hit Points by Class"] ---- -# Stamina and Hit Points by Class -*Source: Gamemastery Guide p. 200* - -| 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 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/suggested-character-options-gw0.md b/content/Mechanics/Rules/tables/suggested-character-options-gw0.md deleted file mode 100644 index 936dcf3ba..000000000 --- a/content/Mechanics/Rules/tables/suggested-character-options-gw0.md +++ /dev/null @@ -1,131 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gw0 -aliases: ["Suggested Character Options"] ---- -# Suggested Character Options -*Source: Gatewalkers Player's Guide p. 4* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
AncestriesClassesLanguagesSkillsFeats
**Strongly Recommended**
Elf (Auideen, Ilverani)InvestigatorCommon[Arcana](compendium/skills.md#Arcana)Any occult skill feats
Half-elfPsychicElven[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)BardAklo[Nature](compendium/skills.md#Nature)[Forager](compendium/feats/forager.md)
OracleSylvan[Society](compendium/skills.md#Society)[Hobnobber](compendium/feats/hobnobber.md)
Witch[Survival](compendium/skills.md#Survival)[Recognize Spell](compendium/feats/recognize-spell.md)
**Appropriate**
BeastkinAlchemistErutaki[Medicine](compendium/skills.md#Medicine)[Dubious Knowledge](compendium/feats/dubious-knowledge.md)
ChangelingChampionHallit[Religion](compendium/skills.md#Religion)[Lie to Me](compendium/feats/lie-to-me.md)
DhampirClericSkald[Ride](compendium/feats/ride.md)
TieflingWizard[Survey Wildlife](compendium/feats/survey-wildlife.md)
**Not Recommended**
[Terrain Expertise](compendium/feats/terrain-expertise.md)
[Terrain Stalker](compendium/feats/terrain-stalker.md)
\ No newline at end of file diff --git a/content/Mechanics/Rules/tables/suggested-character-options-ooa0.md b/content/Mechanics/Rules/tables/suggested-character-options-ooa0.md deleted file mode 100644 index f9112a205..000000000 --- a/content/Mechanics/Rules/tables/suggested-character-options-ooa0.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa0 -aliases: ["Suggested Character Options"] ---- -# Suggested Character Options -*Source: Outlaws of Alkenstar Player's Guide p. 9* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
AlignmentsAncestries (and Ethnicities)ClassesLanguagesSkillsFeats
**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)
\ No newline at end of file diff --git a/content/Mechanics/Rules/tables/temperature-effects.md b/content/Mechanics/Rules/tables/temperature-effects.md deleted file mode 100644 index a086736ea..000000000 --- a/content/Mechanics/Rules/tables/temperature-effects.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Temperature Effects"] ---- -# Temperature Effects -*Source: Core Rulebook p. 518* - -| 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 | - -* Adjust temperatures down by 15º in areas of high humidity. \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/the-nine-alignments.md b/content/Mechanics/Rules/tables/the-nine-alignments.md deleted file mode 100644 index 505f0d6f5..000000000 --- a/content/Mechanics/Rules/tables/the-nine-alignments.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["The Nine Alignments"] ---- -# The Nine Alignments -*Source: Core Rulebook p. 29* - - - - - - - - - - - - - - - - - - - - - - - - - -
NeutralEvil
LawfulLawful Good (LG)Lawful Neutral (LN)Lawful Evil (LE)
NeutralNeutral Good (NG)True Neutral (N)Neutral Evil (NE)
ChaoticChaotic Good (CG)Chaotic Neutral (CN)Chaotic Evil (CE)
\ No newline at end of file diff --git a/content/Mechanics/Rules/tables/travel-speed.md b/content/Mechanics/Rules/tables/travel-speed.md deleted file mode 100644 index 70d899795..000000000 --- a/content/Mechanics/Rules/tables/travel-speed.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Travel Speed"] ---- -# Travel Speed -*Source: Core Rulebook p. 479* - -| Speed | Feet per Minute | Miles per Hour | Miles per Day | -|-------|-----------------|----------------|---------------| -| 10 feet | 100 | 1 | 8 | -| 15 feet | 150 | 1-1/2 | 12 | -| 20 feet | 200 | 2 | 16 | -| 25 feet | 250 | 2-1/2 | 20 | -| 30 feet | 300 | 3 | 24 | -| 35 feet | 350 | 3-1/2 | 28 | -| 40 feet | 400 | 4 | 32 | -| 50 feet | 500 | 5 | 40 | -| 60 feet | 600 | 6 | 48 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/treasure-by-encounter-gmg.md b/content/Mechanics/Rules/tables/treasure-by-encounter-gmg.md deleted file mode 100644 index f0748bf5c..000000000 --- a/content/Mechanics/Rules/tables/treasure-by-encounter-gmg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["TREASURE BY ENCOUNTER"] ---- -# TREASURE BY ENCOUNTER -*Source: Gamemastery Guide p. 51* - -| Level | Total Treasure per Level | Low | Moderate | Severe | Extreme | Extra Treasure | -|-------|--------------------------|-----|----------|--------|---------|----------------| -| 1 | 175 gp | 13 gp | 18 gp | 26 gp | 35 gp | 35 gp | -| 2 | 300 gp | 23 gp | 30 gp | 45 gp | 60 gp | 60 gp | -| 3 | 500 gp | 38 gp | 50 gp | 75 gp | 100 gp | 100 gp | -| 4 | 850 gp | 65 gp | 85 gp | 130 gp | 170 gp | 170 gp | -| 5 | 1,350 gp | 100 gp | 135 gp | 200 gp | 270 gp | 270 gp | -| 6 | 2,000 gp | 150 gp | 200 gp | 300 gp | 400 gp | 400 gp | -| 7 | 2,900 gp | 220 gp | 290 gp | 440 gp | 580 gp | 580 gp | -| 8 | 4,000 gp | 300 gp | 400 gp | 600 gp | 800 gp | 800 gp | -| 9 | 5,700 gp | 430 gp | 570 gp | 860 gp | 1,140 gp | 1,140 gp | -| 10 | 8,000 gp | 600 gp | 800 gp | 1,200 gp | 1,600 gp | 1,600 gp | -| 11 | 11,500 gp | 865 gp | 1,150 gp | 1,725 gp | 2,300 gp | 2,300 gp | -| 12 | 16,500 gp | 1,250 gp | 1,650 gp | 2,475 gp | 3,300 gp | 3,300 gp | -| 13 | 25,000 gp | 1,875 gp | 2,500 gp | 3,750 gp | 5,000 gp | 5,000 gp | -| 14 | 36,500 gp | 2,750 gp | 3,650 gp | 5,500 gp | 7,300 gp | 7,300 gp | -| 15 | 54,500 gp | 4,100 gp | 5,450 gp | 8,200 gp | 10,900 gp | 10,900 gp | -| 16 | 82,500 gp | 6,200 gp | 8,250 gp | 12,400 gp | 16,500 gp | 16,500 gp | -| 17 | 128,000 gp | 9,600 gp | 12,800 gp | 19,200 gp | 25,600 gp | 25,600 gp | -| 18 | 208,000 gp | 15,600 gp | 20,800 gp | 31,200 gp | 41,600 gp | 41,600 gp | -| 19 | 355,000 gp | 26,600 gp | 35,500 gp | 53,250 gp | 71,000 gp | 71,000 gp | -| 20 | 490,000 gp | 36,800 gp | 49,000 gp | 73,500 gp | 98,000 gp | 98,000 gp | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/unarmed-attacks.md b/content/Mechanics/Rules/tables/unarmed-attacks.md deleted file mode 100644 index 7c58ad257..000000000 --- a/content/Mechanics/Rules/tables/unarmed-attacks.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Unarmed Attacks"] ---- -# Unarmed Attacks -*Source: Core Rulebook p. 280* - -| Unarmed Attack | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|----------------|-------|--------|------|-------|-------|---------------| -| Fist | — | `1d4` B | — | 1 | Brawling | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/unarmored-defense.md b/content/Mechanics/Rules/tables/unarmored-defense.md deleted file mode 100644 index 90c1d8571..000000000 --- a/content/Mechanics/Rules/tables/unarmored-defense.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Unarmored Defense"] ---- -# Unarmored Defense -*Source: Core Rulebook p. 275* - -| Unarmored | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | | Bulk | Group | Armor Traits | -|-----------|-------|----------|---------|---------------|---------------|--|------|-------|--------------| -| No armor | — | +0 | — | — | — | | — | — | — | -| Explorer's clothing | 1 sp | +0 | +5 | — | — | | L | Cloth | Comfort | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/uncommon-adventuring-gear.md b/content/Mechanics/Rules/tables/uncommon-adventuring-gear.md deleted file mode 100644 index 3067e4359..000000000 --- a/content/Mechanics/Rules/tables/uncommon-adventuring-gear.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Uncommon Adventuring Gear"] ---- -# Uncommon Adventuring Gear -*Source: Core Rulebook p. 288* - -| Item | Price | Bulk | Hands | -|------|-------|------|-------| -| [Scholarly journal](compendium/equipment/items/scholarly-journal.md) (level 3) | 6 gp | L | 1 | -| Scholarly journal compendium (level 3) | 30 gp | L | 2 | -| [Survey map](compendium/equipment/items/survey-map.md) (level 3) | 10 gp | L | 1 | -| Survey map atlas (level 3) | 50 gp | L | 2 | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/uncommon-languages.md b/content/Mechanics/Rules/tables/uncommon-languages.md deleted file mode 100644 index b47d63761..000000000 --- a/content/Mechanics/Rules/tables/uncommon-languages.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Uncommon Languages"] ---- -# Uncommon Languages -*Source: Core Rulebook p. 65* - -| Language | Speakers | -|----------|----------| -| Abyssal | Demons | -| Aklo | Deros, evil fey, otherworldly monsters | -| Aquan | Aquatic creatures, water elemental creatures | -| Auran | Air elemental creatures, flying creatures | -| Celestial | Angels | -| Gnoll | Gnolls | -| Ignan | Fire elemental creatures | -| Necril | Ghouls, intelligent undead | -| Shadowtongue | Nidalese, Shadow Plane creatures | -| Terran | Earth elemental creatures | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/uncommon-martial-melee-weapons-logm.md b/content/Mechanics/Rules/tables/uncommon-martial-melee-weapons-logm.md deleted file mode 100644 index d2a5da6ef..000000000 --- a/content/Mechanics/Rules/tables/uncommon-martial-melee-weapons-logm.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/logm -aliases: ["Uncommon Martial Melee Weapons"] ---- -# Uncommon Martial Melee Weapons -*Source: Lost Omens: Gods & Magic p. 120* - -| Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|--------|-------|--------|------|-------|-------|---------------| -| Bladed scarf | 3 gp | `1d8` S | 1 | 2 | Flail | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait"), [trip](rules/traits/trip.md "Trip Weapon Trait") | -| Fighting fan | 11 sp | `1d4` S | L | 1 | Knife | [Agile](rules/traits/agile.md "Agile Weapon Trait"), [backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait"), [deadly ](rules/traits/deadly-d6.md "Deadly Weapon Trait"), [finesse](rules/traits/finesse.md "Finesse Weapon Trait"), [monk](rules/traits/monk.md "Monk Class Trait") | -| Khopesh | 2 gp | `1d8` S | 1 | 1 | Sword | [Trip](rules/traits/trip.md "Trip Weapon Trait") | -| Mambele | 6 sp | `1d6` S | 1 | 1 | Axe | [Disarm](rules/traits/disarm.md "Disarm Weapon Trait"), [deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait"), [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait") | -| Naginata | 3 gp | `1d8` S | 2 | 2 | Polearm | [Deadly ](rules/traits/deadly-d8.md "Deadly Weapon Trait"), [reach](rules/traits/reach.md "Reach Weapon Trait"), [versatile

](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 ](rules/traits/deadly-d10.md "Deadly Weapon Trait"), [sweep](rules/traits/sweep.md "Sweep Weapon Trait") | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/uncommon-martial-ranged-weapons-logm.md b/content/Mechanics/Rules/tables/uncommon-martial-ranged-weapons-logm.md deleted file mode 100644 index 43213344a..000000000 --- a/content/Mechanics/Rules/tables/uncommon-martial-ranged-weapons-logm.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/logm -aliases: ["Uncommon Martial Ranged Weapons"] ---- -# Uncommon Martial Ranged Weapons -*Source: Lost Omens: Gods & Magic p. 120* - -| Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|--------|-------|--------|------|-------|-------|---------------| -| Bola | 5 sp | `1d6` B | L | 1 | Sling | [Nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait"), [ranged trip](rules/traits/ranged-trip-b1.md "Ranged Trip Weapon Trait"), [thrown <20 feet>](rules/traits/thrown-20-feet.md "Thrown Weapon Trait") | \ No newline at end of file diff --git a/content/Mechanics/Rules/tables/uncommon-membership-services-da.md b/content/Mechanics/Rules/tables/uncommon-membership-services-da.md deleted file mode 100644 index d38c824e0..000000000 --- a/content/Mechanics/Rules/tables/uncommon-membership-services-da.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/da -aliases: ["Uncommon Membership Services"] ---- -# Uncommon Membership Services -*Source: Dark Archive p. 84* - - - - - - - - - - - - - - - - - - - - - - -
ServicePrice
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
- -* 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 deleted file mode 100644 index 47b6980cc..000000000 --- a/content/Mechanics/Rules/tables/watches-and-rest.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 819903e51..000000000 --- a/content/Mechanics/Rules/tables/weapon-upgrade-price.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 0755e96d4..000000000 --- a/content/Mechanics/Rules/tables/wellspring-surges-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -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 deleted file mode 100644 index 016ca21af..000000000 --- a/content/Mechanics/Rules/tables/xp-awards.md +++ /dev/null @@ -1,121 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["XP Awards"] ---- -# XP Awards -*Source: Core Rulebook p. 508* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
AccomplishmentXP Award
Minor10 XP
Moderate*30 XP
Major*80 XP
Adversary LevelXP Award
Party level –410 XP
Party level –315 XP
Party level –220 XP
Party level –130 XP
Party level40 XP
Party level + 160 XP
Party level + 280 XP
Party level + 3120 XP
Party level + 4160 XP
Hazard LevelSimple HazardComplex Hazard
Party level –42 XP10 XP
Party level –33 XP15 XP
Party level –24 XP20 XP
Party level –16 XP30 XP
Party level8 XP40 XP
Party level + 112 XP60 XP
Party level + 216 XP80 XP
Party level + 324 XP120 XP
Party level + 432 XP160 XP
\ No newline at end of file diff --git a/content/Mechanics/Rules/traits/aasimar-apg.md b/content/Mechanics/Rules/traits/aasimar-apg.md deleted file mode 100644 index 040c205a1..000000000 --- a/content/Mechanics/Rules/traits/aasimar-apg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Aasimar"] ---- -# Aasimar -*Source: Advanced Player's Guide p. 266* - -A creature with this trait has the aasimar versatile heritage. Aasimars are planar scions descended from celestial beings. An ability with this trait can be used or selected only by aasimars. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/aberration.md b/content/Mechanics/Rules/traits/aberration.md deleted file mode 100644 index 429a73b0c..000000000 --- a/content/Mechanics/Rules/traits/aberration.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 4a029e12d..000000000 --- a/content/Mechanics/Rules/traits/abjuration.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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/Rules/traits/academic-locg.md b/content/Mechanics/Rules/traits/academic-locg.md deleted file mode 100644 index 7d75609e2..000000000 --- a/content/Mechanics/Rules/traits/academic-locg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -- trait/category/general -aliases: ["Academic"] ---- -# Academic -*Source: Lost Omens: Character Guide p. 132* - -Academic entities are centered around study and the pursuit of knowledge. Academic organizations are often schools or groups including students, teachers, and researchers. - -- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/acid.md b/content/Mechanics/Rules/traits/acid.md deleted file mode 100644 index a28e0ef18..000000000 --- a/content/Mechanics/Rules/traits/acid.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/additive.md b/content/Mechanics/Rules/traits/additive.md deleted file mode 100644 index 5c883aa89..000000000 --- a/content/Mechanics/Rules/traits/additive.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/feat -aliases: ["Additive"] ---- -# Additive -*Source: Core Rulebook p. 75* - -Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an [infused](rules/traits/infused.md "Infused Item Trait") [alchemical](rules/traits/alchemical.md "Alchemical Item Trait") item, and some can be used only with the [Quick Alchemy](rules/actions/quick-alchemy.md) action. The additive trait is always followed by a level, such as [additive <2>](rules/traits/additive-2.md "Additive Feat Trait"). An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level. - -- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/adjusted-tv.md b/content/Mechanics/Rules/traits/adjusted-tv.md deleted file mode 100644 index 28535f5f3..000000000 --- a/content/Mechanics/Rules/traits/adjusted-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/armor -aliases: ["Adjusted"] ---- -# Adjusted -*Source: Treasure Vault p. 8* - -The equipment comes with an adjustment described in its entry. This adjustment is built into the equipment permanently, meaning the equipment can't have another adjustment added, nor can it be swapped out for a different adjustment. If the adjustment alters the item's base statistics, such as adding the [noisy](rules/traits/noisy.md "Noisy Armor Trait") trait, that's reflected in the equipment's table entry. Armor adjustments can be found here. - -- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/adjustment-lotgb.md b/content/Mechanics/Rules/traits/adjustment-lotgb.md deleted file mode 100644 index b55fe0c17..000000000 --- a/content/Mechanics/Rules/traits/adjustment-lotgb.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lotgb -aliases: ["Adjustment"] ---- -# Adjustment -*Source: Lost Omens: The Grand Bazaar p. 133* - -Items with this trait alter existing pieces of equipment, typically armors, shields, and weapons. A given adjustment notes which type of equipment it modifies, and a piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment takes 10 minutes of work and a [repair kit](compendium/equipment/items/repair-kit.md). \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/aeon-b1.md b/content/Mechanics/Rules/traits/aeon-b1.md deleted file mode 100644 index 6630d232e..000000000 --- a/content/Mechanics/Rules/traits/aeon-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Aeon"] ---- -# Aeon -*Source: Bestiary p. 345* - -These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/aftermath-da.md b/content/Mechanics/Rules/traits/aftermath-da.md deleted file mode 100644 index f70bd0dde..000000000 --- a/content/Mechanics/Rules/traits/aftermath-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/class -- trait/category/feat -aliases: ["Aftermath"] ---- -# Aftermath -*Source: Dark Archive p. 218* - -This trait describes feats that represent special abilities gained after exposure to the weird and deadly. - -> [!pf2-note] -> See Aftermath Feats for more information. - -- **Categories**: Feat, Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/agile.md b/content/Mechanics/Rules/traits/agile.md deleted file mode 100644 index 224ddd6b5..000000000 --- a/content/Mechanics/Rules/traits/agile.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 7945256dc..000000000 --- a/content/Mechanics/Rules/traits/air.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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/Rules/traits/alchemical.md b/content/Mechanics/Rules/traits/alchemical.md deleted file mode 100644 index fdfb7c189..000000000 --- a/content/Mechanics/Rules/traits/alchemical.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Alchemical"] ---- -# Alchemical -*Source: Core Rulebook p. 628* - -Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't [magical](rules/traits/magical.md "Magical Item Trait") and don't radiate a magical aura. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/alchemist.md b/content/Mechanics/Rules/traits/alchemist.md deleted file mode 100644 index 7c02ad2c0..000000000 --- a/content/Mechanics/Rules/traits/alchemist.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/class -aliases: ["Alchemist"] ---- -# Alchemist -*Source: Core Rulebook p. 628* - -This indicates abilities from the alchemist class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/amp-da.md b/content/Mechanics/Rules/traits/amp-da.md deleted file mode 100644 index 28ceece5f..000000000 --- a/content/Mechanics/Rules/traits/amp-da.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/feat -- trait/category/spell -aliases: ["Amp"] ---- -# Amp -*Source: Dark Archive p. 218* - -An amp is a special thoughtform that modifies the properties of your psi cantrips. Psi cantrips each have their own amp, and feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps. - -- **Categories**: Feat, Spell \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/amphibious-b1.md b/content/Mechanics/Rules/traits/amphibious-b1.md deleted file mode 100644 index 9f2f13f27..000000000 --- a/content/Mechanics/Rules/traits/amphibious-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Amphibious"] ---- -# Amphibious -*Source: Bestiary p. 345* - -An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed [Strikes](rules/actions/strike.md) don't take the usual –2 penalty for being underwater. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/anadi-lome.md b/content/Mechanics/Rules/traits/anadi-lome.md deleted file mode 100644 index fa3bf1f11..000000000 --- a/content/Mechanics/Rules/traits/anadi-lome.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lome -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Anadi"] ---- -# Anadi -*Source: Lost Omens: The Mwangi Expanse p. 308* - -A reclusive people from Garund who resemble spiders and can assume human forms. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/android-loag.md b/content/Mechanics/Rules/traits/android-loag.md deleted file mode 100644 index 42508c2a1..000000000 --- a/content/Mechanics/Rules/traits/android-loag.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -aliases: ["Android"] ---- -# Android -*Source: Lost Omens: Ancestry Guide p. 140* - -A synthetic humanoid ancestry created by artificial means. Most common in Numeria. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/angel.md b/content/Mechanics/Rules/traits/angel.md deleted file mode 100644 index 82f72b5ea..000000000 --- a/content/Mechanics/Rules/traits/angel.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index eeba93b2e..000000000 --- a/content/Mechanics/Rules/traits/animal.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/any-b1.md b/content/Mechanics/Rules/traits/any-b1.md deleted file mode 100644 index 74906f196..000000000 --- a/content/Mechanics/Rules/traits/any-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Any"] ---- -# Any -*Source: Bestiary p. 345* - -Any Alignment - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/any-class-som.md b/content/Mechanics/Rules/traits/any-class-som.md deleted file mode 100644 index b7d9dcc6a..000000000 --- a/content/Mechanics/Rules/traits/any-class-som.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/class -aliases: ["Any Class"] ---- -# Any Class -*Source: Secrets of Magic p. 219* - -When you take this feat, it gains the trait appropriate for your class > [!pf2-note] -> (replacing this one). - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/any-magical-tradition-b1.md b/content/Mechanics/Rules/traits/any-magical-tradition-b1.md deleted file mode 100644 index 487576516..000000000 --- a/content/Mechanics/Rules/traits/any-magical-tradition-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/tradition -aliases: ["Any Magical Tradition"] ---- -# Any Magical Tradition -*Source: Bestiary p. 342* - -> [!pf2-note] -> Replace this trait with another fitting magic tradition, such as [Arcane](rules/traits/arcane.md "Arcane Tradition Trait"), [Divine](rules/traits/divine.md "Divine Tradition Trait"), [Primal](rules/traits/primal.md "Primal Tradition Trait"), or [Occult](rules/traits/occult.md "Occult Tradition Trait"). - -- **Categories**: Tradition \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/apex.md b/content/Mechanics/Rules/traits/apex.md deleted file mode 100644 index 21889404b..000000000 --- a/content/Mechanics/Rules/traits/apex.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Apex"] ---- -# Apex -*Source: Core Rulebook p. 628* - -When you Invest an Item that has the apex trait, it improves one of your ability scores, either increasing it by 2 or to a total of 18, whichever grants the higher score. This gives you all the benefits of the new ability score until the investiture ends. An apex item grants this benefit only the first time it's invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don't gain the ability score increase, though you do gain any other effects of Investing the Item. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/aphorite-loag.md b/content/Mechanics/Rules/traits/aphorite-loag.md deleted file mode 100644 index 71fd0449c..000000000 --- a/content/Mechanics/Rules/traits/aphorite-loag.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -aliases: ["Aphorite"] ---- -# Aphorite -*Source: Lost Omens: Ancestry Guide p. 140* - -A type of planar scion descended from a being from Axis, the Plane of Law. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/aquadynamic-tv.md b/content/Mechanics/Rules/traits/aquadynamic-tv.md deleted file mode 100644 index 6c69d76e0..000000000 --- a/content/Mechanics/Rules/traits/aquadynamic-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/armor -aliases: ["Aquadynamic"] ---- -# Aquadynamic -*Source: Treasure Vault p. 8* - -This armor is designed for use underwater, with streamlined design and buoyant materials used in strategic places. You don't apply the armor's check penalty to [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) checks in water or similar liquids. - -- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/aquatic-b1.md b/content/Mechanics/Rules/traits/aquatic-b1.md deleted file mode 100644 index 37b985cd4..000000000 --- a/content/Mechanics/Rules/traits/aquatic-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Aquatic"] ---- -# Aquatic -*Source: Bestiary p. 345* - -Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed [Strikes](rules/actions/strike.md) don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/arcane.md b/content/Mechanics/Rules/traits/arcane.md deleted file mode 100644 index e1b380cca..000000000 --- a/content/Mechanics/Rules/traits/arcane.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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/Rules/traits/archetype.md b/content/Mechanics/Rules/traits/archetype.md deleted file mode 100644 index 8c1e7c2ab..000000000 --- a/content/Mechanics/Rules/traits/archetype.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/feat -aliases: ["Archetype"] ---- -# Archetype -*Source: Core Rulebook p. 628* - -This feat belongs to an archetype. - -- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/archon.md b/content/Mechanics/Rules/traits/archon.md deleted file mode 100644 index 12c869c87..000000000 --- a/content/Mechanics/Rules/traits/archon.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Archon"] ---- -# Archon -*Source: Core Rulebook p. 628* - -Members of this family of celestials are the protectors of Heaven and are lawful good. They have [darkvision](rules/abilities/darkvision.md) and a weakness to evil damage. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/artifact-gmg.md b/content/Mechanics/Rules/traits/artifact-gmg.md deleted file mode 100644 index ac88feca3..000000000 --- a/content/Mechanics/Rules/traits/artifact-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/item -aliases: ["Artifact"] ---- -# Artifact -*Source: Gamemastery Guide p. 250* - -Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always [rare](rules/traits/rare.md "Rare Rarity Trait") or [unique](rules/traits/unique.md "Unique Rarity Trait"). - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/astral-b1.md b/content/Mechanics/Rules/traits/astral-b1.md deleted file mode 100644 index 1ce9c4e80..000000000 --- a/content/Mechanics/Rules/traits/astral-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature-type -aliases: ["Astral"] ---- -# Astral -*Source: Bestiary p. 345* - -Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/attached.md b/content/Mechanics/Rules/traits/attached.md deleted file mode 100644 index 5adb18c1c..000000000 --- a/content/Mechanics/Rules/traits/attached.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Attached"] ---- -# Attached -*Source: Core Rulebook p. 282* - -An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, [shield spikes](compendium/equipment/items/shield-spikes.md) are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you're wielding the shield. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 [Crafting](compendium/skills.md#Crafting) check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/attack.md b/content/Mechanics/Rules/traits/attack.md deleted file mode 100644 index 5f5e789c9..000000000 --- a/content/Mechanics/Rules/traits/attack.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index f8d7d5daa..000000000 --- a/content/Mechanics/Rules/traits/auditory.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 99da94177..000000000 --- a/content/Mechanics/Rules/traits/aura.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/automaton-g-g.md b/content/Mechanics/Rules/traits/automaton-g-g.md deleted file mode 100644 index abcf0fc59..000000000 --- a/content/Mechanics/Rules/traits/automaton-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/ancestry-heritage -aliases: ["Automaton"] ---- -# Automaton -*Source: Guns & Gears p. 230* - -Automatons are living constructs sustained by a magical core. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/azarketi-loag.md b/content/Mechanics/Rules/traits/azarketi-loag.md deleted file mode 100644 index 0bc8c1095..000000000 --- a/content/Mechanics/Rules/traits/azarketi-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Azarketi"] ---- -# Azarketi -*Source: Lost Omens: Ancestry Guide p. 140* - -Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/azata.md b/content/Mechanics/Rules/traits/azata.md deleted file mode 100644 index 62b12a752..000000000 --- a/content/Mechanics/Rules/traits/azata.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Azata"] ---- -# Azata -*Source: Core Rulebook p. 629* - -This family of celestials is native to Elysium. They are typically chaotic good and have [darkvision](rules/abilities/darkvision.md) and a weakness to evil and cold iron. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/backstabber.md b/content/Mechanics/Rules/traits/backstabber.md deleted file mode 100644 index 8f98607bb..000000000 --- a/content/Mechanics/Rules/traits/backstabber.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Backstabber"] ---- -# Backstabber -*Source: Core Rulebook p. 282* - -When you hit a [flat-footed](rules/conditions.md#Flat-footed) creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/backswing.md b/content/Mechanics/Rules/traits/backswing.md deleted file mode 100644 index 7df40e199..000000000 --- a/content/Mechanics/Rules/traits/backswing.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/barbarian.md b/content/Mechanics/Rules/traits/barbarian.md deleted file mode 100644 index 14fa439db..000000000 --- a/content/Mechanics/Rules/traits/barbarian.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/class -aliases: ["Barbarian"] ---- -# Barbarian -*Source: Core Rulebook p. 629* - -This indicates abilities from the barbarian class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/bard.md b/content/Mechanics/Rules/traits/bard.md deleted file mode 100644 index b37ffa0f4..000000000 --- a/content/Mechanics/Rules/traits/bard.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/barding-tv.md b/content/Mechanics/Rules/traits/barding-tv.md deleted file mode 100644 index e0300a0ff..000000000 --- a/content/Mechanics/Rules/traits/barding-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Barding"] ---- -# Barding -*Source: Treasure Vault p. 216* - -You can purchase special armor for animals, called barding. All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/beast.md b/content/Mechanics/Rules/traits/beast.md deleted file mode 100644 index 009dc4d30..000000000 --- a/content/Mechanics/Rules/traits/beast.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/beastkin-loag.md b/content/Mechanics/Rules/traits/beastkin-loag.md deleted file mode 100644 index 707322324..000000000 --- a/content/Mechanics/Rules/traits/beastkin-loag.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -aliases: ["Beastkin"] ---- -# Beastkin -*Source: Lost Omens: Ancestry Guide p. 140* - -Humanoids that can partially or fully transform into animal forms. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/boggard-b1.md b/content/Mechanics/Rules/traits/boggard-b1.md deleted file mode 100644 index 067194b43..000000000 --- a/content/Mechanics/Rules/traits/boggard-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Boggard"] ---- -# Boggard -*Source: Bestiary p. 345* - -Boggards are frog-like humanoids. They typically have [darkvision](rules/abilities/darkvision.md). - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/bomb.md b/content/Mechanics/Rules/traits/bomb.md deleted file mode 100644 index 2159f34c4..000000000 --- a/content/Mechanics/Rules/traits/bomb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -- trait/category/weapon -aliases: ["Bomb"] ---- -# Bomb -*Source: Core Rulebook p. 629* - -An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects. - -Bombs are martial [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, [Strikes](rules/actions/strike.md) to throw alchemical bombs gain the [manipulate](rules/traits/manipulate.md "Manipulate General Trait") trait. The bomb is activated when thrown as a [Strike](rules/actions/strike.md)—you don't have to activate it separately. - -- **Categories**: Item, Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/brace-tv.md b/content/Mechanics/Rules/traits/brace-tv.md deleted file mode 100644 index 73fdd91d3..000000000 --- a/content/Mechanics/Rules/traits/brace-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/weapon -aliases: ["Brace"] ---- -# Brace -*Source: Treasure Vault p. 24* - -A brace weapon is effective at damaging moving opponents. When you [Ready](rules/actions/ready.md) to [Strike](rules/actions/strike.md) an opponent that moves within your reach, until the start of your next turn [Strikes](rules/actions/strike.md) with the brace weapon deal an additional 2 precision damage for each weapon damage die it has. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/brutal-b2.md b/content/Mechanics/Rules/traits/brutal-b2.md deleted file mode 100644 index 38373c116..000000000 --- a/content/Mechanics/Rules/traits/brutal-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/weapon -aliases: ["Brutal"] ---- -# Brutal -*Source: Bestiary 2 p. 310* - -A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/bulwark.md b/content/Mechanics/Rules/traits/bulwark.md deleted file mode 100644 index bd803abf9..000000000 --- a/content/Mechanics/Rules/traits/bulwark.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/armor -aliases: ["Bulwark"] ---- -# Bulwark -*Source: Core Rulebook p. 274* - -The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a [fireball](compendium/spells/fireball.md), you add a +3 modifier instead of your Dexterity modifier. - -- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/caligni-b1.md b/content/Mechanics/Rules/traits/caligni-b1.md deleted file mode 100644 index 4083fe938..000000000 --- a/content/Mechanics/Rules/traits/caligni-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Caligni"] ---- -# Caligni -*Source: Bestiary p. 345* - -These subterranean people have [darkvision](rules/abilities/darkvision.md), and some have powers to create darkness. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/cantrip.md b/content/Mechanics/Rules/traits/cantrip.md deleted file mode 100644 index 6efb60e79..000000000 --- a/content/Mechanics/Rules/traits/cantrip.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/capacity-tv.md b/content/Mechanics/Rules/traits/capacity-tv.md deleted file mode 100644 index 9c7c37ed0..000000000 --- a/content/Mechanics/Rules/traits/capacity-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/weapon -aliases: ["Capacity"] ---- -# Capacity -*Source: Treasure Vault p. 24* - -Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an [Interact](rules/actions/interact.md) action that doesn't require a free hand. You can use abilities that let or require you to [Interact](rules/actions/interact.md) to reload to switch barrels or chambers of a capacity weapon instead. Each barrel or chamber can be reloaded after it's fired as a separate [Interact](rules/actions/interact.md) action. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/catalyst-som.md b/content/Mechanics/Rules/traits/catalyst-som.md deleted file mode 100644 index 189498955..000000000 --- a/content/Mechanics/Rules/traits/catalyst-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/item -aliases: ["Catalyst"] ---- -# Catalyst -*Source: Secrets of Magic p. 168* - -Items with the catalyst trait are consumable material spell components that alter or magnify specific spells. [Activating](rules/actions/activate-an-item.md) a catalyst is part of [Casting the Spell](rules/actions/cast-a-spell.md). The catalyst might increase the number of actions required to [Cast the Spell](rules/actions/cast-a-spell.md), as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of [Casting the Spell](rules/actions/cast-a-spell.md). - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/catfolk-b1.md b/content/Mechanics/Rules/traits/catfolk-b1.md deleted file mode 100644 index cb49984e3..000000000 --- a/content/Mechanics/Rules/traits/catfolk-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Catfolk"] ---- -# Catfolk -*Source: Bestiary p. 345* - -Catfolk are humanoids with feline features. - -A creature with this trait is a member of the catfolk ancestry. Catfolk are humanoids with feline features. An ability with this trait can be used or selected only by catfolk. An item with this trait is created and used by catfolk. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/celestial.md b/content/Mechanics/Rules/traits/celestial.md deleted file mode 100644 index 9da95d3a8..000000000 --- a/content/Mechanics/Rules/traits/celestial.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/certain-kill-frp3.md b/content/Mechanics/Rules/traits/certain-kill-frp3.md deleted file mode 100644 index c512c65c8..000000000 --- a/content/Mechanics/Rules/traits/certain-kill-frp3.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/frp3 -- trait/category/combat -aliases: ["Certain Kill"] ---- -# Certain Kill -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 51* - -The party has faced the Lightkeepers before, but never somewhere the villains could exhibit their full power. When Syndara chose these four fighters as his champions, he granted each a limited sovereignty over the planar laws of the _Glass Lighthouse_. Syu Tak-nwa received control over space, Hakusa over life, Ran-to over gravity, and Blue Viper over time. The Lightkeepers trained to integrate these planar abilities into their unique fighting styles, and now that they're fighting in the Lighthouse itself, they can use the fullest extent of their power. Each of their members can use a Certain Kill Art as long as they are within the _Glass Lighthouse_—these abilities, which have the certain kill trait, cause obvious distortions in the Lighthouse's fabric as the user calls upon their technique. However, as each technique requires one of the Lightkeepers to temporarily take command of the demiplane from the rest of their team, only one Certain Kill Art can be used by any of the Lightkeepers in a given round. - -- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/champion.md b/content/Mechanics/Rules/traits/champion.md deleted file mode 100644 index f6522005b..000000000 --- a/content/Mechanics/Rules/traits/champion.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/changeling-b1.md b/content/Mechanics/Rules/traits/changeling-b1.md deleted file mode 100644 index ca7acdf40..000000000 --- a/content/Mechanics/Rules/traits/changeling-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Changeling"] ---- -# Changeling -*Source: Bestiary p. 123* - -These humanoids are the children of hags and members of other humanoid ancestries. - -A creature with this trait has the changeling versatile heritage. Changelings are the children of hag and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/chaotic-evil-b1.md b/content/Mechanics/Rules/traits/chaotic-evil-b1.md deleted file mode 100644 index 9c7a00b46..000000000 --- a/content/Mechanics/Rules/traits/chaotic-evil-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Chaotic Evil"] ---- -# Chaotic Evil -*Source: Bestiary p. 345* - -[Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") and [evil](rules/traits/evil.md "Evil Alignment Trait") - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/chaotic-good-b1.md b/content/Mechanics/Rules/traits/chaotic-good-b1.md deleted file mode 100644 index 8f40f9dd5..000000000 --- a/content/Mechanics/Rules/traits/chaotic-good-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Chaotic Good"] ---- -# Chaotic Good -*Source: Bestiary p. 345* - -[Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") and [good](rules/traits/good.md "Good Alignment Trait") - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/chaotic-neutral-b1.md b/content/Mechanics/Rules/traits/chaotic-neutral-b1.md deleted file mode 100644 index ac8cc33cf..000000000 --- a/content/Mechanics/Rules/traits/chaotic-neutral-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Chaotic Neutral"] ---- -# Chaotic Neutral -*Source: Bestiary p. 345* - -[Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") and neutral - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/chaotic.md b/content/Mechanics/Rules/traits/chaotic.md deleted file mode 100644 index 07da0c32b..000000000 --- a/content/Mechanics/Rules/traits/chaotic.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/alignment -- trait/category/planar -aliases: ["Chaotic"] ---- -# Chaotic -*Source: Core Rulebook p. 629* - -Chaotic effects often manipulate energy from chaos-aligned Outer Planes and are anathema to lawful divine servants or divine servants of lawful deities. A creature with this trait is chaotic in alignment. - -- **Categories**: Alignment, Planar \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/charau-ka-lome.md b/content/Mechanics/Rules/traits/charau-ka-lome.md deleted file mode 100644 index cb45b66a6..000000000 --- a/content/Mechanics/Rules/traits/charau-ka-lome.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lome -- trait/category/creature -aliases: ["Charau-ka"] ---- -# Charau-ka -*Source: Lost Omens: The Mwangi Expanse p. 296* - -Mandrill-like humanoids that are brutal warriors. Many charau-ka live in Usaro. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/charm-b1.md b/content/Mechanics/Rules/traits/charm-b1.md deleted file mode 100644 index cecc79ff5..000000000 --- a/content/Mechanics/Rules/traits/charm-b1.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -aliases: ["Charm"] ---- -# Charm -*Source: Bestiary p. 77* - -> [!pf2-note] -> No entries available. \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/city-gmg.md b/content/Mechanics/Rules/traits/city-gmg.md deleted file mode 100644 index 5c2c93417..000000000 --- a/content/Mechanics/Rules/traits/city-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/settlement -aliases: ["City"] ---- -# City -*Source: Gamemastery Guide p. 250* - -Settlements with this trait tend to be relatively large, with levels typically ranging from 5 to 7. - -- **Categories**: Settlement \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/city-state-loil.md b/content/Mechanics/Rules/traits/city-state-loil.md deleted file mode 100644 index cd7fce7c2..000000000 --- a/content/Mechanics/Rules/traits/city-state-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/settlement -aliases: ["City-state"] ---- -# City-state -*Source: Lost Omens: Impossible Lands p. 113* - - - -- **Categories**: Settlement \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/class-som.md b/content/Mechanics/Rules/traits/class-som.md deleted file mode 100644 index d01e4ed0a..000000000 --- a/content/Mechanics/Rules/traits/class-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/class -aliases: ["Class"] ---- -# Class -*Source: Secrets of Magic p. 193* - -Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. - -You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. - -It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/cleric.md b/content/Mechanics/Rules/traits/cleric.md deleted file mode 100644 index e1f0d5794..000000000 --- a/content/Mechanics/Rules/traits/cleric.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/climbing-aaws.md b/content/Mechanics/Rules/traits/climbing-aaws.md deleted file mode 100644 index cb73aa7ec..000000000 --- a/content/Mechanics/Rules/traits/climbing-aaws.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/aaws -- trait/category/weapon -aliases: ["Climbing"] ---- -# Climbing -*Source: Azarketi Ancestry Web Supplement p. 1* - -The hand holding this weapon is freely available to [Climb](rules/actions/climb.md). - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/clockwork-g-g.md b/content/Mechanics/Rules/traits/clockwork-g-g.md deleted file mode 100644 index d0df4f0bd..000000000 --- a/content/Mechanics/Rules/traits/clockwork-g-g.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -aliases: ["Clockwork"] ---- -# Clockwork -*Source: Guns & Gears p. 231* - -Clockworks are intricate, complex constructs that can be programmed to perform specific functions. - -Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks. \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/cobbled-g-g.md b/content/Mechanics/Rules/traits/cobbled-g-g.md deleted file mode 100644 index 4bbcb5f18..000000000 --- a/content/Mechanics/Rules/traits/cobbled-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Cobbled"] ---- -# Cobbled -*Source: Guns & Gears p. 231* - -This firearm is cobbled together and likely to misfire. No matter how well you upkeep it, on a failed attack roll, the attack misses and you must roll a DC 5 flat check. If you fail this check, the weapon misfires. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/coda-tv.md b/content/Mechanics/Rules/traits/coda-tv.md deleted file mode 100644 index 6bf037938..000000000 --- a/content/Mechanics/Rules/traits/coda-tv.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Coda"] ---- -# Coda -*Source: Treasure Vault p. 217* - -Instruments with the coda trait work mostly like staves and have the [staff](rules/traits/staff.md "Staff Item Trait") trait. There are two differences: Coda instruments are in the form of musical instruments, and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument, nor can you etch it with weapon runes. - -The process of preparing a coda instrument involves playing significant portions of songs related to the spells within the instrument—either old standards or ones of your own creation. This leaves magical reverberations within the instrument that allow you to complete the songs by playing their coda later in the day. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/cold.md b/content/Mechanics/Rules/traits/cold.md deleted file mode 100644 index 4df56ef8a..000000000 --- a/content/Mechanics/Rules/traits/cold.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/combination-g-g.md b/content/Mechanics/Rules/traits/combination-g-g.md deleted file mode 100644 index c75ff61a0..000000000 --- a/content/Mechanics/Rules/traits/combination-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Combination"] ---- -# Combination -*Source: Guns & Gears p. 231* - -Combination is a new trait for weapons that combine the functionality of melee weapons and firearms in unique or unusual ways. A combination weapon has both a firearm form or usage and a melee weapon form or usage. Table 4–3: Uncommon Combination Weapons lists the firearm statistics first, and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the firearm usage requires an [Interact](rules/actions/interact.md) action. However, if your last action was a successful melee [Strike](rules/actions/strike.md) against a foe using a combination weapon, you can make a firearm [Strike](rules/actions/strike.md) with the combination weapon against that foe without fully switching to the firearm usage, firing the firearm just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the firearm [Strike](rules/actions/strike.md). - -Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a [vorpal](compendium/equipment/items/vorpal.md) axe musket only applies the [vorpal](compendium/equipment/items/vorpal.md) property rune when you are using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a [bayonet](compendium/equipment/items/bayonet-g-g.md) or [reinforced stock](compendium/equipment/items/reinforced-stock-g-g.md), attached to them. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/comfort.md b/content/Mechanics/Rules/traits/comfort.md deleted file mode 100644 index 498015d14..000000000 --- a/content/Mechanics/Rules/traits/comfort.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/armor -aliases: ["Comfort"] ---- -# Comfort -*Source: Core Rulebook p. 275* - -The armor is so comfortable that you can rest normally while wearing it. - -- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/common.md b/content/Mechanics/Rules/traits/common.md deleted file mode 100644 index 1f03c65b3..000000000 --- a/content/Mechanics/Rules/traits/common.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/rarity -aliases: ["Common"] ---- -# Common -*Source: Core Rulebook p. 629* - -Anything that doesn't list another rarity trait ([uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait"), [rare](rules/traits/rare.md "Rare Rarity Trait"), or [unique](rules/traits/unique.md "Unique Rarity Trait")) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. - -A creature of this rarity is generally known and can be summoned with the appropriate summon spell. - -- **Categories**: Rarity \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/companion.md b/content/Mechanics/Rules/traits/companion.md deleted file mode 100644 index f8f7d07db..000000000 --- a/content/Mechanics/Rules/traits/companion.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Companion"] ---- -# Companion -*Source: Core Rulebook p. 629* - -An item with this trait can be worn by an animal companion or similar creature. A companion can have up to two items invested. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/complex.md b/content/Mechanics/Rules/traits/complex.md deleted file mode 100644 index 381ffcd93..000000000 --- a/content/Mechanics/Rules/traits/complex.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/hazard -aliases: ["Complex"] ---- -# Complex -*Source: Core Rulebook p. 629* - -A hazard with this trait takes turns in an encounter. - -- **Categories**: Hazard \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/composite-roe.md b/content/Mechanics/Rules/traits/composite-roe.md deleted file mode 100644 index 339e6e52f..000000000 --- a/content/Mechanics/Rules/traits/composite-roe.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/roe -- trait/category/action-ability -aliases: ["Composite"] ---- -# Composite -*Source: Rage of Elements p. 15* - -A composite impulse combines multiple elements. You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits. - -- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/composition.md b/content/Mechanics/Rules/traits/composition.md deleted file mode 100644 index c7c5380b7..000000000 --- a/content/Mechanics/Rules/traits/composition.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/concealable-g-g.md b/content/Mechanics/Rules/traits/concealable-g-g.md deleted file mode 100644 index 749e22b59..000000000 --- a/content/Mechanics/Rules/traits/concealable-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Concealable"] ---- -# Concealable -*Source: Guns & Gears p. 231* - -This weapon is designed to be inconspicuous or easily [concealed](rules/conditions.md#Concealed). You gain a +2 circumstance bonus to [Stealth](compendium/skills.md#Stealth) checks and DCs to hide or conceal a weapon with this trait. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/concentrate.md b/content/Mechanics/Rules/traits/concentrate.md deleted file mode 100644 index 86545a723..000000000 --- a/content/Mechanics/Rules/traits/concentrate.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/concussive-g-g.md b/content/Mechanics/Rules/traits/concussive-g-g.md deleted file mode 100644 index 538732f92..000000000 --- a/content/Mechanics/Rules/traits/concussive-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Concussive"] ---- -# Concussive -*Source: Guns & Gears p. 231* - -These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/conjuration.md b/content/Mechanics/Rules/traits/conjuration.md deleted file mode 100644 index b9cda47d7..000000000 --- a/content/Mechanics/Rules/traits/conjuration.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/conrasu-loag.md b/content/Mechanics/Rules/traits/conrasu-loag.md deleted file mode 100644 index 817d09815..000000000 --- a/content/Mechanics/Rules/traits/conrasu-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Conrasu"] ---- -# Conrasu -*Source: Lost Omens: Ancestry Guide p. 138* - -Conrasus craft and use these weapons. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/consecration.md b/content/Mechanics/Rules/traits/consecration.md deleted file mode 100644 index 5284a11d0..000000000 --- a/content/Mechanics/Rules/traits/consecration.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/effect -- trait/category/spell -aliases: ["Consecration"] ---- -# Consecration -*Source: Core Rulebook p. 630* - -A consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap. - -- **Categories**: Spell, Effect \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/construct.md b/content/Mechanics/Rules/traits/construct.md deleted file mode 100644 index b08a066f1..000000000 --- a/content/Mechanics/Rules/traits/construct.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/consumable.md b/content/Mechanics/Rules/traits/consumable.md deleted file mode 100644 index aadbd66a9..000000000 --- a/content/Mechanics/Rules/traits/consumable.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Consumable"] ---- -# Consumable -*Source: Core Rulebook p. 630* - -An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/contact.md b/content/Mechanics/Rules/traits/contact.md deleted file mode 100644 index 6945f2184..000000000 --- a/content/Mechanics/Rules/traits/contact.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Contact"] ---- -# Contact -*Source: Core Rulebook p. 550* - -A contact poison is activated by applying it to an item or directly onto a living creature's skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/contingency-som.md b/content/Mechanics/Rules/traits/contingency-som.md deleted file mode 100644 index 01a42b339..000000000 --- a/content/Mechanics/Rules/traits/contingency-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/spell -aliases: ["Contingency"] ---- -# Contingency -*Source: Secrets of Magic p. 252* - -Spells with this trait grant you an action during the spell's effects, typically a reaction with a special trigger. They typically have a long duration, such as 24 hours. You can have only one spell with the contingency trait, or one [contingency](compendium/spells/contingency.md) spell, active at a time. If you cast another spell with the contingency trait or [contingency](compendium/spells/contingency.md), the newer casting supersedes the older. - -- **Categories**: Spell \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/contract-lol.md b/content/Mechanics/Rules/traits/contract-lol.md deleted file mode 100644 index 4ced7023c..000000000 --- a/content/Mechanics/Rules/traits/contract-lol.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lol -- trait/category/item -aliases: ["Contract"] ---- -# Contract -*Source: Lost Omens: Legends p. 126* - -A contract is a type of item that magically establishes an agreement between multiple parties and typically grants magical benefits. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/couatl-b2.md b/content/Mechanics/Rules/traits/couatl-b2.md deleted file mode 100644 index 94cb4349a..000000000 --- a/content/Mechanics/Rules/traits/couatl-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Couatl"] ---- -# Couatl -*Source: Bestiary 2 p. 308* - -A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/critical-fusion-g-g.md b/content/Mechanics/Rules/traits/critical-fusion-g-g.md deleted file mode 100644 index 2ce528357..000000000 --- a/content/Mechanics/Rules/traits/critical-fusion-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Critical Fusion"] ---- -# Critical Fusion -*Source: Guns & Gears p. 231* - -Critical fusion is a new trait for combination weapons that grants you two additional options for the critical specialization effect when using the combination weapon's melee version to make a melee attack while the firearm is loaded. If you choose to use one of them, they replace the melee usage's normal critical specialization effect. First, you can discharge the firearm to create a loud bang and concussion, using the critical specialization effect for firearms instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the firearm to increase the critical hit's momentum or shoot the foe as you attack them in melee, dealing 2 additional damage per weapon damage die. Both options discharge the firearm, which typically means you have to reload it before firing it again. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/curse.md b/content/Mechanics/Rules/traits/curse.md deleted file mode 100644 index 351c25b89..000000000 --- a/content/Mechanics/Rules/traits/curse.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/cursebound-apg.md b/content/Mechanics/Rules/traits/cursebound-apg.md deleted file mode 100644 index 24d52b5e3..000000000 --- a/content/Mechanics/Rules/traits/cursebound-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/spell -aliases: ["Cursebound"] ---- -# Cursebound -*Source: Advanced Player's Guide p. 267* - -Spells with this trait increase the severity of your oracular curse when cast. Usually only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse. - -- **Categories**: Spell \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/cursed-gmg.md b/content/Mechanics/Rules/traits/cursed-gmg.md deleted file mode 100644 index 4710bf6df..000000000 --- a/content/Mechanics/Rules/traits/cursed-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/item -aliases: ["Cursed"] ---- -# Cursed -*Source: Gamemastery Guide p. 251* - -An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/daemon-b1.md b/content/Mechanics/Rules/traits/daemon-b1.md deleted file mode 100644 index f07b76b0d..000000000 --- a/content/Mechanics/Rules/traits/daemon-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Daemon"] ---- -# Daemon -*Source: Bestiary p. 346* - -A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have [darkvision](rules/abilities/darkvision.md) and weakness to good damage. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/darkness.md b/content/Mechanics/Rules/traits/darkness.md deleted file mode 100644 index e1b31b5cc..000000000 --- a/content/Mechanics/Rules/traits/darkness.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 16384c3e5..000000000 --- a/content/Mechanics/Rules/traits/deadly.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index fb17728fa..000000000 --- a/content/Mechanics/Rules/traits/death.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/dedication.md b/content/Mechanics/Rules/traits/dedication.md deleted file mode 100644 index 62b53137d..000000000 --- a/content/Mechanics/Rules/traits/dedication.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/feat -aliases: ["Dedication"] ---- -# Dedication -*Source: Core Rulebook p. 630* - -You must select a feat with this trait to apply an archetype to your character. - -- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/deflecting-tv.md b/content/Mechanics/Rules/traits/deflecting-tv.md deleted file mode 100644 index c87004cef..000000000 --- a/content/Mechanics/Rules/traits/deflecting-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Deflecting"] ---- -# Deflecting -*Source: Treasure Vault p. 20* - -This shield is designed to block or divert certain types of attacks or weapons. Increase the shield's Hardness against the listed type of attack by 2. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/demon.md b/content/Mechanics/Rules/traits/demon.md deleted file mode 100644 index d95f735e9..000000000 --- a/content/Mechanics/Rules/traits/demon.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/dero-b1.md b/content/Mechanics/Rules/traits/dero-b1.md deleted file mode 100644 index d7f4f497f..000000000 --- a/content/Mechanics/Rules/traits/dero-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Dero"] ---- -# Dero -*Source: Bestiary p. 346* - -This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/detection.md b/content/Mechanics/Rules/traits/detection.md deleted file mode 100644 index ed8b11b08..000000000 --- a/content/Mechanics/Rules/traits/detection.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/deviant-da.md b/content/Mechanics/Rules/traits/deviant-da.md deleted file mode 100644 index f32278dc9..000000000 --- a/content/Mechanics/Rules/traits/deviant-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/action-ability -- trait/category/class -- trait/category/feat -aliases: ["Deviant"] ---- -# Deviant -*Source: Dark Archive p. 218* - -This trait describes strange supernatural or paranormal abilities. - -> [!pf2-note] -> See Deviant Abilities for more information. - -- **Categories**: Feat, Class, Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/devil.md b/content/Mechanics/Rules/traits/devil.md deleted file mode 100644 index 044f6c31b..000000000 --- a/content/Mechanics/Rules/traits/devil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Devil"] ---- -# Devil -*Source: Core Rulebook p. 630* - -A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater [darkvision](rules/abilities/darkvision.md), immunity to fire, and telepathy. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/dhampir-b1.md b/content/Mechanics/Rules/traits/dhampir-b1.md deleted file mode 100644 index 8ee828d31..000000000 --- a/content/Mechanics/Rules/traits/dhampir-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Dhampir"] ---- -# Dhampir -*Source: Bestiary p. 346* - -These humanoids are the immortal offspring of vampires and members of other ancestries. - -A creature with this trait has the dhampir versatile heritage. These humanoids are the immortal offspring of vampires and members of other ancestries. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/dinosaur.md b/content/Mechanics/Rules/traits/dinosaur.md deleted file mode 100644 index efdce006b..000000000 --- a/content/Mechanics/Rules/traits/dinosaur.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/disarm.md b/content/Mechanics/Rules/traits/disarm.md deleted file mode 100644 index aa516301c..000000000 --- a/content/Mechanics/Rules/traits/disarm.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Disarm"] ---- -# Disarm -*Source: Core Rulebook p. 282* - -You can use this weapon to [Disarm](rules/actions/disarm.md) with the [Athletics](compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the [Athletics](compendium/skills.md#Athletics) check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/disease.md b/content/Mechanics/Rules/traits/disease.md deleted file mode 100644 index 2c5835634..000000000 --- a/content/Mechanics/Rules/traits/disease.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index b2d28333b..000000000 --- a/content/Mechanics/Rules/traits/divination.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -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 deleted file mode 100644 index b22dbdfb8..000000000 --- a/content/Mechanics/Rules/traits/divine.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/double-barrel-g-g.md b/content/Mechanics/Rules/traits/double-barrel-g-g.md deleted file mode 100644 index db31d39f5..000000000 --- a/content/Mechanics/Rules/traits/double-barrel-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Double Barrel"] ---- -# Double Barrel -*Source: Guns & Gears p. 232* - -This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single [Strike](rules/actions/strike.md) to increase the weapon damage die by one step. If the weapon has the [fatal](rules/traits/fatal.md "Fatal Weapon Trait") trait, this increases the fatal die by one step. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/downtime.md b/content/Mechanics/Rules/traits/downtime.md deleted file mode 100644 index c68558ccc..000000000 --- a/content/Mechanics/Rules/traits/downtime.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index df8be0882..000000000 --- a/content/Mechanics/Rules/traits/dragon.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/dream-b2.md b/content/Mechanics/Rules/traits/dream-b2.md deleted file mode 100644 index 63e16d6f0..000000000 --- a/content/Mechanics/Rules/traits/dream-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature-type -aliases: ["Dream"] ---- -# Dream -*Source: Bestiary 2 p. 308* - -Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm's freezing temperatures. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/drow.md b/content/Mechanics/Rules/traits/drow.md deleted file mode 100644 index b51932d6d..000000000 --- a/content/Mechanics/Rules/traits/drow.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Drow"] ---- -# Drow -*Source: Core Rulebook p. 631* - -Subterranean kin of the elves, drow typically have [darkvision](rules/abilities/darkvision.md) and inborn magical abilities. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/drug-gmg.md b/content/Mechanics/Rules/traits/drug-gmg.md deleted file mode 100644 index fc0a2d74c..000000000 --- a/content/Mechanics/Rules/traits/drug-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/item -aliases: ["Drug"] ---- -# Drug -*Source: Gamemastery Guide p. 251* - -An item with this trait is a drug, a poison that conveys short-term benefits in addition to harmful side effects and long-term consequences. Each time a creature uses a given drug it must also attempt a saving throw against addiction to that drug. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/druid.md b/content/Mechanics/Rules/traits/druid.md deleted file mode 100644 index 28b5fcd1d..000000000 --- a/content/Mechanics/Rules/traits/druid.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/duergar.md b/content/Mechanics/Rules/traits/duergar.md deleted file mode 100644 index ce15e3e3d..000000000 --- a/content/Mechanics/Rules/traits/duergar.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Duergar"] ---- -# Duergar -*Source: Core Rulebook p. 631* - -Subterranean kin of the dwarves, duergar typically have [darkvision](rules/abilities/darkvision.md) and immunity to poison. They are not easily fooled by illusions. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/duskwalker-apg.md b/content/Mechanics/Rules/traits/duskwalker-apg.md deleted file mode 100644 index c3257d3d0..000000000 --- a/content/Mechanics/Rules/traits/duskwalker-apg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Duskwalker"] ---- -# Duskwalker -*Source: Advanced Player's Guide p. 267* - -A creature with this trait has the duskwalker versatile heritage. Duskwalkers are planar scions infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/dwarf.md b/content/Mechanics/Rules/traits/dwarf.md deleted file mode 100644 index 6c4c95c9c..000000000 --- a/content/Mechanics/Rules/traits/dwarf.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Dwarf"] ---- -# Dwarf -*Source: Core Rulebook p. 631* - -A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/earth.md b/content/Mechanics/Rules/traits/earth.md deleted file mode 100644 index 205fce5db..000000000 --- a/content/Mechanics/Rules/traits/earth.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -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/Rules/traits/eidolon-som.md b/content/Mechanics/Rules/traits/eidolon-som.md deleted file mode 100644 index 484bf15e4..000000000 --- a/content/Mechanics/Rules/traits/eidolon-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/creature-type -aliases: ["Eidolon"] ---- -# Eidolon -*Source: Secrets of Magic p. 57* - -A creature with this trait is an eidolon. An action or spell with this trait can be performed by an eidolon only. An item with this trait can be used or worn by an eidolon only, and an eidolon can't use items that don't have this trait. (An eidolon can have up to two items invested.) - -- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/electricity.md b/content/Mechanics/Rules/traits/electricity.md deleted file mode 100644 index 3c2af4b45..000000000 --- a/content/Mechanics/Rules/traits/electricity.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 671e0c62d..000000000 --- a/content/Mechanics/Rules/traits/elemental.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/elf.md b/content/Mechanics/Rules/traits/elf.md deleted file mode 100644 index 63a8fe273..000000000 --- a/content/Mechanics/Rules/traits/elf.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Elf"] ---- -# Elf -*Source: Core Rulebook p. 631* - -A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have [low-light vision](rules/abilities/low-light-vision.md). An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/elixir.md b/content/Mechanics/Rules/traits/elixir.md deleted file mode 100644 index dca9f11c5..000000000 --- a/content/Mechanics/Rules/traits/elixir.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Elixir"] ---- -# Elixir -*Source: Core Rulebook p. 631* - -Elixirs are alchemical liquids that are used by drinking them. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/emotion.md b/content/Mechanics/Rules/traits/emotion.md deleted file mode 100644 index 33121d7ff..000000000 --- a/content/Mechanics/Rules/traits/emotion.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index f3ef9e026..000000000 --- a/content/Mechanics/Rules/traits/enchantment.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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/Rules/traits/energy-loag.md b/content/Mechanics/Rules/traits/energy-loag.md deleted file mode 100644 index 357aad3b0..000000000 --- a/content/Mechanics/Rules/traits/energy-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/energy-element -aliases: ["Energy"] ---- -# Energy -*Source: Lost Omens: Ancestry Guide p. 139* - -> [!pf2-note] -> No entries available. - -- **Categories**: Energy & Element \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/entrench-tv.md b/content/Mechanics/Rules/traits/entrench-tv.md deleted file mode 100644 index b1576b0aa..000000000 --- a/content/Mechanics/Rules/traits/entrench-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/armor -aliases: ["Entrench"] ---- -# Entrench -*Source: Treasure Vault p. 8* - -You can position yourself in the armor or reposition its articulated pieces to better protect against some attacks. If you're trained in this armor, while wearing it you can spend a single action to gain a +1 circumstance bonus to AC against a certain type of attack until the start of your next turn. The entrench trait lists the type of attack this bonus applies against, typically entrench melee or entrench ranged. - -- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/environmental.md b/content/Mechanics/Rules/traits/environmental.md deleted file mode 100644 index a9ab21f44..000000000 --- a/content/Mechanics/Rules/traits/environmental.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/hazard -aliases: ["Environmental"] ---- -# Environmental -*Source: Core Rulebook p. 631* - -A hazard with this trait is something dangerous that's part of the natural world, such as quicksand or harmful mold. - -- **Categories**: Hazard \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/erratic-gmg.md b/content/Mechanics/Rules/traits/erratic-gmg.md deleted file mode 100644 index cfecb50ae..000000000 --- a/content/Mechanics/Rules/traits/erratic-gmg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -- trait/category/time -aliases: ["Erratic"] ---- -# Erratic -*Source: Gamemastery Guide p. 251* - -Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result. - -> [!success-degree] -> - **Success** Time passed normally on the erratic time plane. -> - **Failure** For each hour spent on the erratic time plane, 1 day passed on the normal time plane. -> - **Critical Failure** For each round spent on the erratic time plane, 1 day passed on the normal time plane. - -- **Categories**: Planar, Time \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/esoterica-da.md b/content/Mechanics/Rules/traits/esoterica-da.md deleted file mode 100644 index 38c017d8b..000000000 --- a/content/Mechanics/Rules/traits/esoterica-da.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/action-ability -- trait/category/feat -aliases: ["Esoterica"] ---- -# Esoterica -*Source: Dark Archive p. 220* - -The esoterica trait is present in many thaumaturge feats and class features that incorporate the various talismans, supernatural trinkets, and other objects you carry with you. Abilities that have the esoterica trait require you to be in possession of your esoterica to use them. Normally, you're assumed to always have your esoterica with you, but in some rare circumstances, you might either not have them on hand or have your gear stripped from you. - -- **Categories**: Feat, Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/ethereal.md b/content/Mechanics/Rules/traits/ethereal.md deleted file mode 100644 index be1325469..000000000 --- a/content/Mechanics/Rules/traits/ethereal.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 11f981dd2..000000000 --- a/content/Mechanics/Rules/traits/evil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 4d4e0336a..000000000 --- a/content/Mechanics/Rules/traits/evocation.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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/Rules/traits/evolution-som.md b/content/Mechanics/Rules/traits/evolution-som.md deleted file mode 100644 index f5e2e45dd..000000000 --- a/content/Mechanics/Rules/traits/evolution-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/feat -aliases: ["Evolution"] ---- -# Evolution -*Source: Secrets of Magic p. 57* - -Feats with this trait affect your eidolon instead of you, typically by granting it additional physical capabilities. - -- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/expandable-tv.md b/content/Mechanics/Rules/traits/expandable-tv.md deleted file mode 100644 index f545f5482..000000000 --- a/content/Mechanics/Rules/traits/expandable-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Expandable"] ---- -# Expandable -*Source: Treasure Vault p. 56* - -An item with the expandable trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a consumable or shrinks back to its normal size if it's not a consumable. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/exploration.md b/content/Mechanics/Rules/traits/exploration.md deleted file mode 100644 index ee8c184d2..000000000 --- a/content/Mechanics/Rules/traits/exploration.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 2a1c0b663..000000000 --- a/content/Mechanics/Rules/traits/extradimensional.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -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/Rules/traits/fatal-aim-g-g.md b/content/Mechanics/Rules/traits/fatal-aim-g-g.md deleted file mode 100644 index 9dceb91e6..000000000 --- a/content/Mechanics/Rules/traits/fatal-aim-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Fatal Aim"] ---- -# Fatal Aim -*Source: Guns & Gears p. 150* - -It's possible to hold the stock of this weapon under one arm so you can fire it with a single hand as long as the other hand isn't holding a weapon, shield, or anything else you would need to move and position, to ensure the weapon doesn't slip out from under your arm. However, if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the [fatal](rules/traits/fatal.md "Fatal Weapon Trait") trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an [Interact](rules/actions/interact.md) action rather than [Releasing](rules/actions/release.md) or as part of reloading. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/fatal.md b/content/Mechanics/Rules/traits/fatal.md deleted file mode 100644 index f1c147928..000000000 --- a/content/Mechanics/Rules/traits/fatal.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Fatal"] ---- -# Fatal -*Source: Core Rulebook p. 282* - -The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/fear.md b/content/Mechanics/Rules/traits/fear.md deleted file mode 100644 index 6ff343507..000000000 --- a/content/Mechanics/Rules/traits/fear.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/effect -aliases: ["Fear"] ---- -# Fear -*Source: Core Rulebook p. 631* - -Fear effects evoke the emotion of fear. Effects with this trait always have the [mental](rules/traits/mental.md "Mental Effect Trait") and [emotion](rules/traits/emotion.md "Emotion Effect Trait") traits as well. - -- **Categories**: Effect \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/fetchling-b2.md b/content/Mechanics/Rules/traits/fetchling-b2.md deleted file mode 100644 index ba2739571..000000000 --- a/content/Mechanics/Rules/traits/fetchling-b2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Fetchling"] ---- -# Fetchling -*Source: Bestiary 2 p. 308* - -A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life on the Shadow Plane have transformed them. - -A humanoid ancestry that fled to and has been shaped by the Shadow Plane. Typically refer to themselves as kayals. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/fey.md b/content/Mechanics/Rules/traits/fey.md deleted file mode 100644 index 4700413c5..000000000 --- a/content/Mechanics/Rules/traits/fey.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index d12708067..000000000 --- a/content/Mechanics/Rules/traits/fiend.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/fighter.md b/content/Mechanics/Rules/traits/fighter.md deleted file mode 100644 index 35289f4f5..000000000 --- a/content/Mechanics/Rules/traits/fighter.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/class -aliases: ["Fighter"] ---- -# Fighter -*Source: Core Rulebook p. 632* - -This indicates abilities from the fighter class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/finesse.md b/content/Mechanics/Rules/traits/finesse.md deleted file mode 100644 index 56175e8da..000000000 --- a/content/Mechanics/Rules/traits/finesse.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Finesse"] ---- -# Finesse -*Source: Core Rulebook p. 282* - -You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/finisher-apg.md b/content/Mechanics/Rules/traits/finisher-apg.md deleted file mode 100644 index 64f235585..000000000 --- a/content/Mechanics/Rules/traits/finisher-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/combat -aliases: ["Finisher"] ---- -# Finisher -*Source: Advanced Player's Guide p. 267* - -Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use any actions that have the attack trait for the rest of your turn. - -Some actions that have the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance. - -- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/finite-gmg.md b/content/Mechanics/Rules/traits/finite-gmg.md deleted file mode 100644 index d9ef33b00..000000000 --- a/content/Mechanics/Rules/traits/finite-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -- trait/category/scope -aliases: ["Finite"] ---- -# Finite -*Source: Gamemastery Guide p. 251* - -Planes with this trait consist of a limited amount of space. - -- **Categories**: Planar, Scope \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/fire.md b/content/Mechanics/Rules/traits/fire.md deleted file mode 100644 index f21ce0b49..000000000 --- a/content/Mechanics/Rules/traits/fire.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/fleshwarp-loag.md b/content/Mechanics/Rules/traits/fleshwarp-loag.md deleted file mode 100644 index a2b7a0b8e..000000000 --- a/content/Mechanics/Rules/traits/fleshwarp-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Fleshwarp"] ---- -# Fleshwarp -*Source: Lost Omens: Ancestry Guide p. 141* - -A humanoid transformed so completely by outside forces that they are now a unique ancestry. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/flexible.md b/content/Mechanics/Rules/traits/flexible.md deleted file mode 100644 index be15b86a2..000000000 --- a/content/Mechanics/Rules/traits/flexible.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/armor -aliases: ["Flexible"] ---- -# Flexible -*Source: Core Rulebook p. 275* - -The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) checks. - -- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/flourish.md b/content/Mechanics/Rules/traits/flourish.md deleted file mode 100644 index 4ad6e40b8..000000000 --- a/content/Mechanics/Rules/traits/flourish.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/flowing-gmg.md b/content/Mechanics/Rules/traits/flowing-gmg.md deleted file mode 100644 index e9594002d..000000000 --- a/content/Mechanics/Rules/traits/flowing-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -- trait/category/time -aliases: ["Flowing"] ---- -# Flowing -*Source: Gamemastery Guide p. 251* - -The flow of time is consistently faster or slower. A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane. - -- **Categories**: Planar, Time \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/focused.md b/content/Mechanics/Rules/traits/focused.md deleted file mode 100644 index 4848a28c7..000000000 --- a/content/Mechanics/Rules/traits/focused.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Focused"] ---- -# Focused -*Source: Core Rulebook p. 632* - -An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/foldaway-tv.md b/content/Mechanics/Rules/traits/foldaway-tv.md deleted file mode 100644 index 771cbeabc..000000000 --- a/content/Mechanics/Rules/traits/foldaway-tv.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Foldaway"] ---- -# Foldaway -*Source: Treasure Vault p. 218* - -This shield can collapse into a smaller form attached to a [gauntlet](compendium/equipment/items/gauntlet.md) for stability and easy travel. You can use an Interact action to deploy or stow the shield. While it's deployed, you can Raise the Shield as long as you have that hand free or are holding an object of light Bulk that's not a weapon in that hand. The shield impedes the use of your hand while it's deployed. Though you can still hold items in that hand, you can't wield weapons in that hand, operate anything that takes two hands, or attack with the [gauntlet](compendium/equipment/items/gauntlet.md). - -A foldaway shield must be attached to a [gauntlet](compendium/equipment/items/gauntlet.md) for stability. It can be affixed to an item with 10 minutes of work and a successful DC 10 [Crafting](compendium/skills.md#Crafting) check; this includes the time needed to remove the shield from a previous [gauntlet](compendium/equipment/items/gauntlet.md), if necessary. If the [gauntlet](compendium/equipment/items/gauntlet.md) is destroyed, the foldaway shield can usually be salvaged. The collapsible nature of the shield makes it impossible to affix an attached weapon to it. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/force.md b/content/Mechanics/Rules/traits/force.md deleted file mode 100644 index 228dc8517..000000000 --- a/content/Mechanics/Rules/traits/force.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/forceful.md b/content/Mechanics/Rules/traits/forceful.md deleted file mode 100644 index 3bcfe500a..000000000 --- a/content/Mechanics/Rules/traits/forceful.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Forceful"] ---- -# Forceful -*Source: Core Rulebook p. 282* - -This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/fortune.md b/content/Mechanics/Rules/traits/fortune.md deleted file mode 100644 index 3f02a0efb..000000000 --- a/content/Mechanics/Rules/traits/fortune.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 8527ade8e..000000000 --- a/content/Mechanics/Rules/traits/free-hand.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/fulu-som.md b/content/Mechanics/Rules/traits/fulu-som.md deleted file mode 100644 index 7cab13e27..000000000 --- a/content/Mechanics/Rules/traits/fulu-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/item -aliases: ["Fulu"] ---- -# Fulu -*Source: Secrets of Magic p. 253* - -Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. - -All fulus have the fulu and consumable traits. Fulus also have a tradition trait—either arcane, divine, occult or primal—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. - -Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the [Affixing the Talisman](rules/actions/affix-a-talisman.md) action instead if the fulu is also a talisman. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/fungus-b1.md b/content/Mechanics/Rules/traits/fungus-b1.md deleted file mode 100644 index b1304b1d4..000000000 --- a/content/Mechanics/Rules/traits/fungus-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature-type -aliases: ["Fungus"] ---- -# Fungus -*Source: Bestiary p. 345* - -Fungal creatures have the fungus trait. They are distinct from normal fungi. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/gadget-g-g.md b/content/Mechanics/Rules/traits/gadget-g-g.md deleted file mode 100644 index 562437097..000000000 --- a/content/Mechanics/Rules/traits/gadget-g-g.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -aliases: ["Gadget"] ---- -# Gadget -*Source: Guns & Gears p. 233* - -Gadgets are consumable technological inventions with innovative uses. \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/ganzi-loag.md b/content/Mechanics/Rules/traits/ganzi-loag.md deleted file mode 100644 index 4bd60a67a..000000000 --- a/content/Mechanics/Rules/traits/ganzi-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Ganzi"] ---- -# Ganzi -*Source: Lost Omens: Ancestry Guide p. 141* - -A planar scion descended from a chaotic being of the Maelstrom, such as a protean. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/gargantuan-b1.md b/content/Mechanics/Rules/traits/gargantuan-b1.md deleted file mode 100644 index 3fa06f897..000000000 --- a/content/Mechanics/Rules/traits/gargantuan-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Gargantuan"] ---- -# Gargantuan -*Source: Bestiary p. 345* - -This size of creature takes up a space of at least 20 feet by 20 feet (16 squares on the grid), but can be much larger. Gargantuan creatures typically have a reach of 20 feet if they are tall, or 15 feet if they are long, but larger ones could have a much longer reach. - -- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/general.md b/content/Mechanics/Rules/traits/general.md deleted file mode 100644 index 08183d928..000000000 --- a/content/Mechanics/Rules/traits/general.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/feat -aliases: ["General"] ---- -# General -*Source: Core Rulebook p. 632* - -A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat. - -- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/genie-b1.md b/content/Mechanics/Rules/traits/genie-b1.md deleted file mode 100644 index a0db84789..000000000 --- a/content/Mechanics/Rules/traits/genie-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Genie"] ---- -# Genie -*Source: Bestiary p. 346* - -The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/geniekin-loag.md b/content/Mechanics/Rules/traits/geniekin-loag.md deleted file mode 100644 index 835f5a624..000000000 --- a/content/Mechanics/Rules/traits/geniekin-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Geniekin"] ---- -# Geniekin -*Source: Lost Omens: Ancestry Guide p. 138* - -Geniekin craft and use these weapons. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/ghoran-loil.md b/content/Mechanics/Rules/traits/ghoran-loil.md deleted file mode 100644 index b64eaee43..000000000 --- a/content/Mechanics/Rules/traits/ghoran-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/ancestry-heritage -aliases: ["Ghoran"] ---- -# Ghoran -*Source: Lost Omens: Impossible Lands p. 341* - -An intelligent plant ancestry that maintain long lives by rejuvenating themselves from seeds. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/ghost-b1.md b/content/Mechanics/Rules/traits/ghost-b1.md deleted file mode 100644 index 46d660a4e..000000000 --- a/content/Mechanics/Rules/traits/ghost-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Ghost"] ---- -# Ghost -*Source: Bestiary p. 346* - -Lost souls that haunt the world as incorporeal undead are called ghosts. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/ghoul-b1.md b/content/Mechanics/Rules/traits/ghoul-b1.md deleted file mode 100644 index a1800992d..000000000 --- a/content/Mechanics/Rules/traits/ghoul-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Ghoul"] ---- -# Ghoul -*Source: Bestiary p. 346* - -Ghouls are vile undead creatures that feast on flesh. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/giant.md b/content/Mechanics/Rules/traits/giant.md deleted file mode 100644 index 9331ebb4d..000000000 --- a/content/Mechanics/Rules/traits/giant.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature-type -aliases: ["Giant"] ---- -# Giant -*Source: Core Rulebook p. 632* - -Giants are massive humanoid creatures. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/gnoll-b1.md b/content/Mechanics/Rules/traits/gnoll-b1.md deleted file mode 100644 index d21a7d963..000000000 --- a/content/Mechanics/Rules/traits/gnoll-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Gnoll"] ---- -# Gnoll -*Source: Bestiary p. 346* - -Gnolls are humanoids that resemble hyenas. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/gnome.md b/content/Mechanics/Rules/traits/gnome.md deleted file mode 100644 index c800179ba..000000000 --- a/content/Mechanics/Rules/traits/gnome.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Gnome"] ---- -# Gnome -*Source: Core Rulebook p. 632* - -A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have [low-light vision](rules/abilities/low-light-vision.md). An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/goblin.md b/content/Mechanics/Rules/traits/goblin.md deleted file mode 100644 index 935772703..000000000 --- a/content/Mechanics/Rules/traits/goblin.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Goblin"] ---- -# Goblin -*Source: Core Rulebook p. 632* - -A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins. - -A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/golem-b1.md b/content/Mechanics/Rules/traits/golem-b1.md deleted file mode 100644 index 75a18e005..000000000 --- a/content/Mechanics/Rules/traits/golem-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Golem"] ---- -# Golem -*Source: Bestiary p. 346* - -Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/goloma-lome.md b/content/Mechanics/Rules/traits/goloma-lome.md deleted file mode 100644 index d1d2f1800..000000000 --- a/content/Mechanics/Rules/traits/goloma-lome.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lome -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Goloma"] ---- -# Goloma -*Source: Lost Omens: The Mwangi Expanse p. 309* - -Insular humanoids that bear countless eyes. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/good.md b/content/Mechanics/Rules/traits/good.md deleted file mode 100644 index dcd7f0a0e..000000000 --- a/content/Mechanics/Rules/traits/good.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/grapple.md b/content/Mechanics/Rules/traits/grapple.md deleted file mode 100644 index 4c1c37020..000000000 --- a/content/Mechanics/Rules/traits/grapple.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Grapple"] ---- -# Grapple -*Source: Core Rulebook p. 283* - -You can use this weapon to [Grapple](rules/actions/grapple.md) with the [Athletics](compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the [Athletics](compendium/skills.md#Athletics) check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/gremlin-b1.md b/content/Mechanics/Rules/traits/gremlin-b1.md deleted file mode 100644 index 3aec66263..000000000 --- a/content/Mechanics/Rules/traits/gremlin-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Gremlin"] ---- -# Gremlin -*Source: Bestiary p. 346* - -Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/grimoire-som.md b/content/Mechanics/Rules/traits/grimoire-som.md deleted file mode 100644 index 105bd0b59..000000000 --- a/content/Mechanics/Rules/traits/grimoire-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/item -aliases: ["Grimoire"] ---- -# Grimoire -*Source: Secrets of Magic p. 162* - -Most grimoires can hold up to 100 spells, like any spellbook, but allow spellcasters to erase spells written by a book's previous owner in favor of spells that employ their own magical formulas. If a spellcaster wants to transfer their spells from one of their spellbooks to a grimoire, they can conduct a simple, 1-minute ritual with the two books to cause the spells to vanish from their spellbook and appear in the grimoire. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/grippli-b2.md b/content/Mechanics/Rules/traits/grippli-b2.md deleted file mode 100644 index 713204b4d..000000000 --- a/content/Mechanics/Rules/traits/grippli-b2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Grippli"] ---- -# Grippli -*Source: Bestiary 2 p. 309* - -Gripplis are a family of froglike humanoids. - -Grippli craft and use these weapons. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/gunslinger-g-g.md b/content/Mechanics/Rules/traits/gunslinger-g-g.md deleted file mode 100644 index 4485889b4..000000000 --- a/content/Mechanics/Rules/traits/gunslinger-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/class -aliases: ["Gunslinger"] ---- -# Gunslinger -*Source: Guns & Gears p. 108* - - - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/hag.md b/content/Mechanics/Rules/traits/hag.md deleted file mode 100644 index f9c27abed..000000000 --- a/content/Mechanics/Rules/traits/hag.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Hag"] ---- -# Hag -*Source: Core Rulebook p. 632* - -These creatures are malevolent spellcasters who form covens. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/half-elf.md b/content/Mechanics/Rules/traits/half-elf.md deleted file mode 100644 index 1790a3888..000000000 --- a/content/Mechanics/Rules/traits/half-elf.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Half-Elf"] ---- -# Half-Elf -*Source: Core Rulebook p. 632* - -A creature with this trait is part human and part elf. An ability with this trait can be used or selected only by half-elves. - -A prominent heritage in the Inner Sea region, half-elves share characteristics with both elves and humans. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/half-orc.md b/content/Mechanics/Rules/traits/half-orc.md deleted file mode 100644 index 9eb69c0ef..000000000 --- a/content/Mechanics/Rules/traits/half-orc.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Half-Orc"] ---- -# Half-Orc -*Source: Core Rulebook p. 632* - -A creature with this trait is part human and part orc. An ability with this trait can be used or selected only by half-orcs. - -A prominent heritage in the Inner Sea region, half-orcs share characteristics with both humans and orcs. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/halfling.md b/content/Mechanics/Rules/traits/halfling.md deleted file mode 100644 index 29adaf632..000000000 --- a/content/Mechanics/Rules/traits/halfling.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Halfling"] ---- -# Halfling -*Source: Core Rulebook p. 632* - -A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/hampering-loag.md b/content/Mechanics/Rules/traits/hampering-loag.md deleted file mode 100644 index c7fb2c080..000000000 --- a/content/Mechanics/Rules/traits/hampering-loag.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/weapon -aliases: ["Hampering"] ---- -# Hampering -*Source: Lost Omens: Ancestry Guide p. 139* - -A weapon with the hampering trait is designed to be shaken, cast outward, or whipped about to control space on the battlefield. You can use an Interact action to thrash the weapon in a square within the weapon's reach. That square becomes difficult terrain until you attack with the weapon, move, or would otherwise stop intentionally thrashing it. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/harnessed-tv.md b/content/Mechanics/Rules/traits/harnessed-tv.md deleted file mode 100644 index a01766c74..000000000 --- a/content/Mechanics/Rules/traits/harnessed-tv.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Harnessed"] ---- -# Harnessed -*Source: Treasure Vault p. 219* - -This shield features a special brace or opening designed to hold lances or other jousting weapons. Jousters often use these shields as a backup in narrow passages and other places where they're unable to ride a mount. You can Interact to lock a weapon with the jousting trait in place in the shield, enabling you to use two hands to wield the shield and weapon simultaneously. If you're not wielding the combined unit with both hands, you can use neither the weapon nor the shield. - -While you have the shield raised, you can gain the jousting benefit of a weapon as if you were mounted. Because a significant portion of the weapon needs to be braced behind the shield, the weapon's reach is reduced by 5 feet if it is greater than 5 feet. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/haunt.md b/content/Mechanics/Rules/traits/haunt.md deleted file mode 100644 index 18f515520..000000000 --- a/content/Mechanics/Rules/traits/haunt.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/healing.md b/content/Mechanics/Rules/traits/healing.md deleted file mode 100644 index a8b65e331..000000000 --- a/content/Mechanics/Rules/traits/healing.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/hefty-tv.md b/content/Mechanics/Rules/traits/hefty-tv.md deleted file mode 100644 index f199e3de8..000000000 --- a/content/Mechanics/Rules/traits/hefty-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Hefty"] ---- -# Hefty -*Source: Treasure Vault p. 219* - -A hefty shield is so heavy that raising it takes more effort. Raising a Shield with the hefty trait is a two-action activity unless your Strength score equals or exceeds the number with the trait. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/hellknight-locg.md b/content/Mechanics/Rules/traits/hellknight-locg.md deleted file mode 100644 index 65216d43a..000000000 --- a/content/Mechanics/Rules/traits/hellknight-locg.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -aliases: ["Hellknight"] ---- -# Hellknight -*Source: Lost Omens: Character Guide p. 133* - -The Hellknights are a collection of knightly orders focused on maintaining order and upholding the law. \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/hex-apg.md b/content/Mechanics/Rules/traits/hex-apg.md deleted file mode 100644 index 4f8e6c4b3..000000000 --- a/content/Mechanics/Rules/traits/hex-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/combat -aliases: ["Hex"] ---- -# Hex -*Source: Advanced Player's Guide p. 101* - -A hex is a short-term effect generated on the fly from your patron's magic, requiring your familiar to draw from your patron. As such, you can cast only one spell with the hex trait each turn; attempts to cast a second hex spell on the same turn fail and the spellcasting actions are lost. - -- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/high-gravity-gmg.md b/content/Mechanics/Rules/traits/high-gravity-gmg.md deleted file mode 100644 index 413a12b05..000000000 --- a/content/Mechanics/Rules/traits/high-gravity-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/planar -aliases: ["High Gravity"] ---- -# High Gravity -*Source: Gamemastery Guide p. 252* - -As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell. - -- **Categories**: Gravity, Planar \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/hindering-tv.md b/content/Mechanics/Rules/traits/hindering-tv.md deleted file mode 100644 index aab81900c..000000000 --- a/content/Mechanics/Rules/traits/hindering-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/armor -aliases: ["Hindering"] ---- -# Hindering -*Source: Treasure Vault p. 8* - -This armor is so heavy and bulky it slows you down no matter what. You take a –5 penalty to all your Speeds (to a minimum of a 5‑foot Speed). This is separate from and in addition to the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's Speed penalty. - -- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/hobgoblin-locg.md b/content/Mechanics/Rules/traits/hobgoblin-locg.md deleted file mode 100644 index 7cceccc2e..000000000 --- a/content/Mechanics/Rules/traits/hobgoblin-locg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Hobgoblin"] ---- -# Hobgoblin -*Source: Lost Omens: Character Guide p. 133* - -Hobgoblins are a sturdy, clever people with a propensity for militaristic order. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/huge-b1.md b/content/Mechanics/Rules/traits/huge-b1.md deleted file mode 100644 index 69b9ad9f2..000000000 --- a/content/Mechanics/Rules/traits/huge-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Huge"] ---- -# Huge -*Source: Bestiary p. 345* - -A Huge creature takes up a 15-foot-by-15-foot space (9 squares on the grid). It typically has a reach of 15 feet if the creature is tall or 10 feet if the creature is long. - -- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/human.md b/content/Mechanics/Rules/traits/human.md deleted file mode 100644 index fb78860b9..000000000 --- a/content/Mechanics/Rules/traits/human.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Human"] ---- -# Human -*Source: Core Rulebook p. 633* - -A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/humanoid.md b/content/Mechanics/Rules/traits/humanoid.md deleted file mode 100644 index 3e18fa91f..000000000 --- a/content/Mechanics/Rules/traits/humanoid.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/ifrit-b2.md b/content/Mechanics/Rules/traits/ifrit-b2.md deleted file mode 100644 index 45ad0a7ef..000000000 --- a/content/Mechanics/Rules/traits/ifrit-b2.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Ifrit"] ---- -# Ifrit -*Source: Bestiary 2 p. 308* - -Ifrits are planar scions descended from efreet. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/illusion.md b/content/Mechanics/Rules/traits/illusion.md deleted file mode 100644 index 4632a7539..000000000 --- a/content/Mechanics/Rules/traits/illusion.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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/Rules/traits/immeasurable-gmg.md b/content/Mechanics/Rules/traits/immeasurable-gmg.md deleted file mode 100644 index 38c3c7f20..000000000 --- a/content/Mechanics/Rules/traits/immeasurable-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -- trait/category/scope -aliases: ["Immeasurable"] ---- -# Immeasurable -*Source: Gamemastery Guide p. 252* - -Planes with this trait are immeasurably large, perhaps infinite. - -- **Categories**: Planar, Scope \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/impulse-roe.md b/content/Mechanics/Rules/traits/impulse-roe.md deleted file mode 100644 index 6234cffcd..000000000 --- a/content/Mechanics/Rules/traits/impulse-roe.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/roe -- trait/category/action-ability -aliases: ["Impulse"] ---- -# Impulse -*Source: Rage of Elements p. 15* - -The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait. - -- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/incapacitation.md b/content/Mechanics/Rules/traits/incapacitation.md deleted file mode 100644 index 982e104dc..000000000 --- a/content/Mechanics/Rules/traits/incapacitation.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/incarnate-som.md b/content/Mechanics/Rules/traits/incarnate-som.md deleted file mode 100644 index fd9c67a52..000000000 --- a/content/Mechanics/Rules/traits/incarnate-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/spell -aliases: ["Incarnate"] ---- -# Incarnate -*Source: Secrets of Magic p. 132* - -A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish [Casting the Spell](rules/actions/cast-a-spell.md). At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word "Arrive" or "Depart" respectively, along with any traits. - -A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. - -The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by [Strikes](rules/actions/strike.md), spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier. - -- **Categories**: Spell \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/incorporeal-b1.md b/content/Mechanics/Rules/traits/incorporeal-b1.md deleted file mode 100644 index 83003f70b..000000000 --- a/content/Mechanics/Rules/traits/incorporeal-b1.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Incorporeal"] ---- -# Incorporeal -*Source: Bestiary p. 346* - -An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is [slowed](rules/conditions.md#Slowed) 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. - -An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. - -Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from [Strikes](rules/actions/strike.md) with the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune), with double the resistance against non-magical damage. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/inevitable-b1.md b/content/Mechanics/Rules/traits/inevitable-b1.md deleted file mode 100644 index 3ab5da844..000000000 --- a/content/Mechanics/Rules/traits/inevitable-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Inevitable"] ---- -# Inevitable -*Source: Bestiary p. 347* - -These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/infused.md b/content/Mechanics/Rules/traits/infused.md deleted file mode 100644 index e5a993b1d..000000000 --- a/content/Mechanics/Rules/traits/infused.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Infused"] ---- -# Infused -*Source: Core Rulebook p. 75* - -You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert. Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/infusion-roe.md b/content/Mechanics/Rules/traits/infusion-roe.md deleted file mode 100644 index 921cf8834..000000000 --- a/content/Mechanics/Rules/traits/infusion-roe.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/roe -- trait/category/action-ability -aliases: ["Infusion"] ---- -# Infusion -*Source: Rage of Elements p. 15* - -Actions with the infusion trait tweak your kineticist impulses. You must use an infusion action directly before the impulse action you want to alter. If you use any action (including free actions and reactions) other than an impulse action directly after, you waste the benefits of the infusion action. Any additional effects added by an infusion action are part of the impulse's effect, not of the infusion action itself. - -- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/ingested.md b/content/Mechanics/Rules/traits/ingested.md deleted file mode 100644 index 885e4782e..000000000 --- a/content/Mechanics/Rules/traits/ingested.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Ingested"] ---- -# Ingested -*Source: Core Rulebook p. 550* - -An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creature's mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/inhaled.md b/content/Mechanics/Rules/traits/inhaled.md deleted file mode 100644 index aacb654eb..000000000 --- a/content/Mechanics/Rules/traits/inhaled.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/injection-g-g.md b/content/Mechanics/Rules/traits/injection-g-g.md deleted file mode 100644 index 7c89d4d13..000000000 --- a/content/Mechanics/Rules/traits/injection-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Injection"] ---- -# Injection -*Source: Guns & Gears p. 233* - -This weapon can be filled with an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded poison with a single [Interact](rules/actions/interact.md) action. Refilling the weapon with a new substance requires three [Interact](rules/actions/interact.md) actions and uses both hands. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/injury.md b/content/Mechanics/Rules/traits/injury.md deleted file mode 100644 index 8184edae5..000000000 --- a/content/Mechanics/Rules/traits/injury.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Injury"] ---- -# Injury -*Source: Core Rulebook p. 550* - -An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/inscribed-tv.md b/content/Mechanics/Rules/traits/inscribed-tv.md deleted file mode 100644 index f8c8c5b99..000000000 --- a/content/Mechanics/Rules/traits/inscribed-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/armor -aliases: ["Inscribed"] ---- -# Inscribed -*Source: Treasure Vault p. 8* - -The armor has been treated so it can be inscribed with magical symbols using the same method as [Crafting](rules/actions/craft.md) a scroll. Inscribed attire can hold one scroll inscribed on it. You need a free hand to [Activate](rules/actions/activate-an-item.md) the scroll, but you don't need to [Interact](rules/actions/interact.md) to draw it. You can also [Activate](rules/actions/activate-an-item.md) the magic to erase the scroll the armor currently contains. You can't inscribe a new scroll onto the armor if a scroll is currently inscribed on it or if the armor is broken. - -- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/instinct.md b/content/Mechanics/Rules/traits/instinct.md deleted file mode 100644 index 37d3ebf49..000000000 --- a/content/Mechanics/Rules/traits/instinct.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/action-ability -aliases: ["Instinct"] ---- -# Instinct -*Source: Core Rulebook p. 87* - -Instinct abilities require a specific instinct; you lose access if you perform acts anathema to your instinct. - -- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/integrated-tv.md b/content/Mechanics/Rules/traits/integrated-tv.md deleted file mode 100644 index ac34ae961..000000000 --- a/content/Mechanics/Rules/traits/integrated-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Integrated"] ---- -# Integrated -*Source: Treasure Vault p. 219* - -This shield has been created to include a weapon in its construction, which works like an attached weapon but can't be removed from the shield. This also prevents other attached weapons from being added to the shield. The integrated weapon's damage is listed alongside the trait, such as "integrated d6 S," with any traits in parentheses. Unless otherwise noted in the shield's description, an integrated weapon is a martial weapon in the shield weapon group and requires one hand to attack with. The attached weapon can have runes etched onto it like other attached weapons. You can continue fighting normally with the integrated weapon if the shield is broken, but if the shield is destroyed, so is the weapon. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/intelligent-gmg.md b/content/Mechanics/Rules/traits/intelligent-gmg.md deleted file mode 100644 index 4fd46580c..000000000 --- a/content/Mechanics/Rules/traits/intelligent-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/item -aliases: ["Intelligent"] ---- -# Intelligent -*Source: Gamemastery Guide p. 252* - -An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don't have. Intelligent items can't be crafted by normal means, and they are always rare or unique. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/inventor-g-g.md b/content/Mechanics/Rules/traits/inventor-g-g.md deleted file mode 100644 index 98f43dc20..000000000 --- a/content/Mechanics/Rules/traits/inventor-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/class -aliases: ["Inventor"] ---- -# Inventor -*Source: Guns & Gears p. 16* - - - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/invested.md b/content/Mechanics/Rules/traits/invested.md deleted file mode 100644 index 0594dacf7..000000000 --- a/content/Mechanics/Rules/traits/invested.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/investigator-apg.md b/content/Mechanics/Rules/traits/investigator-apg.md deleted file mode 100644 index 1e70ff08f..000000000 --- a/content/Mechanics/Rules/traits/investigator-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/class -aliases: ["Investigator"] ---- -# Investigator -*Source: Advanced Player's Guide p. 268* - -This indicates abilities from the investigator class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/jousting.md b/content/Mechanics/Rules/traits/jousting.md deleted file mode 100644 index bd219d20b..000000000 --- a/content/Mechanics/Rules/traits/jousting.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Jousting"] ---- -# Jousting -*Source: Core Rulebook p. 283* - -The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/kaiju-frp2.md b/content/Mechanics/Rules/traits/kaiju-frp2.md deleted file mode 100644 index 8b05d1570..000000000 --- a/content/Mechanics/Rules/traits/kaiju-frp2.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/frp2 -aliases: ["Kaiju"] ---- -# Kaiju -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 89* - -> [!pf2-note] -> No entries available. \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/kashrishi-loil.md b/content/Mechanics/Rules/traits/kashrishi-loil.md deleted file mode 100644 index 9a99bbf6e..000000000 --- a/content/Mechanics/Rules/traits/kashrishi-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/ancestry-heritage -aliases: ["Kashrishi"] ---- -# Kashrishi -*Source: Lost Omens: Impossible Lands p. 341* - -A stout ancestry bearing distinctive crystal horns and inherent psychic abilities. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/kickback-g-g.md b/content/Mechanics/Rules/traits/kickback-g-g.md deleted file mode 100644 index 405fbe514..000000000 --- a/content/Mechanics/Rules/traits/kickback-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Kickback"] ---- -# Kickback -*Source: Guns & Gears p. 234* - -A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to a deployed bipod, tripod, or other stabilizer can lower or negate this penalty. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/kineticist-roe.md b/content/Mechanics/Rules/traits/kineticist-roe.md deleted file mode 100644 index ad1cf9fa6..000000000 --- a/content/Mechanics/Rules/traits/kineticist-roe.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/roe -- trait/category/class -aliases: ["Kineticist"] ---- -# Kineticist -*Source: Rage of Elements p. 237* - -This indicates abilities from the kineticist class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/kitsune-loag.md b/content/Mechanics/Rules/traits/kitsune-loag.md deleted file mode 100644 index 899a42b95..000000000 --- a/content/Mechanics/Rules/traits/kitsune-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Kitsune"] ---- -# Kitsune -*Source: Lost Omens: Ancestry Guide p. 141* - -Shapeshifting humanoids whose true forms resemble foxes. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/kobold-b1.md b/content/Mechanics/Rules/traits/kobold-b1.md deleted file mode 100644 index 55eb36974..000000000 --- a/content/Mechanics/Rules/traits/kobold-b1.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Kobold"] ---- -# Kobold -*Source: Bestiary p. 347* - -Kobolds are reptilian humanoids who are usually Small and typically have [darkvision](rules/abilities/darkvision.md). - -A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually [Small](rules/traits/small-b1.md "Small Size Trait") and typically have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or selected only by kobolds. - -A small, reptilian [humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") ancestry proud of their kinship to dragons. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/laminar-tv.md b/content/Mechanics/Rules/traits/laminar-tv.md deleted file mode 100644 index 58a29875a..000000000 --- a/content/Mechanics/Rules/traits/laminar-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/armor -aliases: ["Laminar"] ---- -# Laminar -*Source: Treasure Vault p. 8* - -The armor is made up of layered sections, so when it breaks, it isn't as much of a problem. The status penalty to AC if this armor is broken is –1 for broken medium armor, –2 for broken heavy armor, or no penalty for broken light armor. - -- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/large-b1.md b/content/Mechanics/Rules/traits/large-b1.md deleted file mode 100644 index ba55a8bfc..000000000 --- a/content/Mechanics/Rules/traits/large-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Large"] ---- -# Large -*Source: Bestiary p. 345* - -A Large creature takes up a 10-foot-by-10-foot space (4 squares on the grid). It typically has a reach of 10 feet if the creature is tall or 5 feet if the creature is long. - -- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/launching-tv.md b/content/Mechanics/Rules/traits/launching-tv.md deleted file mode 100644 index 2f151dc4d..000000000 --- a/content/Mechanics/Rules/traits/launching-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Launching"] ---- -# Launching -*Source: Treasure Vault p. 220* - -A mechanism within this shield can shoot projectiles, causing the shield to also function as a ranged weapon. The trait lists the type of weapon, such as "launching dart." Striking with the launcher requires the same number of hands as normal, except that the hand holding the shield counts toward this total, so a one-handed ranged weapon would require only one hand. Reloading takes the normal number of [Interact](rules/actions/interact.md) actions, to a minimum of 1 action, and you can't use the hand holding your shield to reload. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/lawful-evil-b1.md b/content/Mechanics/Rules/traits/lawful-evil-b1.md deleted file mode 100644 index b6be75bf0..000000000 --- a/content/Mechanics/Rules/traits/lawful-evil-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Lawful Evil"] ---- -# Lawful Evil -*Source: Bestiary p. 345* - -[Lawful](rules/traits/lawful.md "Lawful Alignment Trait") and [evil](rules/traits/evil.md "Evil Alignment Trait") - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/lawful-good-b1.md b/content/Mechanics/Rules/traits/lawful-good-b1.md deleted file mode 100644 index 9284a1307..000000000 --- a/content/Mechanics/Rules/traits/lawful-good-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Lawful Good"] ---- -# Lawful Good -*Source: Bestiary p. 345* - -[Lawful](rules/traits/lawful.md "Lawful Alignment Trait") and [good](rules/traits/good.md "Good Alignment Trait") - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/lawful-neutral-b1.md b/content/Mechanics/Rules/traits/lawful-neutral-b1.md deleted file mode 100644 index a8d8b52f5..000000000 --- a/content/Mechanics/Rules/traits/lawful-neutral-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Lawful Neutral"] ---- -# Lawful Neutral -*Source: Bestiary p. 345* - -[Lawful](rules/traits/lawful.md "Lawful Alignment Trait") and neutral - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/lawful.md b/content/Mechanics/Rules/traits/lawful.md deleted file mode 100644 index 498b9c927..000000000 --- a/content/Mechanics/Rules/traits/lawful.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/alignment -- trait/category/planar -aliases: ["Lawful"] ---- -# Lawful -*Source: Core Rulebook p. 633* - -Lawful effects often manipulate energy from law-aligned Outer Planes and are antithetical to chaotic divine servants or divine servants of chaotic deities. A creature with this trait is lawful in alignment. - -An ability with this trait can be selected or used by lawful creatures only. - -- **Categories**: Alignment, Planar \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/leshy-b1.md b/content/Mechanics/Rules/traits/leshy-b1.md deleted file mode 100644 index 9ce38cfee..000000000 --- a/content/Mechanics/Rules/traits/leshy-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Leshy"] ---- -# Leshy -*Source: Bestiary p. 347* - -Leshys are small plant creatures, roughly humanoid in form. - -Leshies are living plants animated by [primal](rules/traits/primal.md "Primal Tradition Trait") magic. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/light.md b/content/Mechanics/Rules/traits/light.md deleted file mode 100644 index 6fdc1ac4c..000000000 --- a/content/Mechanics/Rules/traits/light.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/lineage-apg.md b/content/Mechanics/Rules/traits/lineage-apg.md deleted file mode 100644 index af42df795..000000000 --- a/content/Mechanics/Rules/traits/lineage-apg.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -aliases: ["Lineage"] ---- -# Lineage -*Source: Advanced Player's Guide p. 268* - -A feat with this trait indicates a character's descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can't retrain into or out of these feats. \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/linguistic.md b/content/Mechanics/Rules/traits/linguistic.md deleted file mode 100644 index e2ff40ab4..000000000 --- a/content/Mechanics/Rules/traits/linguistic.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index cd15aa4e0..000000000 --- a/content/Mechanics/Rules/traits/litany.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/lizardfolk-b1.md b/content/Mechanics/Rules/traits/lizardfolk-b1.md deleted file mode 100644 index 3fe157f8a..000000000 --- a/content/Mechanics/Rules/traits/lizardfolk-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Lizardfolk"] ---- -# Lizardfolk -*Source: Bestiary p. 347* - -Lizardfolk are a family of reptilian humanoids. - -These reptilian humanoids, also known as iruxi, are extremely adaptable and patient. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/low-gravity-gmg.md b/content/Mechanics/Rules/traits/low-gravity-gmg.md deleted file mode 100644 index 24895a2c0..000000000 --- a/content/Mechanics/Rules/traits/low-gravity-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/planar -aliases: ["Low Gravity"] ---- -# Low Gravity -*Source: Gamemastery Guide p. 252* - -As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell. - -- **Categories**: Gravity, Planar \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/lozenge-tv.md b/content/Mechanics/Rules/traits/lozenge-tv.md deleted file mode 100644 index 854bd2a75..000000000 --- a/content/Mechanics/Rules/traits/lozenge-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Lozenge"] ---- -# Lozenge -*Source: Treasure Vault p. 46* - -You [Activate](rules/actions/activate-an-item.md) an alchemical lozenge by putting it in your mouth. It stays there, slowly dissolving and releasing its ingredients over time. You can bite a lozenge for a secondary effect. The action this takes is noted in the item under the Secondary Effect heading. As soon as this secondary effect is over, the lozenge is used up and its benefits for you end. You can drink elixirs, potions, and beverages with a lozenge in your mouth, but you can't benefit from more than one lozenge at a time. If you have two lozenges in your mouth at the same time, both become inert. You can also spit out a lozenge as a single action to end its effect and make it inert. A lozenge dissolves due to its alchemical ingredients, so it typically still works even if you don't have saliva. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/magical.md b/content/Mechanics/Rules/traits/magical.md deleted file mode 100644 index 5f5b0b9b7..000000000 --- a/content/Mechanics/Rules/traits/magical.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/magus-som.md b/content/Mechanics/Rules/traits/magus-som.md deleted file mode 100644 index 8ae025f7d..000000000 --- a/content/Mechanics/Rules/traits/magus-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/class -aliases: ["Magus"] ---- -# Magus -*Source: Secrets of Magic p. 253* - -This indicates abilities from the magus class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/manipulate.md b/content/Mechanics/Rules/traits/manipulate.md deleted file mode 100644 index 5aae39094..000000000 --- a/content/Mechanics/Rules/traits/manipulate.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/mechanical.md b/content/Mechanics/Rules/traits/mechanical.md deleted file mode 100644 index 0afc66ef7..000000000 --- a/content/Mechanics/Rules/traits/mechanical.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/hazard -aliases: ["Mechanical"] ---- -# Mechanical -*Source: Core Rulebook p. 634* - -A hazard with this trait is a constructed physical object. - -- **Categories**: Hazard \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/medium-b1.md b/content/Mechanics/Rules/traits/medium-b1.md deleted file mode 100644 index d783e809c..000000000 --- a/content/Mechanics/Rules/traits/medium-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Medium"] ---- -# Medium -*Source: Bestiary p. 345* - -A Medium creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet. - -- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/mental.md b/content/Mechanics/Rules/traits/mental.md deleted file mode 100644 index ecdc6c65d..000000000 --- a/content/Mechanics/Rules/traits/mental.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/merfolk-b1.md b/content/Mechanics/Rules/traits/merfolk-b1.md deleted file mode 100644 index 5a1251982..000000000 --- a/content/Mechanics/Rules/traits/merfolk-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Merfolk"] ---- -# Merfolk -*Source: Bestiary p. 347* - -These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/metal-roe.md b/content/Mechanics/Rules/traits/metal-roe.md deleted file mode 100644 index 45d3d9c75..000000000 --- a/content/Mechanics/Rules/traits/metal-roe.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/roe -- trait/category/energy-element -- trait/category/planar -aliases: ["Metal"] ---- -# Metal -*Source: Rage of Elements p. 237* - -Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal. - -- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/metamagic.md b/content/Mechanics/Rules/traits/metamagic.md deleted file mode 100644 index 9d160216e..000000000 --- a/content/Mechanics/Rules/traits/metamagic.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/metamorphic-gmg.md b/content/Mechanics/Rules/traits/metamorphic-gmg.md deleted file mode 100644 index f42d7d9bf..000000000 --- a/content/Mechanics/Rules/traits/metamorphic-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/morphic -aliases: ["Metamorphic"] ---- -# Metamorphic -*Source: Gamemastery Guide p. 253* - -On planes with this trait, the plane's physical nature can be changed by things other than physical force or magic. - -- **Categories**: Gravity, Morphic \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/metropolis-gmg.md b/content/Mechanics/Rules/traits/metropolis-gmg.md deleted file mode 100644 index f4b3d90d1..000000000 --- a/content/Mechanics/Rules/traits/metropolis-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/settlement -aliases: ["Metropolis"] ---- -# Metropolis -*Source: Gamemastery Guide p. 253* - -Settlements with this trait are the largest of cities, often with a level of 8 or higher. - -- **Categories**: Settlement \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/microgravity-gmg.md b/content/Mechanics/Rules/traits/microgravity-gmg.md deleted file mode 100644 index e7d1880db..000000000 --- a/content/Mechanics/Rules/traits/microgravity-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/planar -aliases: ["Microgravity"] ---- -# Microgravity -*Source: Gamemastery Guide p. 253* - -There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane. - -- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/militaristic-locg.md b/content/Mechanics/Rules/traits/militaristic-locg.md deleted file mode 100644 index bec9cd62e..000000000 --- a/content/Mechanics/Rules/traits/militaristic-locg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -- trait/category/general -aliases: ["Militaristic"] ---- -# Militaristic -*Source: Lost Omens: Character Guide p. 133* - -Militaristic entities have a command structure and an emphasis on armed combat in organized groups; militaristic organizations are often armies or law enforcement agencies. - -- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/mindless.md b/content/Mechanics/Rules/traits/mindless.md deleted file mode 100644 index 8831cd644..000000000 --- a/content/Mechanics/Rules/traits/mindless.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/mindshift-da.md b/content/Mechanics/Rules/traits/mindshift-da.md deleted file mode 100644 index 8c1cc1f8d..000000000 --- a/content/Mechanics/Rules/traits/mindshift-da.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/action-ability -- trait/category/combat -aliases: ["Mindshift"] ---- -# Mindshift -*Source: Dark Archive p. 13* - -An action with this trait can always be altered to use the raw power of your mind. When you take this action, you can choose to replace any damage it deals with mental damage, give it the mental trait, and replace any save it requires with a Will save. The action loses any traits matching damage types it no longer deals. - -- **Categories**: Action & Ability, Combat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/minion.md b/content/Mechanics/Rules/traits/minion.md deleted file mode 100644 index bb39e9042..000000000 --- a/content/Mechanics/Rules/traits/minion.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index d1202d72d..000000000 --- a/content/Mechanics/Rules/traits/misfortune.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/missive-tv.md b/content/Mechanics/Rules/traits/missive-tv.md deleted file mode 100644 index ca7e7f97b..000000000 --- a/content/Mechanics/Rules/traits/missive-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Missive"] ---- -# Missive -*Source: Treasure Vault p. 220* - -A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and [consumable](rules/traits/consumable.md "Consumable Item Trait") traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/modification-g-g.md b/content/Mechanics/Rules/traits/modification-g-g.md deleted file mode 100644 index 88af9587a..000000000 --- a/content/Mechanics/Rules/traits/modification-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/feat -aliases: ["Modification"] ---- -# Modification -*Source: Guns & Gears p. 234* - -A feat with this trait alters the construction of your innovation. If you have the reconfigure|inventor|g&g|3 class feature, you can retrain such a feat more easily. - -- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/modular-logm.md b/content/Mechanics/Rules/traits/modular-logm.md deleted file mode 100644 index d8ceb768d..000000000 --- a/content/Mechanics/Rules/traits/modular-logm.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/logm -- trait/category/item -- trait/category/weapon -aliases: ["Modular"] ---- -# Modular -*Source: Lost Omens: Gods & Magic p. 120* - -The weapon has multiple configurations that you can switch between using an [Interact](rules/actions/interact.md) action. This typically changes the type of damage the weapon deals (listed in the trait, such as "modular B, P, or S"). However, it can also change the weapon's traits. For example, a [switchscythe's](compendium/equipment/items/switchscythe-lotgb.md) "modular (P and [grapple](rules/traits/grapple.md "Grapple Weapon Trait"), or S and [sweep](rules/traits/sweep.md "Sweep Weapon Trait"))" means that the [switchscythe](compendium/equipment/items/switchscythe-lotgb.md) can either deal piercing damage and gain the [grapple](rules/traits/grapple.md "Grapple Weapon Trait") trait, or it can deal slashing damage and gain the [sweep](rules/traits/sweep.md "Sweep Weapon Trait") trait. \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/monitor.md b/content/Mechanics/Rules/traits/monitor.md deleted file mode 100644 index 8c85adfa7..000000000 --- a/content/Mechanics/Rules/traits/monitor.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index db0c1106a..000000000 --- a/content/Mechanics/Rules/traits/monk.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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/Rules/traits/morlock-b2.md b/content/Mechanics/Rules/traits/morlock-b2.md deleted file mode 100644 index 22a78d763..000000000 --- a/content/Mechanics/Rules/traits/morlock-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Morlock"] ---- -# Morlock -*Source: Bestiary 2 p. 308* - -Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/morph.md b/content/Mechanics/Rules/traits/morph.md deleted file mode 100644 index e4103574b..000000000 --- a/content/Mechanics/Rules/traits/morph.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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/Rules/traits/mounted-g-g.md b/content/Mechanics/Rules/traits/mounted-g-g.md deleted file mode 100644 index 4735af830..000000000 --- a/content/Mechanics/Rules/traits/mounted-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Mounted"] ---- -# Mounted -*Source: Guns & Gears p. 234* - -Mounted siege weapons take up a certain size and space, and typically have statistics to allow them to be attacked. They're used for large-scale warfare. 72. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/move.md b/content/Mechanics/Rules/traits/move.md deleted file mode 100644 index 977efcba3..000000000 --- a/content/Mechanics/Rules/traits/move.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/multiclass.md b/content/Mechanics/Rules/traits/multiclass.md deleted file mode 100644 index 2f9cec5e8..000000000 --- a/content/Mechanics/Rules/traits/multiclass.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/feat -aliases: ["Multiclass"] ---- -# Multiclass -*Source: Core Rulebook p. 635* - -Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name. - -- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/mummy-b1.md b/content/Mechanics/Rules/traits/mummy-b1.md deleted file mode 100644 index 9994765b1..000000000 --- a/content/Mechanics/Rules/traits/mummy-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Mummy"] ---- -# Mummy -*Source: Bestiary p. 347* - -A mummy is an undead creature created from a preserved corpse. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/mutagen.md b/content/Mechanics/Rules/traits/mutagen.md deleted file mode 100644 index 87d7c76d6..000000000 --- a/content/Mechanics/Rules/traits/mutagen.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Mutagen"] ---- -# Mutagen -*Source: Core Rulebook p. 634* - -An elixir with the mutagen trait temporarily transmogrifies the subject's body and alters its mind. A mutagen always conveys one or more beneficial effects paired with one or more detrimental effects. Mutagens are polymorph effects, meaning you can benefit from only one at a time. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/mutant-b1.md b/content/Mechanics/Rules/traits/mutant-b1.md deleted file mode 100644 index 360640503..000000000 --- a/content/Mechanics/Rules/traits/mutant-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Mutant"] ---- -# Mutant -*Source: Bestiary p. 347* - -The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/nagaji-loil.md b/content/Mechanics/Rules/traits/nagaji-loil.md deleted file mode 100644 index 47b0c87a1..000000000 --- a/content/Mechanics/Rules/traits/nagaji-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/ancestry-heritage -aliases: ["Nagaji"] ---- -# Nagaji -*Source: Lost Omens: Impossible Lands p. 347* - -A traditionalist ancestry with reptilian features and serpentine heads. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/necromancy.md b/content/Mechanics/Rules/traits/necromancy.md deleted file mode 100644 index 35067ea4f..000000000 --- a/content/Mechanics/Rules/traits/necromancy.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -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 deleted file mode 100644 index c0bb9a8e0..000000000 --- a/content/Mechanics/Rules/traits/negative.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -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/Rules/traits/neutral-b1.md b/content/Mechanics/Rules/traits/neutral-b1.md deleted file mode 100644 index fb1b87dfa..000000000 --- a/content/Mechanics/Rules/traits/neutral-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Neutral"] ---- -# Neutral -*Source: Bestiary p. 345* - -Neutral - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/neutral-evil-b1.md b/content/Mechanics/Rules/traits/neutral-evil-b1.md deleted file mode 100644 index e4f29ea6a..000000000 --- a/content/Mechanics/Rules/traits/neutral-evil-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Neutral Evil"] ---- -# Neutral Evil -*Source: Bestiary p. 345* - -Neutral and [evil](rules/traits/evil.md "Evil Alignment Trait") - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/neutral-good-b1.md b/content/Mechanics/Rules/traits/neutral-good-b1.md deleted file mode 100644 index 8447adf6b..000000000 --- a/content/Mechanics/Rules/traits/neutral-good-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Neutral Good"] ---- -# Neutral Good -*Source: Bestiary p. 345* - -Neutral and [good](rules/traits/good.md "Good Alignment Trait") - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/noisy.md b/content/Mechanics/Rules/traits/noisy.md deleted file mode 100644 index 4982bb220..000000000 --- a/content/Mechanics/Rules/traits/noisy.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/armor -aliases: ["Noisy"] ---- -# Noisy -*Source: Core Rulebook p. 275* - -This armor is loud and likely to alert others to your presence. The armor's check penalty applies to [Stealth](compendium/skills.md#Stealth) checks even if you meet the required Strength score. - -- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/nonlethal.md b/content/Mechanics/Rules/traits/nonlethal.md deleted file mode 100644 index 77ae5aa04..000000000 --- a/content/Mechanics/Rules/traits/nonlethal.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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/Rules/traits/nymph-b1.md b/content/Mechanics/Rules/traits/nymph-b1.md deleted file mode 100644 index 67876fb53..000000000 --- a/content/Mechanics/Rules/traits/nymph-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Nymph"] ---- -# Nymph -*Source: Bestiary p. 347* - -This family of beautiful fey creatures has strong ties to natural locations. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/oath.md b/content/Mechanics/Rules/traits/oath.md deleted file mode 100644 index cf9be7ead..000000000 --- a/content/Mechanics/Rules/traits/oath.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/feat -aliases: ["Oath"] ---- -# Oath -*Source: Core Rulebook p. 109* - -Oaths add an additional tenet to your code. You can usually have only one feat with this trait. - -- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/occult.md b/content/Mechanics/Rules/traits/occult.md deleted file mode 100644 index 94942ee28..000000000 --- a/content/Mechanics/Rules/traits/occult.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/oil.md b/content/Mechanics/Rules/traits/oil.md deleted file mode 100644 index e76177d56..000000000 --- a/content/Mechanics/Rules/traits/oil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Oil"] ---- -# Oil -*Source: Core Rulebook p. 634* - -Oils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/olfactory-b1.md b/content/Mechanics/Rules/traits/olfactory-b1.md deleted file mode 100644 index 99de0ce80..000000000 --- a/content/Mechanics/Rules/traits/olfactory-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/effect -aliases: ["Olfactory"] ---- -# Olfactory -*Source: Bestiary p. 168* - -An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM. - -- **Categories**: Effect \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/oni-b2.md b/content/Mechanics/Rules/traits/oni-b2.md deleted file mode 100644 index 3b2ae7ccf..000000000 --- a/content/Mechanics/Rules/traits/oni-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Oni"] ---- -# Oni -*Source: Bestiary 2 p. 309* - -Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/ooze.md b/content/Mechanics/Rules/traits/ooze.md deleted file mode 100644 index e1e4f1ee0..000000000 --- a/content/Mechanics/Rules/traits/ooze.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/open.md b/content/Mechanics/Rules/traits/open.md deleted file mode 100644 index 46f1510e9..000000000 --- a/content/Mechanics/Rules/traits/open.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/combat -aliases: ["Open"] ---- -# Open -*Source: Core Rulebook p. 634* - -These maneuvers work only as the first salvo on your turn. You can use an open only if you haven't used an action with the attack or open trait yet this turn. - -- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/oracle-apg.md b/content/Mechanics/Rules/traits/oracle-apg.md deleted file mode 100644 index 2fdda6ef9..000000000 --- a/content/Mechanics/Rules/traits/oracle-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/class -aliases: ["Oracle"] ---- -# Oracle -*Source: Advanced Player's Guide p. 269* - -This trait indicates abilities from the oracle class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/orc.md b/content/Mechanics/Rules/traits/orc.md deleted file mode 100644 index a231d8526..000000000 --- a/content/Mechanics/Rules/traits/orc.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Orc"] ---- -# Orc -*Source: Core Rulebook p. 634* - -A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/oread-b2.md b/content/Mechanics/Rules/traits/oread-b2.md deleted file mode 100644 index 9e706704a..000000000 --- a/content/Mechanics/Rules/traits/oread-b2.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Oread"] ---- -# Oread -*Source: Bestiary 2 p. 309* - -Oreads are planar scions descended from shaitans. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/overflow-roe.md b/content/Mechanics/Rules/traits/overflow-roe.md deleted file mode 100644 index d12433d26..000000000 --- a/content/Mechanics/Rules/traits/overflow-roe.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/roe -- trait/category/action-ability -aliases: ["Overflow"] ---- -# Overflow -*Source: Rage of Elements p. 15* - -Powerful impulses temporarily overdraw the energy of your kinetic gate. When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with [Channel Elements](rules/actions/channel-elements-roe.md)). Extinguishing your element this severely is taxing, and consequently, you can use only one overflow impulse per round, even if you reactivate your kinetic gate. - -- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/parry.md b/content/Mechanics/Rules/traits/parry.md deleted file mode 100644 index 372a0c6b5..000000000 --- a/content/Mechanics/Rules/traits/parry.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Parry"] ---- -# Parry -*Source: Core Rulebook p. 283* - -This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/pervasive-magic-som.md b/content/Mechanics/Rules/traits/pervasive-magic-som.md deleted file mode 100644 index 4bca49347..000000000 --- a/content/Mechanics/Rules/traits/pervasive-magic-som.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/general -aliases: ["Pervasive Magic"] ---- -# Pervasive Magic -*Source: Secrets of Magic p. 218* - -> [!pf2-note] -> For more information read the pervasive magic variant rule. - -- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/petitioner-b2.md b/content/Mechanics/Rules/traits/petitioner-b2.md deleted file mode 100644 index f8b6eeff1..000000000 --- a/content/Mechanics/Rules/traits/petitioner-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature-type -aliases: ["Petitioner"] ---- -# Petitioner -*Source: Bestiary 2 p. 309* - -Petitioners are mortal souls who have been judged and then transformed into creatures native to other planes. Petitioners can survive the basic environmental effects of their home plane. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/phantom-som.md b/content/Mechanics/Rules/traits/phantom-som.md deleted file mode 100644 index edaeed902..000000000 --- a/content/Mechanics/Rules/traits/phantom-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/creature -aliases: ["Phantom"] ---- -# Phantom -*Source: Secrets of Magic p. 254* - -A phantom is a soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/plant.md b/content/Mechanics/Rules/traits/plant.md deleted file mode 100644 index cde415f72..000000000 --- a/content/Mechanics/Rules/traits/plant.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 4716d47bf..000000000 --- a/content/Mechanics/Rules/traits/poison.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -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 deleted file mode 100644 index 37b562fa8..000000000 --- a/content/Mechanics/Rules/traits/polymorph.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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/Rules/traits/ponderous-tv.md b/content/Mechanics/Rules/traits/ponderous-tv.md deleted file mode 100644 index da28dec7b..000000000 --- a/content/Mechanics/Rules/traits/ponderous-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/armor -aliases: ["Ponderous"] ---- -# Ponderous -*Source: Treasure Vault p. 8* - -The armor has moving parts or other complications that lengthen the wearer's initial reaction time. While wearing the armor, you take a –1 penalty to initiative checks. If you don't meet the armor's required Strength score, this penalty increases to be equal to the armor's check penalty if it's worse. - -- **Categories**: Armor \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/poppet-lotgb.md b/content/Mechanics/Rules/traits/poppet-lotgb.md deleted file mode 100644 index 8ab9a8fbb..000000000 --- a/content/Mechanics/Rules/traits/poppet-lotgb.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lotgb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Poppet"] ---- -# Poppet -*Source: Lost Omens: The Grand Bazaar p. 134* - -Small constructs originally designed to serve as companions or servants. They occasionally gain a greater spark of life, transforming them into independent, sapient creatures. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/portable-g-g.md b/content/Mechanics/Rules/traits/portable-g-g.md deleted file mode 100644 index 54b5246c2..000000000 --- a/content/Mechanics/Rules/traits/portable-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Portable"] ---- -# Portable -*Source: Guns & Gears p. 235* - -Portable siege weapons, such as battering rams, can be more easily carried and have a role in both warfare and smaller conflicts or exploration. 73. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/positive.md b/content/Mechanics/Rules/traits/positive.md deleted file mode 100644 index 1c4e03d66..000000000 --- a/content/Mechanics/Rules/traits/positive.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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/Rules/traits/possession.md b/content/Mechanics/Rules/traits/possession.md deleted file mode 100644 index 03fef0a4a..000000000 --- a/content/Mechanics/Rules/traits/possession.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -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 (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 for 1 minute. - -- **Categories**: Effect \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/potion.md b/content/Mechanics/Rules/traits/potion.md deleted file mode 100644 index 2d5c01b9c..000000000 --- a/content/Mechanics/Rules/traits/potion.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Potion"] ---- -# Potion -*Source: Core Rulebook p. 635* - -A potion is a magical liquid activated when you drink it. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/precious.md b/content/Mechanics/Rules/traits/precious.md deleted file mode 100644 index 5854b501f..000000000 --- a/content/Mechanics/Rules/traits/precious.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 99cdf2de5..000000000 --- a/content/Mechanics/Rules/traits/prediction.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/press.md b/content/Mechanics/Rules/traits/press.md deleted file mode 100644 index 62bc0c820..000000000 --- a/content/Mechanics/Rules/traits/press.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/combat -aliases: ["Press"] ---- -# Press -*Source: Core Rulebook p. 635* - -Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.) Because a press action requires a multiple attack penalty, you can't use one when it's not your turn, even if you use the Ready activity. - -- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/primal.md b/content/Mechanics/Rules/traits/primal.md deleted file mode 100644 index e6fc66b9a..000000000 --- a/content/Mechanics/Rules/traits/primal.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/processed-tv.md b/content/Mechanics/Rules/traits/processed-tv.md deleted file mode 100644 index 1945bd818..000000000 --- a/content/Mechanics/Rules/traits/processed-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Processed"] ---- -# Processed -*Source: Treasure Vault p. 46* - -An alchemical consumable with the processed trait can be created with [Quick Alchemy](rules/actions/quick-alchemy.md) but is too complex to create in a single action. Using [Quick Alchemy](rules/actions/quick-alchemy.md) to create a processed item takes 1 minute. If the item would take more than 3 actions to Activate, the time the item remains potent after you create it is equal to its activation time. For instance, a processed item that takes 10 minutes to Activate would remain potent for 10 minutes when created with [Quick Alchemy](rules/actions/quick-alchemy.md) instead of remaining potent only until the start of your next turn. This trait doesn't change other specifics of [Quick Alchemy](rules/actions/quick-alchemy.md). You could, for example, use double brew to create two of the same processed item over the course of 1 minute. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/propulsive.md b/content/Mechanics/Rules/traits/propulsive.md deleted file mode 100644 index b9cc3211f..000000000 --- a/content/Mechanics/Rules/traits/propulsive.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/protean-b1.md b/content/Mechanics/Rules/traits/protean-b1.md deleted file mode 100644 index 3a27c0e62..000000000 --- a/content/Mechanics/Rules/traits/protean-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Protean"] ---- -# Protean -*Source: Bestiary p. 347* - -A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have [darkvision](rules/abilities/darkvision.md), an amorphous anatomy, and a weakness to lawful damage. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/psyche-da.md b/content/Mechanics/Rules/traits/psyche-da.md deleted file mode 100644 index 3a3e1e03d..000000000 --- a/content/Mechanics/Rules/traits/psyche-da.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/action-ability -- trait/category/combat -aliases: ["Psyche"] ---- -# Psyche -*Source: Dark Archive p. 13* - -Your psyche must be unleashed to use abilities that have the psyche trait, and they end automatically when your unleashed psyche subsides. - -- **Categories**: Action & Ability, Combat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/psychic-da.md b/content/Mechanics/Rules/traits/psychic-da.md deleted file mode 100644 index 194e73ae3..000000000 --- a/content/Mechanics/Rules/traits/psychic-da.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/class -aliases: ["Psychic"] ---- -# Psychic -*Source: Dark Archive p. 221* - -This indicates abilities from the psychic class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/psychopomp-b1.md b/content/Mechanics/Rules/traits/psychopomp-b1.md deleted file mode 100644 index 8240edd69..000000000 --- a/content/Mechanics/Rules/traits/psychopomp-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Psychopomp"] ---- -# Psychopomp -*Source: Bestiary p. 347* - -A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have [darkvision](rules/abilities/darkvision.md), lifesense, and spirit touch, and they are immune to death effects. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/qlippoth-b2.md b/content/Mechanics/Rules/traits/qlippoth-b2.md deleted file mode 100644 index ba5e18c48..000000000 --- a/content/Mechanics/Rules/traits/qlippoth-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Qlippoth"] ---- -# Qlippoth -*Source: Bestiary 2 p. 309* - -A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/rage.md b/content/Mechanics/Rules/traits/rage.md deleted file mode 100644 index 075b925ee..000000000 --- a/content/Mechanics/Rules/traits/rage.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/combat -aliases: ["Rage"] ---- -# Rage -*Source: Core Rulebook p. 87* - -You must be raging to use abilities with the rage trait, and they end automatically when you stop raging. - -- **Categories**: Combat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/rakshasa-b1.md b/content/Mechanics/Rules/traits/rakshasa-b1.md deleted file mode 100644 index 8e3472bd7..000000000 --- a/content/Mechanics/Rules/traits/rakshasa-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Rakshasa"] ---- -# Rakshasa -*Source: Bestiary p. 347* - -Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/range-increment.md b/content/Mechanics/Rules/traits/range-increment.md deleted file mode 100644 index c73eeea9e..000000000 --- a/content/Mechanics/Rules/traits/range-increment.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Range Increment"] ---- -# Range Increment -*Source: Core Rulebook p. 279* - -> [!pf2-note] -> While not an official trait but instead a weapon statistic, this is used in the traits entry of many creatures attacks. You can find the rules for range increments 0. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/ranged-trip-b1.md b/content/Mechanics/Rules/traits/ranged-trip-b1.md deleted file mode 100644 index ee58b914f..000000000 --- a/content/Mechanics/Rules/traits/ranged-trip-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/weapon -aliases: ["Ranged Trip"] ---- -# Ranged Trip -*Source: Bestiary p. 85* - -The weapon can be used to [Trip](rules/actions/trip.md) with the [Athletics](compendium/skills.md#Athletics) skill at a distance up to the weapon's first range increment. The skill check is attempted with a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to [Trip](rules/actions/trip.md), a ranged trip weapon doesn't deal any damage when used to [Trip](rules/actions/trip.md). This trait usually appears only on a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/ranger.md b/content/Mechanics/Rules/traits/ranger.md deleted file mode 100644 index d64ab6037..000000000 --- a/content/Mechanics/Rules/traits/ranger.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index cdc69cce6..000000000 --- a/content/Mechanics/Rules/traits/rare.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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/Rules/traits/ratfolk-b1.md b/content/Mechanics/Rules/traits/ratfolk-b1.md deleted file mode 100644 index 57b7411d3..000000000 --- a/content/Mechanics/Rules/traits/ratfolk-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Ratfolk"] ---- -# Ratfolk -*Source: Bestiary p. 347* - -Ratfolk are humanoids who resemble rats. - -A creature with this trait is a member of the ratfolk ancestry. Ratfolk are humanoids who resemble rats. An ability with this trait can be used or selected only by ratfolk. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/razing-tv.md b/content/Mechanics/Rules/traits/razing-tv.md deleted file mode 100644 index 218526530..000000000 --- a/content/Mechanics/Rules/traits/razing-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/weapon -aliases: ["Razing"] ---- -# Razing -*Source: Treasure Vault p. 26* - -Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/reach.md b/content/Mechanics/Rules/traits/reach.md deleted file mode 100644 index 9f5be1a11..000000000 --- a/content/Mechanics/Rules/traits/reach.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/reckless-gmg.md b/content/Mechanics/Rules/traits/reckless-gmg.md deleted file mode 100644 index 213a00486..000000000 --- a/content/Mechanics/Rules/traits/reckless-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/action-ability -aliases: ["Reckless"] ---- -# Reckless -*Source: Gamemastery Guide p. 254* - -Actions that have the reckless trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself. - -> [!success-degree] -> - **Success** The action occurs as described. -> - **Failure** The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled. - -- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/recovery-tv.md b/content/Mechanics/Rules/traits/recovery-tv.md deleted file mode 100644 index 199e4a781..000000000 --- a/content/Mechanics/Rules/traits/recovery-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/weapon -aliases: ["Recovery"] ---- -# Recovery -*Source: Treasure Vault p. 26* - -Recovery weapons are thrown weapons designed to return to the thrower when they miss the target. When you make an unsuccessful thrown Strike with this weapon, it flies back to your hand after the Strike is complete, allowing you to try again. If your hands are full when the weapon returns, it falls to the ground in your space. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/reflection-da.md b/content/Mechanics/Rules/traits/reflection-da.md deleted file mode 100644 index 9e3fdcc5f..000000000 --- a/content/Mechanics/Rules/traits/reflection-da.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Reflection"] ---- -# Reflection -*Source: Dark Archive p. 221* - -A creature with this trait has the reflection versatile heritage. Reflections are beings who are copies of living people, whether through cloning, planar duplication, or another mechanism. An ability with this trait can be used or selected only by reflections. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/relic-tv.md b/content/Mechanics/Rules/traits/relic-tv.md deleted file mode 100644 index a232fb5f5..000000000 --- a/content/Mechanics/Rules/traits/relic-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Relic"] ---- -# Relic -*Source: Treasure Vault p. 204* - - - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/reload.md b/content/Mechanics/Rules/traits/reload.md deleted file mode 100644 index 21991a147..000000000 --- a/content/Mechanics/Rules/traits/reload.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Reload"] ---- -# Reload -*Source: Core Rulebook p. 279* - -> [!pf2-note] -> While not an official trait but instead a weapon statistic, this is used in the traits entry of many creatures attacks. You can find the rules for reloading 0. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/repeating-g-g.md b/content/Mechanics/Rules/traits/repeating-g-g.md deleted file mode 100644 index 09300eb86..000000000 --- a/content/Mechanics/Rules/traits/repeating-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Repeating"] ---- -# Repeating -*Source: Guns & Gears p. 62* - -These weapons can't be loaded with individual bolts or bullets like other crossbows and firearms; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition loads automatically each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0). When the ammunition runs out, a new magazine must be loaded, which requires a free hand and 3 Interact actions (to remove the old magazine, retrieve the new magazine, and slot the new magazine in place). These actions don't need to be consecutive. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/resonant-loag.md b/content/Mechanics/Rules/traits/resonant-loag.md deleted file mode 100644 index 00436edfd..000000000 --- a/content/Mechanics/Rules/traits/resonant-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/weapon -aliases: ["Resonant"] ---- -# Resonant -*Source: Lost Omens: Ancestry Guide p. 139* - -This weapon can channel energy damage. You gain the [Conduct Energy](rules/actions/conduct-energy-loag.md) free action while wielding a resonant weapon. - -![Conduct Energy](rules/actions/conduct-energy-loag.md) - - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/revelation.md b/content/Mechanics/Rules/traits/revelation.md deleted file mode 100644 index a6a85f154..000000000 --- a/content/Mechanics/Rules/traits/revelation.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/revolutionary-locg.md b/content/Mechanics/Rules/traits/revolutionary-locg.md deleted file mode 100644 index d73de2000..000000000 --- a/content/Mechanics/Rules/traits/revolutionary-locg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -- trait/category/general -aliases: ["Revolutionary"] ---- -# Revolutionary -*Source: Lost Omens: Character Guide p. 134* - -Revolutionary entities use armed conflict to oppose authority. A revolutionary organization often has a loose structure of agents with loyalty to charismatic individuals. - -- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/rogue.md b/content/Mechanics/Rules/traits/rogue.md deleted file mode 100644 index c81847aca..000000000 --- a/content/Mechanics/Rules/traits/rogue.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/class -aliases: ["Rogue"] ---- -# Rogue -*Source: Core Rulebook p. 635* - -This indicates abilities from the rogue class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/saggorak-aoa4.md b/content/Mechanics/Rules/traits/saggorak-aoa4.md deleted file mode 100644 index 79b11c8e4..000000000 --- a/content/Mechanics/Rules/traits/saggorak-aoa4.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/aoa4 -aliases: ["Saggorak"] ---- -# Saggorak -*Source: Age of Ashes #4: Fires of the Haunted City p. 73* - -Ancient dwarven blacksmiths in Saggorak designed a series of spectacularly powerful runes. Only someone with legendary proficiency in [Crafting](compendium/skills.md#Crafting), or a well-versed dwarven crafter from the city of Kovlar, can apply, transfer, or remove a rune with the Saggorak trait. - -Because of their considerable power, all Saggorak runes take up two property rune slots, and consequently they can be applied only to armor and weapons with at least a +2 potency rune. \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/scatter-g-g.md b/content/Mechanics/Rules/traits/scatter-g-g.md deleted file mode 100644 index 20adb2fe0..000000000 --- a/content/Mechanics/Rules/traits/scatter-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Scatter"] ---- -# Scatter -*Source: Guns & Gears p. 235* - -This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon take the listed damage, and the target and all other creatures within the listed radius around it take 1 point of [splash](rules/traits/splash.md "Splash Weapon Trait") damage per weapon damage die. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/scroll.md b/content/Mechanics/Rules/traits/scroll.md deleted file mode 100644 index 547e4ce23..000000000 --- a/content/Mechanics/Rules/traits/scroll.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Scroll"] ---- -# Scroll -*Source: Core Rulebook p. 636* - -A scroll contains a single spell you can cast without a spell slot. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/scrying.md b/content/Mechanics/Rules/traits/scrying.md deleted file mode 100644 index 6435cd58b..000000000 --- a/content/Mechanics/Rules/traits/scrying.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/sea-devil-b1.md b/content/Mechanics/Rules/traits/sea-devil-b1.md deleted file mode 100644 index 02928e7b2..000000000 --- a/content/Mechanics/Rules/traits/sea-devil-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Sea Devil"] ---- -# Sea Devil -*Source: Bestiary p. 347* - -Evil ocean-dwelling humanoids, sea devils usually have [darkvision](rules/abilities/darkvision.md) and wavesense. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/secret.md b/content/Mechanics/Rules/traits/secret.md deleted file mode 100644 index aaf278762..000000000 --- a/content/Mechanics/Rules/traits/secret.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/sentient-gmg.md b/content/Mechanics/Rules/traits/sentient-gmg.md deleted file mode 100644 index 8e65eeb33..000000000 --- a/content/Mechanics/Rules/traits/sentient-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/morphic -- trait/category/planar -aliases: ["Sentient"] ---- -# Sentient -*Source: Gamemastery Guide p. 254* - -Planes with this trait can change their physical nature according to the plane's own whim. - -- **Categories**: Planar, Morphic \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/serpentfolk-b2.md b/content/Mechanics/Rules/traits/serpentfolk-b2.md deleted file mode 100644 index b393280cb..000000000 --- a/content/Mechanics/Rules/traits/serpentfolk-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Serpentfolk"] ---- -# Serpentfolk -*Source: Bestiary 2 p. 309* - -Serpentfolk are a family of serpentine humanoids. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/shadow.md b/content/Mechanics/Rules/traits/shadow.md deleted file mode 100644 index 32d22a639..000000000 --- a/content/Mechanics/Rules/traits/shadow.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -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/Rules/traits/shield-throw-tv.md b/content/Mechanics/Rules/traits/shield-throw-tv.md deleted file mode 100644 index 76fa3f26c..000000000 --- a/content/Mechanics/Rules/traits/shield-throw-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Shield Throw"] ---- -# Shield Throw -*Source: Treasure Vault p. 219* - -A shield with this trait is designed to be thrown as a ranged attack. When thrown, the shield is a martial [thrown](rules/traits/thrown.md "Thrown Weapon Trait") ranged weapon. Its damage dice and type are the same as its shield bash attack, but if the shield includes an attached weapon or integrated weapon, you can choose to attack with it instead when you throw the shield. You add your Strength modifier to damage, as typical of a [thrown](rules/traits/thrown.md "Thrown Weapon Trait") weapon. The trait also includes the range increment. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/shisk-lome.md b/content/Mechanics/Rules/traits/shisk-lome.md deleted file mode 100644 index 4b01e8141..000000000 --- a/content/Mechanics/Rules/traits/shisk-lome.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lome -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Shisk"] ---- -# Shisk -*Source: Lost Omens: The Mwangi Expanse p. 310* - -Secretive humanoids covered in bony plumage that reside underground. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/shoony-ec3.md b/content/Mechanics/Rules/traits/shoony-ec3.md deleted file mode 100644 index 18498b6c8..000000000 --- a/content/Mechanics/Rules/traits/shoony-ec3.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/ec3 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Shoony"] ---- -# Shoony -*Source: Extinction Curse #3: Life's Long Shadows p. 82* - -Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/shove.md b/content/Mechanics/Rules/traits/shove.md deleted file mode 100644 index 6435c7d67..000000000 --- a/content/Mechanics/Rules/traits/shove.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/skeleton-b1.md b/content/Mechanics/Rules/traits/skeleton-b1.md deleted file mode 100644 index b28ce57f8..000000000 --- a/content/Mechanics/Rules/traits/skeleton-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Skeleton"] ---- -# Skeleton -*Source: Bestiary p. 347* - -This undead is made by animating a dead creature's skeleton with negative energy. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/skill.md b/content/Mechanics/Rules/traits/skill.md deleted file mode 100644 index 1332ab031..000000000 --- a/content/Mechanics/Rules/traits/skill.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/feat -aliases: ["Skill"] ---- -# Skill -*Source: Core Rulebook p. 636* - -A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat. - -- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/skulk-b2.md b/content/Mechanics/Rules/traits/skulk-b2.md deleted file mode 100644 index b68ab89c7..000000000 --- a/content/Mechanics/Rules/traits/skulk-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Skulk"] ---- -# Skulk -*Source: Bestiary 2 p. 309* - -Skulks are a family of humanoids whose skin can shift coloration to aid in stealth. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/sleep.md b/content/Mechanics/Rules/traits/sleep.md deleted file mode 100644 index 27c0631a3..000000000 --- a/content/Mechanics/Rules/traits/sleep.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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/Rules/traits/small-b1.md b/content/Mechanics/Rules/traits/small-b1.md deleted file mode 100644 index 9d3577e4a..000000000 --- a/content/Mechanics/Rules/traits/small-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Small"] ---- -# Small -*Source: Bestiary p. 345* - -A Small creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet. - -- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/snare.md b/content/Mechanics/Rules/traits/snare.md deleted file mode 100644 index f0f57ecad..000000000 --- a/content/Mechanics/Rules/traits/snare.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Snare"] ---- -# Snare -*Source: Core Rulebook p. 636* - -Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/social-apg.md b/content/Mechanics/Rules/traits/social-apg.md deleted file mode 100644 index daffa9327..000000000 --- a/content/Mechanics/Rules/traits/social-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/feat -aliases: ["Social"] ---- -# Social -*Source: Advanced Player's Guide p. 270* - -Actions and abilities with the social trait can be used only while a [vigilante](compendium/character/archetypes/vigilante-apg.md) is in their social identity. - -- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/sonic.md b/content/Mechanics/Rules/traits/sonic.md deleted file mode 100644 index 1ee3f3a4a..000000000 --- a/content/Mechanics/Rules/traits/sonic.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 619a05a01..000000000 --- a/content/Mechanics/Rules/traits/sorcerer.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/soulbound-b1.md b/content/Mechanics/Rules/traits/soulbound-b1.md deleted file mode 100644 index 17e279e2f..000000000 --- a/content/Mechanics/Rules/traits/soulbound-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Soulbound"] ---- -# Soulbound -*Source: Bestiary p. 347* - -These constructs are mentally augmented by a fragment of a once-living creature's soul. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/spellgun-tv.md b/content/Mechanics/Rules/traits/spellgun-tv.md deleted file mode 100644 index 84257f576..000000000 --- a/content/Mechanics/Rules/traits/spellgun-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/item -aliases: ["Spellgun"] ---- -# Spellgun -*Source: Treasure Vault p. 221* - -The spellgun trait appears on items that can generate a magical effect that flies out like a bullet. You can make either a spell attack roll with a spellgun or a ranged attack roll using your proficiency with simple firearms. Spellguns have a range increment, which applies regardless of which type of attack roll you make. Though you can use your modifier for simple firearms, a spellgun isn't actually a firearm. You don't get the damage of a firearm [Strike](rules/actions/strike.md), nor other benefits like critical specialization. Similarly, you can't load or reload a spellgun, [affix talismans](rules/actions/affix-a-talisman.md) to one, make a spellgun [Strike](rules/actions/strike.md) as part of an action that lets you make a firearm [Strike](rules/actions/strike.md), and so on. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/spellheart-som.md b/content/Mechanics/Rules/traits/spellheart-som.md deleted file mode 100644 index bb07f7269..000000000 --- a/content/Mechanics/Rules/traits/spellheart-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/equipment -aliases: ["Spellheart"] ---- -# Spellheart -*Source: Secrets of Magic p. 170* - -Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to [Affixing the Talisman](rules/actions/affix-a-talisman.md). The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. [Crafting](rules/actions/craft.md) a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires [air walk](compendium/spells/air-walk.md), gale blast, and [wall of wind](compendium/spells/wall-of-wind.md). - -- **Categories**: Equipment \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/spellshape-roe.md b/content/Mechanics/Rules/traits/spellshape-roe.md deleted file mode 100644 index fe66817cf..000000000 --- a/content/Mechanics/Rules/traits/spellshape-roe.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/roe -- trait/category/general -aliases: ["Spellshape"] ---- -# Spellshape -*Source: Rage of Elements p. 238* - -Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself. - -- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/spellshot-g-g.md b/content/Mechanics/Rules/traits/spellshot-g-g.md deleted file mode 100644 index a976a61a2..000000000 --- a/content/Mechanics/Rules/traits/spellshot-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/class -aliases: ["Spellshot"] ---- -# Spellshot -*Source: Guns & Gears p. 140* - - - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/spirit.md b/content/Mechanics/Rules/traits/spirit.md deleted file mode 100644 index 5faed5a61..000000000 --- a/content/Mechanics/Rules/traits/spirit.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/splash.md b/content/Mechanics/Rules/traits/splash.md deleted file mode 100644 index 9c796f24c..000000000 --- a/content/Mechanics/Rules/traits/splash.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Splash"] ---- -# Splash -*Source: Core Rulebook p. 637* - -Most bombs also have the splash trait. When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a critical failure, the bomb misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit. - -For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage), and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and `2d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage), but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/spriggan-b2.md b/content/Mechanics/Rules/traits/spriggan-b2.md deleted file mode 100644 index 78a3ebbe4..000000000 --- a/content/Mechanics/Rules/traits/spriggan-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Spriggan"] ---- -# Spriggan -*Source: Bestiary 2 p. 310* - -Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/sprite-b1.md b/content/Mechanics/Rules/traits/sprite-b1.md deleted file mode 100644 index d975707b7..000000000 --- a/content/Mechanics/Rules/traits/sprite-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Sprite"] ---- -# Sprite -*Source: Bestiary p. 347* - -A family of diminutive winged fey with a strong connection to primal magic. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/staff.md b/content/Mechanics/Rules/traits/staff.md deleted file mode 100644 index 5676a5528..000000000 --- a/content/Mechanics/Rules/traits/staff.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Staff"] ---- -# Staff -*Source: Core Rulebook p. 637* - -This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/stance.md b/content/Mechanics/Rules/traits/stance.md deleted file mode 100644 index 5f583e799..000000000 --- a/content/Mechanics/Rules/traits/stance.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/static-gmg.md b/content/Mechanics/Rules/traits/static-gmg.md deleted file mode 100644 index 487bdfc50..000000000 --- a/content/Mechanics/Rules/traits/static-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -aliases: ["Static"] ---- -# Static -*Source: Gamemastery Guide p. 254* - -The physical nature of a plane with this trait can't be changed in any way. - -- **Categories**: Planar \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/steam-g-g.md b/content/Mechanics/Rules/traits/steam-g-g.md deleted file mode 100644 index fa5bb8f64..000000000 --- a/content/Mechanics/Rules/traits/steam-g-g.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -aliases: ["Steam"] ---- -# Steam -*Source: Guns & Gears p. 236* - -Items with this trait are powered by engines that boil water to produce steam and move their components. \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/strange-gravity-gmg.md b/content/Mechanics/Rules/traits/strange-gravity-gmg.md deleted file mode 100644 index 1c8e0abdd..000000000 --- a/content/Mechanics/Rules/traits/strange-gravity-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/planar -aliases: ["Strange Gravity"] ---- -# Strange Gravity -*Source: Gamemastery Guide p. 254* - -All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself. - -- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/strix-loag.md b/content/Mechanics/Rules/traits/strix-loag.md deleted file mode 100644 index 8820df0ea..000000000 --- a/content/Mechanics/Rules/traits/strix-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Strix"] ---- -# Strix -*Source: Lost Omens: Ancestry Guide p. 142* - -Winged humanoids, most of whom live in and around Cheliax. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/structure.md b/content/Mechanics/Rules/traits/structure.md deleted file mode 100644 index 97ea2586a..000000000 --- a/content/Mechanics/Rules/traits/structure.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/general -aliases: ["Structure"] ---- -# Structure -*Source: Core Rulebook p. 596* - -An item with the structure trait creates a magical building or other structure when activated. The item must be activated on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can't be created on water or other nonsolid surfaces. If activated on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure's foundation (if any) reaches the solid ground. If an item with this trait is activated on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC 3 flat check each day; on a failure, the structure begins to sink or collapse. - -The structure doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when the item is activated ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the activation ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure. - -- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/subjective-gravity-gmg.md b/content/Mechanics/Rules/traits/subjective-gravity-gmg.md deleted file mode 100644 index c0156bf7a..000000000 --- a/content/Mechanics/Rules/traits/subjective-gravity-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/planar -aliases: ["Subjective Gravity"] ---- -# Subjective Gravity -*Source: Gamemastery Guide p. 254* - -All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and [mindless](rules/traits/mindless.md "Mindless Creature Trait") creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining "down" near their feet. Designating this downward direction is a free action that has the [concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") trait. If suspended in midair, a creature can replicate flight by choosing a "down" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the [Fly](rules/actions/fly.md) action. - -- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/suli-b2.md b/content/Mechanics/Rules/traits/suli-b2.md deleted file mode 100644 index e8e5ac10d..000000000 --- a/content/Mechanics/Rules/traits/suli-b2.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Suli"] ---- -# Suli -*Source: Bestiary 2 p. 310* - -Sulis are planar scions descended from jann. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/summoned.md b/content/Mechanics/Rules/traits/summoned.md deleted file mode 100644 index 13d34e8b0..000000000 --- a/content/Mechanics/Rules/traits/summoned.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/summoner-som.md b/content/Mechanics/Rules/traits/summoner-som.md deleted file mode 100644 index 3e1426963..000000000 --- a/content/Mechanics/Rules/traits/summoner-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/class -aliases: ["Summoner"] ---- -# Summoner -*Source: Secrets of Magic p. 254* - -This indicates abilities from the summoner class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/swarm-b1.md b/content/Mechanics/Rules/traits/swarm-b1.md deleted file mode 100644 index a01960efa..000000000 --- a/content/Mechanics/Rules/traits/swarm-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Swarm"] ---- -# Swarm -*Source: Bestiary p. 347* - -A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/swashbuckler-apg.md b/content/Mechanics/Rules/traits/swashbuckler-apg.md deleted file mode 100644 index 220f18028..000000000 --- a/content/Mechanics/Rules/traits/swashbuckler-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/class -aliases: ["Swashbuckler"] ---- -# Swashbuckler -*Source: Advanced Player's Guide p. 270* - -This indicates abilities from the swashbuckler class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/sweep.md b/content/Mechanics/Rules/traits/sweep.md deleted file mode 100644 index a1798b8c2..000000000 --- a/content/Mechanics/Rules/traits/sweep.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Sweep"] ---- -# Sweep -*Source: Core Rulebook p. 283* - -This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/sylph-b2.md b/content/Mechanics/Rules/traits/sylph-b2.md deleted file mode 100644 index a65fd0b60..000000000 --- a/content/Mechanics/Rules/traits/sylph-b2.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Sylph"] ---- -# Sylph -*Source: Bestiary 2 p. 309* - -Sylphs are planar scions descended from djinn. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/talisman.md b/content/Mechanics/Rules/traits/talisman.md deleted file mode 100644 index ca8f617f5..000000000 --- a/content/Mechanics/Rules/traits/talisman.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Talisman"] ---- -# Talisman -*Source: Core Rulebook p. 637* - -A talisman is a small object affixed to armor, a shield, or a weapon (called the affixed item). You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/tandem-som.md b/content/Mechanics/Rules/traits/tandem-som.md deleted file mode 100644 index bd120ab62..000000000 --- a/content/Mechanics/Rules/traits/tandem-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/action-ability -aliases: ["Tandem"] ---- -# Tandem -*Source: Secrets of Magic p. 57* - -Actions with this trait involve you and your eidolon acting in concert. You can't use a tandem action if either you or your eidolon can't act, if you haven't [Manifested your Eidolon](rules/actions/manifest-eidolon-som.md), or if you've [Manifested your Eidolon](rules/actions/manifest-eidolon-som.md) in a way where it isn't a separate entity (such as with the [Meld into Eidolon](compendium/feats/meld-into-eidolon-som.md) feat). Tandem actions often let both you and your eidolon take separate actions, but these must be actions taken separately by you and your eidolon; you can't use a tandem action to take another tandem action. - -- **Categories**: Action & Ability \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/tane-b2.md b/content/Mechanics/Rules/traits/tane-b2.md deleted file mode 100644 index 1f16a1342..000000000 --- a/content/Mechanics/Rules/traits/tane-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Tane"] ---- -# Tane -*Source: Bestiary 2 p. 310* - -The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/tattoo-lowg.md b/content/Mechanics/Rules/traits/tattoo-lowg.md deleted file mode 100644 index 8ac35c71a..000000000 --- a/content/Mechanics/Rules/traits/tattoo-lowg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lowg -- trait/category/item -aliases: ["Tattoo"] ---- -# Tattoo -*Source: Lost Omens: World Guide p. 124* - -A tattoo is a type of item that is drawn or cut into a creature's skin and usually takes the form of images or symbols. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/teleportation.md b/content/Mechanics/Rules/traits/teleportation.md deleted file mode 100644 index f66326a61..000000000 --- a/content/Mechanics/Rules/traits/teleportation.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/tengu-b1.md b/content/Mechanics/Rules/traits/tengu-b1.md deleted file mode 100644 index f7aefae8f..000000000 --- a/content/Mechanics/Rules/traits/tengu-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Tengu"] ---- -# Tengu -*Source: Bestiary p. 270* - -A creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble birds. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/tethered-b1.md b/content/Mechanics/Rules/traits/tethered-b1.md deleted file mode 100644 index 621e51fae..000000000 --- a/content/Mechanics/Rules/traits/tethered-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/weapon -aliases: ["Tethered"] ---- -# Tethered -*Source: Bestiary p. 85* - -This weapon is attached to a length of rope or chain that allows you to retrieve it after it has left your hand. If you have a free hand while wielding this weapon, you can use an [Interact](rules/actions/interact.md) action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been [disarmed](rules/actions/disarm.md) (unless it is being held by another creature). - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/thaumaturge-da.md b/content/Mechanics/Rules/traits/thaumaturge-da.md deleted file mode 100644 index 2e4686e30..000000000 --- a/content/Mechanics/Rules/traits/thaumaturge-da.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/class -aliases: ["Thaumaturge"] ---- -# Thaumaturge -*Source: Dark Archive p. 222* - -This indicates abilities from the thaumaturge class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/thrown.md b/content/Mechanics/Rules/traits/thrown.md deleted file mode 100644 index 9064bf764..000000000 --- a/content/Mechanics/Rules/traits/thrown.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/tiefling-b1.md b/content/Mechanics/Rules/traits/tiefling-b1.md deleted file mode 100644 index 05479b02b..000000000 --- a/content/Mechanics/Rules/traits/tiefling-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -aliases: ["Tiefling"] ---- -# Tiefling -*Source: Bestiary p. 270* - -A creature with this trait has the tiefling versatile heritage. Tieflings are planar scions descended from fiend. An ability with this trait can be used or selected only by tieflings. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/time-b2.md b/content/Mechanics/Rules/traits/time-b2.md deleted file mode 100644 index bb3079206..000000000 --- a/content/Mechanics/Rules/traits/time-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature-type -aliases: ["Time"] ---- -# Time -*Source: Bestiary 2 p. 310* - -Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/timeless-gmg.md b/content/Mechanics/Rules/traits/timeless-gmg.md deleted file mode 100644 index a0f9340bc..000000000 --- a/content/Mechanics/Rules/traits/timeless-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -- trait/category/time -aliases: ["Timeless"] ---- -# Timeless -*Source: Gamemastery Guide p. 254* - -Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another time trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the timeless trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age. - -- **Categories**: Planar, Time \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/tiny-b1.md b/content/Mechanics/Rules/traits/tiny-b1.md deleted file mode 100644 index d3717f860..000000000 --- a/content/Mechanics/Rules/traits/tiny-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Tiny"] ---- -# Tiny -*Source: Bestiary p. 345* - -A creature of this size takes up less than a 5-foot-by-5-foot space (1 square on the grid), and multiple Tiny creatures can occupy the same square on the grid. At least four Tiny creatures can occupy the same square, and even more can occupy the same square, at the GM's discretion. They can also occupy the same space as larger creatures, and if their reach is 0 feet, they must do so in order to attack. - -- **Categories**: Size \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/town-gmg.md b/content/Mechanics/Rules/traits/town-gmg.md deleted file mode 100644 index 6d0424ed9..000000000 --- a/content/Mechanics/Rules/traits/town-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/settlement -aliases: ["Town"] ---- -# Town -*Source: Gamemastery Guide p. 254* - -Settlements with this trait are modest in size, with a level usually ranging from 2–4. - -- **Categories**: Settlement \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/training-tv.md b/content/Mechanics/Rules/traits/training-tv.md deleted file mode 100644 index c44acde1e..000000000 --- a/content/Mechanics/Rules/traits/training-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/weapon -aliases: ["Training"] ---- -# Training -*Source: Treasure Vault p. 26* - -A training weapon is designed to be used when training an animal to participate in combat by identifying the target for the animal to attack. [Striking](rules/actions/strike.md) a creature with a training weapon gives your animal companion or your bonded animal a +1 circumstance bonus to its next attack roll against that target. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/traits.md b/content/Mechanics/Rules/traits/traits.md deleted file mode 100644 index afb43a186..000000000 --- a/content/Mechanics/Rules/traits/traits.md +++ /dev/null @@ -1,597 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-index ---- -# Index of Traits - -[Action & Ability](#Action%20&%20Ability), [Alignment](#Alignment), [Ancestry & Heritage](#Ancestry%20&%20Heritage), [Armor](#Armor), [Class](#Class), [Combat](#Combat), [Creature](#Creature), [Creature Type](#Creature%20Type), [Effect](#Effect), [Energy & Element](#Energy%20&%20Element), [Equipment](#Equipment), [Feat](#Feat), [General](#General), [Gravity](#Gravity), [Hazard](#Hazard), [Item](#Item), [Morphic](#Morphic), [Planar](#Planar), [Rarity](#Rarity), [School](#School), [Scope](#Scope), [Settlement](#Settlement), [Size](#Size), [Spell](#Spell), [Time](#Time), [Tradition](#Tradition), [Weapon](#Weapon) - - -## Action & Ability - -- [Composite](rules/traits/composite-roe.md "Composite Action & Ability Trait") -- [Concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -- [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") -- [Downtime](rules/traits/downtime.md "Downtime Action & Ability Trait") -- [Esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") -- [Exploration](rules/traits/exploration.md "Exploration Action & Ability Trait") -- [Impulse](rules/traits/impulse-roe.md "Impulse Action & Ability Trait") -- [Infusion](rules/traits/infusion-roe.md "Infusion Action & Ability Trait") -- [Instinct](rules/traits/instinct.md "Instinct Action & Ability Trait") -- [Mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") -- [Overflow](rules/traits/overflow-roe.md "Overflow Action & Ability Trait") -- [Psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") -- [Reckless](rules/traits/reckless-gmg.md "Reckless Action & Ability Trait") -- [Tandem](rules/traits/tandem-som.md "Tandem Action & Ability Trait") - -## Alignment - -- [Any](rules/traits/any-b1.md "Any Alignment Trait") -- [Chaotic Evil](rules/traits/chaotic-evil-b1.md "Chaotic Evil Alignment Trait") -- [Chaotic Good](rules/traits/chaotic-good-b1.md "Chaotic Good Alignment Trait") -- [Chaotic Neutral](rules/traits/chaotic-neutral-b1.md "Chaotic Neutral Alignment Trait") -- [Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") -- [Evil](rules/traits/evil.md "Evil Alignment Trait") -- [Good](rules/traits/good.md "Good Alignment Trait") -- [Lawful Evil](rules/traits/lawful-evil-b1.md "Lawful Evil Alignment Trait") -- [Lawful Good](rules/traits/lawful-good-b1.md "Lawful Good Alignment Trait") -- [Lawful Neutral](rules/traits/lawful-neutral-b1.md "Lawful Neutral Alignment Trait") -- [Lawful](rules/traits/lawful.md "Lawful Alignment Trait") -- [Neutral Evil](rules/traits/neutral-evil-b1.md "Neutral Evil Alignment Trait") -- [Neutral Good](rules/traits/neutral-good-b1.md "Neutral Good Alignment Trait") -- [Neutral](rules/traits/neutral-b1.md "Neutral Alignment Trait") - -## Ancestry & Heritage - -- [Aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") -- [Anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") -- [Android](rules/traits/android-loag.md "Android Ancestry & Heritage Trait") -- [Aphorite](rules/traits/aphorite-loag.md "Aphorite Ancestry & Heritage Trait") -- [Automaton](rules/traits/automaton-g-g.md "Automaton Ancestry & Heritage Trait") -- [Azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") -- [Beastkin](rules/traits/beastkin-loag.md "Beastkin Ancestry & Heritage Trait") -- [Catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") -- [Changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") -- [Conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") -- [Dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") -- [Duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") -- [Dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") -- [Elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") -- [Fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") -- [Fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") -- [Ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") -- [Geniekin](rules/traits/geniekin-loag.md "Geniekin Ancestry & Heritage Trait") -- [Ghoran](rules/traits/ghoran-loil.md "Ghoran Ancestry & Heritage Trait") -- [Gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") -- [Gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") -- [Goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") -- [Goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") -- [Grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") -- [Half-Elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") -- [Half-Orc](rules/traits/half-orc.md "Half-Orc Ancestry & Heritage Trait") -- [Halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") -- [Hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") -- [Human](rules/traits/human.md "Human Ancestry & Heritage Trait") -- [Ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") -- [Kashrishi](rules/traits/kashrishi-loil.md "Kashrishi Ancestry & Heritage Trait") -- [Kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") -- [Kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") -- [Leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") -- [Lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") -- [Nagaji](rules/traits/nagaji-loil.md "Nagaji Ancestry & Heritage Trait") -- [Orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") -- [Oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") -- [Poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") -- [Ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") -- [Reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") -- [Shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") -- [Shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") -- [Skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") -- [Sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") -- [Strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") -- [Suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") -- [Sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") -- [Tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") -- [Tiefling](rules/traits/tiefling-b1.md "Tiefling Ancestry & Heritage Trait") -- [Undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") -- [Vanara](rules/traits/vanara-loil.md "Vanara Ancestry & Heritage Trait") -- [Vishkanya](rules/traits/vishkanya-loil.md "Vishkanya Ancestry & Heritage Trait") - -## Armor - -- [Adjusted](rules/traits/adjusted-tv.md "Adjusted Armor Trait") -- [Aquadynamic](rules/traits/aquadynamic-tv.md "Aquadynamic Armor Trait") -- [Bulwark](rules/traits/bulwark.md "Bulwark Armor Trait") -- [Comfort](rules/traits/comfort.md "Comfort Armor Trait") -- [Entrench](rules/traits/entrench-tv.md "Entrench Armor Trait") -- [Flexible](rules/traits/flexible.md "Flexible Armor Trait") -- [Hindering](rules/traits/hindering-tv.md "Hindering Armor Trait") -- [Inscribed](rules/traits/inscribed-tv.md "Inscribed Armor Trait") -- [Laminar](rules/traits/laminar-tv.md "Laminar Armor Trait") -- [Noisy](rules/traits/noisy.md "Noisy Armor Trait") -- [Ponderous](rules/traits/ponderous-tv.md "Ponderous Armor Trait") - -## Class - -- [Aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") -- [Alchemist](rules/traits/alchemist.md "Alchemist Class Trait") -- [Any Class](rules/traits/any-class-som.md "Any Class Class Trait") -- [Barbarian](rules/traits/barbarian.md "Barbarian Class Trait") -- [Bard](rules/traits/bard.md "Bard Class Trait") -- [Champion](rules/traits/champion.md "Champion Class Trait") -- [Class](rules/traits/class-som.md "Class Class Trait") -- [Cleric](rules/traits/cleric.md "Cleric Class Trait") -- [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") -- [Druid](rules/traits/druid.md "Druid Class Trait") -- [Fighter](rules/traits/fighter.md "Fighter Class Trait") -- [Gunslinger](rules/traits/gunslinger-g-g.md "Gunslinger Class Trait") -- [Inventor](rules/traits/inventor-g-g.md "Inventor Class Trait") -- [Investigator](rules/traits/investigator-apg.md "Investigator Class Trait") -- [Kineticist](rules/traits/kineticist-roe.md "Kineticist Class Trait") -- [Magus](rules/traits/magus-som.md "Magus Class Trait") -- [Monk](rules/traits/monk.md "Monk Class Trait") -- [Oracle](rules/traits/oracle-apg.md "Oracle Class Trait") -- [Psychic](rules/traits/psychic-da.md "Psychic Class Trait") -- [Ranger](rules/traits/ranger.md "Ranger Class Trait") -- [Rogue](rules/traits/rogue.md "Rogue Class Trait") -- [Sorcerer](rules/traits/sorcerer.md "Sorcerer Class Trait") -- [Spellshot](rules/traits/spellshot-g-g.md "Spellshot Class Trait") -- [Summoner](rules/traits/summoner-som.md "Summoner Class Trait") -- [Swashbuckler](rules/traits/swashbuckler-apg.md "Swashbuckler Class Trait") -- [Thaumaturge](rules/traits/thaumaturge-da.md "Thaumaturge Class Trait") -- [Witch](rules/traits/witch-apg.md "Witch Class Trait") -- [Wizard](rules/traits/wizard.md "Wizard Class Trait") - -## Combat - -- [Attack](rules/traits/attack.md "Attack Combat Trait") -- [Aura](rules/traits/aura.md "Aura Combat Trait") -- [Certain Kill](rules/traits/certain-kill-frp3.md "Certain Kill Combat Trait") -- [Concentrate](rules/traits/concentrate.md "Concentrate Action & Ability Trait") -- [Finisher](rules/traits/finisher-apg.md "Finisher Combat Trait") -- [Flourish](rules/traits/flourish.md "Flourish Combat Trait") -- [Hex](rules/traits/hex-apg.md "Hex Combat Trait") -- [Mindshift](rules/traits/mindshift-da.md "Mindshift Action & Ability Trait") -- [Move](rules/traits/move.md "Move Combat Trait") -- [Open](rules/traits/open.md "Open Combat Trait") -- [Press](rules/traits/press.md "Press Combat Trait") -- [Psyche](rules/traits/psyche-da.md "Psyche Action & Ability Trait") -- [Rage](rules/traits/rage.md "Rage Combat Trait") -- [Stance](rules/traits/stance.md "Stance Combat Trait") - -## Creature - -- [Aasimar](rules/traits/aasimar-apg.md "Aasimar Ancestry & Heritage Trait") -- [Aeon](rules/traits/aeon-b1.md "Aeon Creature Trait") -- [Amphibious](rules/traits/amphibious-b1.md "Amphibious Creature Trait") -- [Anadi](rules/traits/anadi-lome.md "Anadi Ancestry & Heritage Trait") -- [Angel](rules/traits/angel.md "Angel Creature Trait") -- [Aquatic](rules/traits/aquatic-b1.md "Aquatic Creature Trait") -- [Archon](rules/traits/archon.md "Archon Creature Trait") -- [Azarketi](rules/traits/azarketi-loag.md "Azarketi Ancestry & Heritage Trait") -- [Azata](rules/traits/azata.md "Azata Creature Trait") -- [Boggard](rules/traits/boggard-b1.md "Boggard Creature Trait") -- [Caligni](rules/traits/caligni-b1.md "Caligni Creature Trait") -- [Catfolk](rules/traits/catfolk-b1.md "Catfolk Ancestry & Heritage Trait") -- [Changeling](rules/traits/changeling-b1.md "Changeling Ancestry & Heritage Trait") -- [Charau-ka](rules/traits/charau-ka-lome.md "Charau-ka Creature Trait") -- [Conrasu](rules/traits/conrasu-loag.md "Conrasu Ancestry & Heritage Trait") -- [Couatl](rules/traits/couatl-b2.md "Couatl Creature Trait") -- [Daemon](rules/traits/daemon-b1.md "Daemon Creature Trait") -- [Demon](rules/traits/demon.md "Demon Creature Trait") -- [Dero](rules/traits/dero-b1.md "Dero Creature Trait") -- [Devil](rules/traits/devil.md "Devil Creature Trait") -- [Dhampir](rules/traits/dhampir-b1.md "Dhampir Ancestry & Heritage Trait") -- [Dinosaur](rules/traits/dinosaur.md "Dinosaur Creature Trait") -- [Drow](rules/traits/drow.md "Drow Creature Trait") -- [Duergar](rules/traits/duergar.md "Duergar Creature Trait") -- [Duskwalker](rules/traits/duskwalker-apg.md "Duskwalker Ancestry & Heritage Trait") -- [Dwarf](rules/traits/dwarf.md "Dwarf Ancestry & Heritage Trait") -- [Elf](rules/traits/elf.md "Elf Ancestry & Heritage Trait") -- [Ethereal](rules/traits/ethereal.md "Ethereal Creature Trait") -- [Fetchling](rules/traits/fetchling-b2.md "Fetchling Ancestry & Heritage Trait") -- [Fleshwarp](rules/traits/fleshwarp-loag.md "Fleshwarp Ancestry & Heritage Trait") -- [Ganzi](rules/traits/ganzi-loag.md "Ganzi Ancestry & Heritage Trait") -- [Genie](rules/traits/genie-b1.md "Genie Creature Trait") -- [Geniekin](rules/traits/geniekin-loag.md "Geniekin Ancestry & Heritage Trait") -- [Ghost](rules/traits/ghost-b1.md "Ghost Creature Trait") -- [Ghoul](rules/traits/ghoul-b1.md "Ghoul Creature Trait") -- [Gnoll](rules/traits/gnoll-b1.md "Gnoll Ancestry & Heritage Trait") -- [Gnome](rules/traits/gnome.md "Gnome Ancestry & Heritage Trait") -- [Goblin](rules/traits/goblin.md "Goblin Ancestry & Heritage Trait") -- [Golem](rules/traits/golem-b1.md "Golem Creature Trait") -- [Goloma](rules/traits/goloma-lome.md "Goloma Ancestry & Heritage Trait") -- [Gremlin](rules/traits/gremlin-b1.md "Gremlin Creature Trait") -- [Grippli](rules/traits/grippli-b2.md "Grippli Ancestry & Heritage Trait") -- [Hag](rules/traits/hag.md "Hag Creature Trait") -- [Half-Elf](rules/traits/half-elf.md "Half-Elf Ancestry & Heritage Trait") -- [Half-Orc](rules/traits/half-orc.md "Half-Orc Ancestry & Heritage Trait") -- [Halfling](rules/traits/halfling.md "Halfling Ancestry & Heritage Trait") -- [Hobgoblin](rules/traits/hobgoblin-locg.md "Hobgoblin Ancestry & Heritage Trait") -- [Human](rules/traits/human.md "Human Ancestry & Heritage Trait") -- [Ifrit](rules/traits/ifrit-b2.md "Ifrit Ancestry & Heritage Trait") -- [Incorporeal](rules/traits/incorporeal-b1.md "Incorporeal Creature Trait") -- [Inevitable](rules/traits/inevitable-b1.md "Inevitable Creature Trait") -- [Kitsune](rules/traits/kitsune-loag.md "Kitsune Ancestry & Heritage Trait") -- [Kobold](rules/traits/kobold-b1.md "Kobold Ancestry & Heritage Trait") -- [Leshy](rules/traits/leshy-b1.md "Leshy Ancestry & Heritage Trait") -- [Lizardfolk](rules/traits/lizardfolk-b1.md "Lizardfolk Ancestry & Heritage Trait") -- [Merfolk](rules/traits/merfolk-b1.md "Merfolk Creature Trait") -- [Mindless](rules/traits/mindless.md "Mindless Creature Trait") -- [Minion](rules/traits/minion.md "Minion Creature Trait") -- [Morlock](rules/traits/morlock-b2.md "Morlock Creature Trait") -- [Mummy](rules/traits/mummy-b1.md "Mummy Creature Trait") -- [Mutant](rules/traits/mutant-b1.md "Mutant Creature Trait") -- [Nymph](rules/traits/nymph-b1.md "Nymph Creature Trait") -- [Oni](rules/traits/oni-b2.md "Oni Creature Trait") -- [Orc](rules/traits/orc.md "Orc Ancestry & Heritage Trait") -- [Oread](rules/traits/oread-b2.md "Oread Ancestry & Heritage Trait") -- [Phantom](rules/traits/phantom-som.md "Phantom Creature Trait") -- [Poppet](rules/traits/poppet-lotgb.md "Poppet Ancestry & Heritage Trait") -- [Protean](rules/traits/protean-b1.md "Protean Creature Trait") -- [Psychopomp](rules/traits/psychopomp-b1.md "Psychopomp Creature Trait") -- [Qlippoth](rules/traits/qlippoth-b2.md "Qlippoth Creature Trait") -- [Rakshasa](rules/traits/rakshasa-b1.md "Rakshasa Creature Trait") -- [Ratfolk](rules/traits/ratfolk-b1.md "Ratfolk Ancestry & Heritage Trait") -- [Reflection](rules/traits/reflection-da.md "Reflection Ancestry & Heritage Trait") -- [Sea Devil](rules/traits/sea-devil-b1.md "Sea Devil Creature Trait") -- [Serpentfolk](rules/traits/serpentfolk-b2.md "Serpentfolk Creature Trait") -- [Shisk](rules/traits/shisk-lome.md "Shisk Ancestry & Heritage Trait") -- [Shoony](rules/traits/shoony-ec3.md "Shoony Ancestry & Heritage Trait") -- [Skeleton](rules/traits/skeleton-b1.md "Skeleton Ancestry & Heritage Trait") -- [Skulk](rules/traits/skulk-b2.md "Skulk Creature Trait") -- [Soulbound](rules/traits/soulbound-b1.md "Soulbound Creature Trait") -- [Spirit](rules/traits/spirit.md "Spirit Creature Trait") -- [Spriggan](rules/traits/spriggan-b2.md "Spriggan Creature Trait") -- [Sprite](rules/traits/sprite-b1.md "Sprite Ancestry & Heritage Trait") -- [Strix](rules/traits/strix-loag.md "Strix Ancestry & Heritage Trait") -- [Suli](rules/traits/suli-b2.md "Suli Ancestry & Heritage Trait") -- [Summoned](rules/traits/summoned.md "Summoned Creature Trait") -- [Swarm](rules/traits/swarm-b1.md "Swarm Creature Trait") -- [Sylph](rules/traits/sylph-b2.md "Sylph Ancestry & Heritage Trait") -- [Tane](rules/traits/tane-b2.md "Tane Creature Trait") -- [Tengu](rules/traits/tengu-b1.md "Tengu Ancestry & Heritage Trait") -- [Troll](rules/traits/troll-b1.md "Troll Creature Trait") -- [Undine](rules/traits/undine-b2.md "Undine Ancestry & Heritage Trait") -- [Urdefhan](rules/traits/urdefhan-b2.md "Urdefhan Creature Trait") -- [Vampire](rules/traits/vampire-b1.md "Vampire Creature Trait") -- [Velstrac](rules/traits/velstrac-b2.md "Velstrac Creature Trait") -- [Werecreature](rules/traits/werecreature-b1.md "Werecreature Creature Trait") -- [Wight](rules/traits/wight-b1.md "Wight Creature Trait") -- [Wraith](rules/traits/wraith-b1.md "Wraith Creature Trait") -- [Xulgath](rules/traits/xulgath-b1.md "Xulgath Creature Trait") -- [Zombie](rules/traits/zombie-b1.md "Zombie Creature Trait") - -## Creature Type - -- [Aberration](rules/traits/aberration.md "Aberration Creature Type Trait") -- [Animal](rules/traits/animal.md "Animal Creature Type Trait") -- [Astral](rules/traits/astral-b1.md "Astral Creature Type Trait") -- [Beast](rules/traits/beast.md "Beast Creature Type Trait") -- [Celestial](rules/traits/celestial.md "Celestial Creature Type Trait") -- [Construct](rules/traits/construct.md "Construct Creature Type Trait") -- [Dragon](rules/traits/dragon.md "Dragon Creature Type Trait") -- [Dream](rules/traits/dream-b2.md "Dream Creature Type Trait") -- [Eidolon](rules/traits/eidolon-som.md "Eidolon Creature Type Trait") -- [Elemental](rules/traits/elemental.md "Elemental Creature Type Trait") -- [Fey](rules/traits/fey.md "Fey Creature Type Trait") -- [Fiend](rules/traits/fiend.md "Fiend Creature Type Trait") -- [Fungus](rules/traits/fungus-b1.md "Fungus Creature Type Trait") -- [Giant](rules/traits/giant.md "Giant Creature Type Trait") -- [Humanoid](rules/traits/humanoid.md "Humanoid Creature Type Trait") -- [Monitor](rules/traits/monitor.md "Monitor Creature Type Trait") -- [Ooze](rules/traits/ooze.md "Ooze Creature Type Trait") -- [Petitioner](rules/traits/petitioner-b2.md "Petitioner Creature Type Trait") -- [Plant](rules/traits/plant.md "Plant Creature Type Trait") -- [Spirit](rules/traits/spirit.md "Spirit Creature Trait") -- [Time](rules/traits/time-b2.md "Time Creature Type Trait") -- [Undead](rules/traits/undead.md "Undead Creature Type Trait") - -## Effect - -- [Auditory](rules/traits/auditory.md "Auditory Effect Trait") -- [Consecration](rules/traits/consecration.md "Consecration Effect Trait") -- [Curse](rules/traits/curse.md "Curse Effect Trait") -- [Darkness](rules/traits/darkness.md "Darkness Effect Trait") -- [Death](rules/traits/death.md "Death Effect Trait") -- [Detection](rules/traits/detection.md "Detection Effect Trait") -- [Disease](rules/traits/disease.md "Disease Effect Trait") -- [Emotion](rules/traits/emotion.md "Emotion Effect Trait") -- [Extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") -- [Fear](rules/traits/fear.md "Fear Effect Trait") -- [Fortune](rules/traits/fortune.md "Fortune Effect Trait") -- [Healing](rules/traits/healing.md "Healing Effect Trait") -- [Incapacitation](rules/traits/incapacitation.md "Incapacitation Effect Trait") -- [Light](rules/traits/light.md "Light Effect Trait") -- [Linguistic](rules/traits/linguistic.md "Linguistic Effect Trait") -- [Mental](rules/traits/mental.md "Mental Effect Trait") -- [Misfortune](rules/traits/misfortune.md "Misfortune Effect Trait") -- [Morph](rules/traits/morph.md "Morph Effect Trait") -- [Olfactory](rules/traits/olfactory-b1.md "Olfactory Effect Trait") -- [Poison](rules/traits/poison.md "Poison Effect Trait") -- [Polymorph](rules/traits/polymorph.md "Polymorph Effect Trait") -- [Possession](rules/traits/possession.md "Possession Effect Trait") -- [Prediction](rules/traits/prediction.md "Prediction Effect Trait") -- [Revelation](rules/traits/revelation.md "Revelation Effect Trait") -- [Scrying](rules/traits/scrying.md "Scrying Effect Trait") -- [Sleep](rules/traits/sleep.md "Sleep Effect Trait") -- [Teleportation](rules/traits/teleportation.md "Teleportation Effect Trait") -- [Visual](rules/traits/visual.md "Visual Effect Trait") - -## Energy & Element - -- [Acid](rules/traits/acid.md "Acid Energy & Element Trait") -- [Air](rules/traits/air.md "Air Energy & Element Trait") -- [Cold](rules/traits/cold.md "Cold Energy & Element Trait") -- [Earth](rules/traits/earth.md "Earth Energy & Element Trait") -- [Electricity](rules/traits/electricity.md "Electricity Energy & Element Trait") -- [Energy](rules/traits/energy-loag.md "Energy Energy & Element Trait") -- [Fire](rules/traits/fire.md "Fire Energy & Element Trait") -- [Force](rules/traits/force.md "Force Energy & Element Trait") -- [Metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") -- [Negative](rules/traits/negative.md "Negative Energy & Element Trait") -- [Positive](rules/traits/positive.md "Positive Energy & Element Trait") -- [Sonic](rules/traits/sonic.md "Sonic Energy & Element Trait") -- [Water](rules/traits/water.md "Water Energy & Element Trait") -- [Wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - -## Equipment - -- [Spellheart](rules/traits/spellheart-som.md "Spellheart Equipment Trait") - -## Feat - -- [Additive](rules/traits/additive.md "Additive Feat Trait") -- [Aftermath](rules/traits/aftermath-da.md "Aftermath Class Trait") -- [Amp](rules/traits/amp-da.md "Amp Feat Trait") -- [Archetype](rules/traits/archetype.md "Archetype Feat Trait") -- [Dedication](rules/traits/dedication.md "Dedication Feat Trait") -- [Deviant](rules/traits/deviant-da.md "Deviant Action & Ability Trait") -- [Esoterica](rules/traits/esoterica-da.md "Esoterica Action & Ability Trait") -- [Evolution](rules/traits/evolution-som.md "Evolution Feat Trait") -- [General](rules/traits/general.md "General Feat Trait") -- [Modification](rules/traits/modification-g-g.md "Modification Feat Trait") -- [Multiclass](rules/traits/multiclass.md "Multiclass Feat Trait") -- [Oath](rules/traits/oath.md "Oath Feat Trait") -- [Skill](rules/traits/skill.md "Skill Feat Trait") -- [Social](rules/traits/social-apg.md "Social Feat Trait") -- [Vigilante](rules/traits/vigilante-apg.md "Vigilante Feat Trait") - -## General - -- [Academic](rules/traits/academic-locg.md "Academic General Trait") -- [Manipulate](rules/traits/manipulate.md "Manipulate General Trait") -- [Metamagic](rules/traits/metamagic.md "Metamagic General Trait") -- [Militaristic](rules/traits/militaristic-locg.md "Militaristic General Trait") -- [Pervasive Magic](rules/traits/pervasive-magic-som.md "Pervasive Magic General Trait") -- [Revolutionary](rules/traits/revolutionary-locg.md "Revolutionary General Trait") -- [Secret](rules/traits/secret.md "Secret General Trait") -- [Shadow](rules/traits/shadow.md "Shadow General Trait") -- [Spellshape](rules/traits/spellshape-roe.md "Spellshape General Trait") -- [Structure](rules/traits/structure.md "Structure General Trait") -- [True Name](rules/traits/true-name-som.md "True Name General Trait") -- [Wayfaring](rules/traits/wayfaring-locg.md "Wayfaring General Trait") - -## Gravity - -- [High Gravity](rules/traits/high-gravity-gmg.md "High Gravity Gravity Trait") -- [Low Gravity](rules/traits/low-gravity-gmg.md "Low Gravity Gravity Trait") -- [Metamorphic](rules/traits/metamorphic-gmg.md "Metamorphic Gravity Trait") -- [Microgravity](rules/traits/microgravity-gmg.md "Microgravity Gravity Trait") -- [Strange Gravity](rules/traits/strange-gravity-gmg.md "Strange Gravity Gravity Trait") -- [Subjective Gravity](rules/traits/subjective-gravity-gmg.md "Subjective Gravity Gravity Trait") - -## Hazard - -- [Complex](rules/traits/complex.md "Complex Hazard Trait") -- [Environmental](rules/traits/environmental.md "Environmental Hazard Trait") -- [Haunt](rules/traits/haunt.md "Haunt Hazard Trait") -- [Mechanical](rules/traits/mechanical.md "Mechanical Hazard Trait") -- [Trap](rules/traits/trap.md "Trap Hazard Trait") - -## Item - -- [Alchemical](rules/traits/alchemical.md "Alchemical Item Trait") -- [Apex](rules/traits/apex.md "Apex Item Trait") -- [Artifact](rules/traits/artifact-gmg.md "Artifact Item Trait") -- [Barding](rules/traits/barding-tv.md "Barding Item Trait") -- [Bomb](rules/traits/bomb.md "Bomb Item Trait") -- [Catalyst](rules/traits/catalyst-som.md "Catalyst Item Trait") -- [Coda](rules/traits/coda-tv.md "Coda Item Trait") -- [Companion](rules/traits/companion.md "Companion Item Trait") -- [Consumable](rules/traits/consumable.md "Consumable Item Trait") -- [Contact](rules/traits/contact.md "Contact Item Trait") -- [Contract](rules/traits/contract-lol.md "Contract Item Trait") -- [Cursed](rules/traits/cursed-gmg.md "Cursed Item Trait") -- [Deflecting](rules/traits/deflecting-tv.md "Deflecting Item Trait") -- [Drug](rules/traits/drug-gmg.md "Drug Item Trait") -- [Elixir](rules/traits/elixir.md "Elixir Item Trait") -- [Expandable](rules/traits/expandable-tv.md "Expandable Item Trait") -- [Extradimensional](rules/traits/extradimensional.md "Extradimensional Effect Trait") -- [Focused](rules/traits/focused.md "Focused Item Trait") -- [Foldaway](rules/traits/foldaway-tv.md "Foldaway Item Trait") -- [Fulu](rules/traits/fulu-som.md "Fulu Item Trait") -- [Grimoire](rules/traits/grimoire-som.md "Grimoire Item Trait") -- [Harnessed](rules/traits/harnessed-tv.md "Harnessed Item Trait") -- [Hefty](rules/traits/hefty-tv.md "Hefty Item Trait") -- [Infused](rules/traits/infused.md "Infused Item Trait") -- [Ingested](rules/traits/ingested.md "Ingested Item Trait") -- [Inhaled](rules/traits/inhaled.md "Inhaled Item Trait") -- [Injury](rules/traits/injury.md "Injury Item Trait") -- [Integrated](rules/traits/integrated-tv.md "Integrated Item Trait") -- [Intelligent](rules/traits/intelligent-gmg.md "Intelligent Item Trait") -- [Invested](rules/traits/invested.md "Invested Item Trait") -- [Launching](rules/traits/launching-tv.md "Launching Item Trait") -- [Lozenge](rules/traits/lozenge-tv.md "Lozenge Item Trait") -- [Magical](rules/traits/magical.md "Magical Item Trait") -- [Missive](rules/traits/missive-tv.md "Missive Item Trait") -- [Mutagen](rules/traits/mutagen.md "Mutagen Item Trait") -- [Oil](rules/traits/oil.md "Oil Item Trait") -- [Poison](rules/traits/poison.md "Poison Effect Trait") -- [Potion](rules/traits/potion.md "Potion Item Trait") -- [Precious](rules/traits/precious.md "Precious Item Trait") -- [Processed](rules/traits/processed-tv.md "Processed Item Trait") -- [Relic](rules/traits/relic-tv.md "Relic Item Trait") -- [Scroll](rules/traits/scroll.md "Scroll Item Trait") -- [Shield Throw](rules/traits/shield-throw-tv.md "Shield Throw Item Trait") -- [Snare](rules/traits/snare.md "Snare Item Trait") -- [Spellgun](rules/traits/spellgun-tv.md "Spellgun Item Trait") -- [Staff](rules/traits/staff.md "Staff Item Trait") -- [Talisman](rules/traits/talisman.md "Talisman Item Trait") -- [Tattoo](rules/traits/tattoo-lowg.md "Tattoo Item Trait") -- [Virulent](rules/traits/virulent.md "Virulent Item Trait") -- [Wand](rules/traits/wand.md "Wand Item Trait") - -## Morphic - -- [Metamorphic](rules/traits/metamorphic-gmg.md "Metamorphic Gravity Trait") -- [Sentient](rules/traits/sentient-gmg.md "Sentient Morphic Trait") - -## Planar - -- [Air](rules/traits/air.md "Air Energy & Element Trait") -- [Chaotic](rules/traits/chaotic.md "Chaotic Alignment Trait") -- [Earth](rules/traits/earth.md "Earth Energy & Element Trait") -- [Erratic](rules/traits/erratic-gmg.md "Erratic Planar Trait") -- [Evil](rules/traits/evil.md "Evil Alignment Trait") -- [Finite](rules/traits/finite-gmg.md "Finite Planar Trait") -- [Fire](rules/traits/fire.md "Fire Energy & Element Trait") -- [Flowing](rules/traits/flowing-gmg.md "Flowing Planar Trait") -- [Good](rules/traits/good.md "Good Alignment Trait") -- [High Gravity](rules/traits/high-gravity-gmg.md "High Gravity Gravity Trait") -- [Immeasurable](rules/traits/immeasurable-gmg.md "Immeasurable Planar Trait") -- [Lawful](rules/traits/lawful.md "Lawful Alignment Trait") -- [Low Gravity](rules/traits/low-gravity-gmg.md "Low Gravity Gravity Trait") -- [Metal](rules/traits/metal-roe.md "Metal Energy & Element Trait") -- [Microgravity](rules/traits/microgravity-gmg.md "Microgravity Gravity Trait") -- [Sentient](rules/traits/sentient-gmg.md "Sentient Morphic Trait") -- [Static](rules/traits/static-gmg.md "Static Planar Trait") -- [Strange Gravity](rules/traits/strange-gravity-gmg.md "Strange Gravity Gravity Trait") -- [Subjective Gravity](rules/traits/subjective-gravity-gmg.md "Subjective Gravity Gravity Trait") -- [Timeless](rules/traits/timeless-gmg.md "Timeless Planar Trait") -- [Unbounded](rules/traits/unbounded-gmg.md "Unbounded Planar Trait") -- [Water](rules/traits/water.md "Water Energy & Element Trait") -- [Wood](rules/traits/wood-roe.md "Wood Energy & Element Trait") - -## Rarity - -- [Common](rules/traits/common.md "Common Rarity Trait") -- [Rare](rules/traits/rare.md "Rare Rarity Trait") -- [Uncommon](rules/traits/uncommon.md "Uncommon Rarity Trait") -- [Unique](rules/traits/unique.md "Unique Rarity Trait") - -## School - -- [Abjuration](rules/traits/abjuration.md "Abjuration School Trait") -- [Conjuration](rules/traits/conjuration.md "Conjuration School Trait") -- [Divination](rules/traits/divination.md "Divination School Trait") -- [Enchantment](rules/traits/enchantment.md "Enchantment School Trait") -- [Evocation](rules/traits/evocation.md "Evocation School Trait") -- [Illusion](rules/traits/illusion.md "Illusion School Trait") -- [Necromancy](rules/traits/necromancy.md "Necromancy School Trait") -- [Transmutation](rules/traits/transmutation.md "Transmutation School Trait") - -## Scope - -- [Finite](rules/traits/finite-gmg.md "Finite Planar Trait") -- [Immeasurable](rules/traits/immeasurable-gmg.md "Immeasurable Planar Trait") - -## Settlement - -- [City-state](rules/traits/city-state-loil.md "City-state Settlement Trait") -- [City](rules/traits/city-gmg.md "City Settlement Trait") -- [Metropolis](rules/traits/metropolis-gmg.md "Metropolis Settlement Trait") -- [Town](rules/traits/town-gmg.md "Town Settlement Trait") -- [Village](rules/traits/village-gmg.md "Village Settlement Trait") - -## Size - -- [Gargantuan](rules/traits/gargantuan-b1.md "Gargantuan Size Trait") -- [Huge](rules/traits/huge-b1.md "Huge Size Trait") -- [Large](rules/traits/large-b1.md "Large Size Trait") -- [Medium](rules/traits/medium-b1.md "Medium Size Trait") -- [Small](rules/traits/small-b1.md "Small Size Trait") -- [Tiny](rules/traits/tiny-b1.md "Tiny Size Trait") - -## Spell - -- [Amp](rules/traits/amp-da.md "Amp Feat Trait") -- [Cantrip](rules/traits/cantrip.md "Cantrip Spell Trait") -- [Composition](rules/traits/composition.md "Composition Spell Trait") -- [Consecration](rules/traits/consecration.md "Consecration Effect Trait") -- [Contingency](rules/traits/contingency-som.md "Contingency Spell Trait") -- [Cursebound](rules/traits/cursebound-apg.md "Cursebound Spell Trait") -- [Incarnate](rules/traits/incarnate-som.md "Incarnate Spell Trait") -- [Litany](rules/traits/litany.md "Litany Spell Trait") - -## Time - -- [Erratic](rules/traits/erratic-gmg.md "Erratic Planar Trait") -- [Flowing](rules/traits/flowing-gmg.md "Flowing Planar Trait") -- [Timeless](rules/traits/timeless-gmg.md "Timeless Planar Trait") - -## Tradition - -- [Any Magical Tradition](rules/traits/any-magical-tradition-b1.md "Any Magical Tradition Tradition Trait") -- [Arcane](rules/traits/arcane.md "Arcane Tradition Trait") -- [Divine](rules/traits/divine.md "Divine Tradition Trait") -- [Occult](rules/traits/occult.md "Occult Tradition Trait") -- [Primal](rules/traits/primal.md "Primal Tradition Trait") - -## Weapon - -- [Agile](rules/traits/agile.md "Agile Weapon Trait") -- [Attached](rules/traits/attached.md "Attached Weapon Trait") -- [Backstabber](rules/traits/backstabber.md "Backstabber Weapon Trait") -- [Backswing](rules/traits/backswing.md "Backswing Weapon Trait") -- [Bomb](rules/traits/bomb.md "Bomb Item Trait") -- [Brace](rules/traits/brace-tv.md "Brace Weapon Trait") -- [Brutal](rules/traits/brutal-b2.md "Brutal Weapon Trait") -- [Capacity](rules/traits/capacity-tv.md "Capacity Weapon Trait") -- [Climbing](rules/traits/climbing-aaws.md "Climbing Weapon Trait") -- [Cobbled](rules/traits/cobbled-g-g.md "Cobbled Weapon Trait") -- [Combination](rules/traits/combination-g-g.md "Combination Weapon Trait") -- [Concealable](rules/traits/concealable-g-g.md "Concealable Weapon Trait") -- [Concussive](rules/traits/concussive-g-g.md "Concussive Weapon Trait") -- [Critical Fusion](rules/traits/critical-fusion-g-g.md "Critical Fusion Weapon Trait") -- [Deadly](rules/traits/deadly.md "Deadly Weapon Trait") -- [Disarm](rules/traits/disarm.md "Disarm Weapon Trait") -- [Double Barrel](rules/traits/double-barrel-g-g.md "Double Barrel Weapon Trait") -- [Fatal Aim](rules/traits/fatal-aim-g-g.md "Fatal Aim Weapon Trait") -- [Fatal](rules/traits/fatal.md "Fatal Weapon Trait") -- [Finesse](rules/traits/finesse.md "Finesse Weapon Trait") -- [Forceful](rules/traits/forceful.md "Forceful Weapon Trait") -- [Free-Hand](rules/traits/free-hand.md "Free-Hand Weapon Trait") -- [Grapple](rules/traits/grapple.md "Grapple Weapon Trait") -- [Hampering](rules/traits/hampering-loag.md "Hampering Weapon Trait") -- [Injection](rules/traits/injection-g-g.md "Injection Weapon Trait") -- [Jousting](rules/traits/jousting.md "Jousting Weapon Trait") -- [Kickback](rules/traits/kickback-g-g.md "Kickback Weapon Trait") -- [Modular](rules/traits/modular-logm.md "Modular Weapon Trait") -- [Mounted](rules/traits/mounted-g-g.md "Mounted Weapon Trait") -- [Nonlethal](rules/traits/nonlethal.md "Nonlethal Weapon Trait") -- [Parry](rules/traits/parry.md "Parry Weapon Trait") -- [Portable](rules/traits/portable-g-g.md "Portable Weapon Trait") -- [Propulsive](rules/traits/propulsive.md "Propulsive Weapon Trait") -- [Range Increment](rules/traits/range-increment.md "Range Increment Weapon Trait") -- [Ranged Trip](rules/traits/ranged-trip-b1.md "Ranged Trip Weapon Trait") -- [Razing](rules/traits/razing-tv.md "Razing Weapon Trait") -- [Reach](rules/traits/reach.md "Reach Weapon Trait") -- [Recovery](rules/traits/recovery-tv.md "Recovery Weapon Trait") -- [Reload](rules/traits/reload.md "Reload Weapon Trait") -- [Repeating](rules/traits/repeating-g-g.md "Repeating Weapon Trait") -- [Resonant](rules/traits/resonant-loag.md "Resonant Weapon Trait") -- [Scatter](rules/traits/scatter-g-g.md "Scatter Weapon Trait") -- [Shove](rules/traits/shove.md "Shove Weapon Trait") -- [Splash](rules/traits/splash.md "Splash Weapon Trait") -- [Sweep](rules/traits/sweep.md "Sweep Weapon Trait") -- [Tethered](rules/traits/tethered-b1.md "Tethered Weapon Trait") -- [Thrown](rules/traits/thrown.md "Thrown Weapon Trait") -- [Training](rules/traits/training-tv.md "Training Weapon Trait") -- [Trip](rules/traits/trip.md "Trip Weapon Trait") -- [Twin](rules/traits/twin.md "Twin Weapon Trait") -- [Two-Hand](rules/traits/two-hand.md "Two-Hand Weapon Trait") -- [Unarmed](rules/traits/unarmed.md "Unarmed Weapon Trait") -- [Vehicular](rules/traits/vehicular-tv.md "Vehicular Weapon Trait") -- [Versatile](rules/traits/versatile.md "Versatile Weapon Trait") -- [Volley](rules/traits/volley.md "Volley Weapon Trait") \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/transmutation.md b/content/Mechanics/Rules/traits/transmutation.md deleted file mode 100644 index d1b4d7018..000000000 --- a/content/Mechanics/Rules/traits/transmutation.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 deleted file mode 100644 index 4f157b78e..000000000 --- a/content/Mechanics/Rules/traits/trap.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 deleted file mode 100644 index 8e5443c4e..000000000 --- a/content/Mechanics/Rules/traits/trip.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/troll-b1.md b/content/Mechanics/Rules/traits/troll-b1.md deleted file mode 100644 index 257991447..000000000 --- a/content/Mechanics/Rules/traits/troll-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Troll"] ---- -# Troll -*Source: Bestiary p. 347* - -Trolls are giant, brutish creatures and are well known for their ability to regenerate. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/true-name-som.md b/content/Mechanics/Rules/traits/true-name-som.md deleted file mode 100644 index 3d006599b..000000000 --- a/content/Mechanics/Rules/traits/true-name-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/general -aliases: ["True Name"] ---- -# True Name -*Source: Secrets of Magic p. 244* - -Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks. - -- Checks to [Recall Knowledge](rules/actions/recall-knowledge.md) about the creature -- [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) checks relating to the creature, such as [Deciphering its Writing](rules/actions/decipher-writing.md), [Identifying its Magic](rules/actions/identify-magic.md), or [Learning its Spells](rules/actions/learn-a-spell.md) -- [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), and [Intimidation](compendium/skills.md#Intimidation) checks used on or related to the creature, such as to [Coerce](rules/actions/coerce.md) it, [Gather Information](rules/actions/gather-information.md) on it, or [Impersonate](rules/actions/impersonate.md) it - -- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/twin.md b/content/Mechanics/Rules/traits/twin.md deleted file mode 100644 index bab4d2d82..000000000 --- a/content/Mechanics/Rules/traits/twin.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Twin"] ---- -# Twin -*Source: Core Rulebook p. 283* - -These weapons are used as a pair, complementing each other. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon's number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type to benefit from this trait, but they don't need to have the same runes. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/two-hand.md b/content/Mechanics/Rules/traits/two-hand.md deleted file mode 100644 index fe85db2dd..000000000 --- a/content/Mechanics/Rules/traits/two-hand.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Two-Hand"] ---- -# Two-Hand -*Source: Core Rulebook p. 283* - -This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from _striking_ runes. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/unarmed.md b/content/Mechanics/Rules/traits/unarmed.md deleted file mode 100644 index 728a9b641..000000000 --- a/content/Mechanics/Rules/traits/unarmed.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/unbounded-gmg.md b/content/Mechanics/Rules/traits/unbounded-gmg.md deleted file mode 100644 index 4c8af5005..000000000 --- a/content/Mechanics/Rules/traits/unbounded-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -aliases: ["Unbounded"] ---- -# Unbounded -*Source: Gamemastery Guide p. 255* - -Planes with this trait loop back on themselves when a creature reaches the plane's "edge". - -- **Categories**: Planar \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/uncommon.md b/content/Mechanics/Rules/traits/uncommon.md deleted file mode 100644 index 870a8adfb..000000000 --- a/content/Mechanics/Rules/traits/uncommon.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -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 deleted file mode 100644 index c103444eb..000000000 --- a/content/Mechanics/Rules/traits/undead.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/undine-b2.md b/content/Mechanics/Rules/traits/undine-b2.md deleted file mode 100644 index b42f27b7b..000000000 --- a/content/Mechanics/Rules/traits/undine-b2.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Undine"] ---- -# Undine -*Source: Bestiary 2 p. 310* - -Undines are planar scions descended from marids. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/unique.md b/content/Mechanics/Rules/traits/unique.md deleted file mode 100644 index 54a583947..000000000 --- a/content/Mechanics/Rules/traits/unique.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/rarity -aliases: ["Unique"] ---- -# Unique -*Source: Core Rulebook p. 637* - -A rules element with this trait is one-of-a-kind. - -A creature with this rarity is one of a kind. The DC of Recall Knowledge checks related to this creature is increased by 10. - -- **Categories**: Rarity \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/unstable-g-g.md b/content/Mechanics/Rules/traits/unstable-g-g.md deleted file mode 100644 index 0dc9d3b37..000000000 --- a/content/Mechanics/Rules/traits/unstable-g-g.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -aliases: ["Unstable"] ---- -# Unstable -*Source: Guns & Gears p. 236* - -Unstable actions rely on experimental functions of your innovation that even you can't fully predict. After an unstable action is used on an innovation, using another one is dangerous. \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/urdefhan-b2.md b/content/Mechanics/Rules/traits/urdefhan-b2.md deleted file mode 100644 index 14c2d95d9..000000000 --- a/content/Mechanics/Rules/traits/urdefhan-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Urdefhan"] ---- -# Urdefhan -*Source: Bestiary 2 p. 310* - -Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/vampire-b1.md b/content/Mechanics/Rules/traits/vampire-b1.md deleted file mode 100644 index 4b80c9d1f..000000000 --- a/content/Mechanics/Rules/traits/vampire-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Vampire"] ---- -# Vampire -*Source: Bestiary p. 347* - -Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/vanara-loil.md b/content/Mechanics/Rules/traits/vanara-loil.md deleted file mode 100644 index 2f2da81b7..000000000 --- a/content/Mechanics/Rules/traits/vanara-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/ancestry-heritage -aliases: ["Vanara"] ---- -# Vanara -*Source: Lost Omens: Impossible Lands p. 343* - -An inquisitive ancestry with primate-like features and prehensile tails. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/vehicular-tv.md b/content/Mechanics/Rules/traits/vehicular-tv.md deleted file mode 100644 index da339a764..000000000 --- a/content/Mechanics/Rules/traits/vehicular-tv.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/tv -- trait/category/weapon -aliases: ["Vehicular"] ---- -# Vehicular -*Source: Treasure Vault p. 26* - -A vehicular weapon is attached to a vehicle or worn by a mount and can typically only be wielded by the driver of the vehicle or the mount's primary rider. The driver or rider can control a vehicular weapon with the same hands they use to steer the vehicle or guide the mount. A vehicular weapon can be [Disarmed](rules/actions/disarm.md) by knocking the controls (typically reins for a mount or a steering device for a vehicle) out of the wielder's hands. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/velstrac-b2.md b/content/Mechanics/Rules/traits/velstrac-b2.md deleted file mode 100644 index 3a1accc9a..000000000 --- a/content/Mechanics/Rules/traits/velstrac-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Velstrac"] ---- -# Velstrac -*Source: Bestiary 2 p. 310* - -A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/versatile.md b/content/Mechanics/Rules/traits/versatile.md deleted file mode 100644 index 9c896f377..000000000 --- a/content/Mechanics/Rules/traits/versatile.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -- trait/category/weapon -aliases: ["Versatile"] ---- -# Versatile -*Source: Core Rulebook p. 283* - -A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack. \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/vigilante-apg.md b/content/Mechanics/Rules/traits/vigilante-apg.md deleted file mode 100644 index cb47aad33..000000000 --- a/content/Mechanics/Rules/traits/vigilante-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/feat -aliases: ["Vigilante"] ---- -# Vigilante -*Source: Advanced Player's Guide p. 271* - -Using actions and abilities with the vigilante trait while in your social identity risks exposing you as a [vigilante](compendium/character/archetypes/vigilante-apg.md). - -- **Categories**: Feat \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/village-gmg.md b/content/Mechanics/Rules/traits/village-gmg.md deleted file mode 100644 index 6f227f56d..000000000 --- a/content/Mechanics/Rules/traits/village-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/settlement -aliases: ["Village"] ---- -# Village -*Source: Gamemastery Guide p. 255* - -Settlements with this trait tend to be small and usually have a level no higher than 1. - -- **Categories**: Settlement \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/virulent.md b/content/Mechanics/Rules/traits/virulent.md deleted file mode 100644 index 58616123d..000000000 --- a/content/Mechanics/Rules/traits/virulent.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Virulent"] ---- -# Virulent -*Source: Core Rulebook p. 638* - -Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/vishkanya-loil.md b/content/Mechanics/Rules/traits/vishkanya-loil.md deleted file mode 100644 index c0367ead8..000000000 --- a/content/Mechanics/Rules/traits/vishkanya-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/ancestry-heritage -aliases: ["Vishkanya"] ---- -# Vishkanya -*Source: Lost Omens: Impossible Lands p. 343* - -An ancestry with snake-like features and powerful venom. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/visual.md b/content/Mechanics/Rules/traits/visual.md deleted file mode 100644 index 8d914e125..000000000 --- a/content/Mechanics/Rules/traits/visual.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/volley.md b/content/Mechanics/Rules/traits/volley.md deleted file mode 100644 index 7397b1bf9..000000000 --- a/content/Mechanics/Rules/traits/volley.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Volley"] ---- -# Volley -*Source: Core Rulebook p. 283* - -This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty. - -- **Categories**: Weapon \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/wand.md b/content/Mechanics/Rules/traits/wand.md deleted file mode 100644 index 1f5a05f96..000000000 --- a/content/Mechanics/Rules/traits/wand.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Wand"] ---- -# Wand -*Source: Core Rulebook p. 638* - -A wand contains a single spell which you can cast once per day. - -- **Categories**: Item \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/water.md b/content/Mechanics/Rules/traits/water.md deleted file mode 100644 index 2f9c5cebf..000000000 --- a/content/Mechanics/Rules/traits/water.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/wayfaring-locg.md b/content/Mechanics/Rules/traits/wayfaring-locg.md deleted file mode 100644 index 3b3fc186b..000000000 --- a/content/Mechanics/Rules/traits/wayfaring-locg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -- trait/category/general -aliases: ["Wayfaring"] ---- -# Wayfaring -*Source: Lost Omens: Character Guide p. 135* - -Wayfaring entities are focused on exploration and discovery. - -- **Categories**: General \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/werecreature-b1.md b/content/Mechanics/Rules/traits/werecreature-b1.md deleted file mode 100644 index 564903926..000000000 --- a/content/Mechanics/Rules/traits/werecreature-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Werecreature"] ---- -# Werecreature -*Source: Bestiary p. 347* - -These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/wight-b1.md b/content/Mechanics/Rules/traits/wight-b1.md deleted file mode 100644 index 7c7e4f47c..000000000 --- a/content/Mechanics/Rules/traits/wight-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Wight"] ---- -# Wight -*Source: Bestiary p. 332* - -A wight is an undead creature that drains life and stands vigil over its burial site. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/witch-apg.md b/content/Mechanics/Rules/traits/witch-apg.md deleted file mode 100644 index ffdd3dc4c..000000000 --- a/content/Mechanics/Rules/traits/witch-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/class -aliases: ["Witch"] ---- -# Witch -*Source: Advanced Player's Guide p. 271* - -This trait indicates abilities from the witch class. - -- **Categories**: Class \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/wizard.md b/content/Mechanics/Rules/traits/wizard.md deleted file mode 100644 index d2ee243e8..000000000 --- a/content/Mechanics/Rules/traits/wizard.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -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 diff --git a/content/Mechanics/Rules/traits/wood-roe.md b/content/Mechanics/Rules/traits/wood-roe.md deleted file mode 100644 index d1c248d47..000000000 --- a/content/Mechanics/Rules/traits/wood-roe.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/roe -- trait/category/energy-element -- trait/category/planar -aliases: ["Wood"] ---- -# Wood -*Source: Rage of Elements p. 238* - -Effects with the metal trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood. - -- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/wraith-b1.md b/content/Mechanics/Rules/traits/wraith-b1.md deleted file mode 100644 index 5d9546816..000000000 --- a/content/Mechanics/Rules/traits/wraith-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Wraith"] ---- -# Wraith -*Source: Bestiary p. 335* - -A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/xulgath-b1.md b/content/Mechanics/Rules/traits/xulgath-b1.md deleted file mode 100644 index 2430c92cf..000000000 --- a/content/Mechanics/Rules/traits/xulgath-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Xulgath"] ---- -# Xulgath -*Source: Bestiary p. 347* - -These subterranean reptilian creatures tend to have [darkvision](rules/abilities/darkvision.md) and smell awful. - -- **Categories**: Creature \ No newline at end of file diff --git a/content/Mechanics/Rules/traits/zombie-b1.md b/content/Mechanics/Rules/traits/zombie-b1.md deleted file mode 100644 index 28cfc7bbf..000000000 --- a/content/Mechanics/Rules/traits/zombie-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclasses: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Zombie"] ---- -# Zombie -*Source: Bestiary p. 347* - -These undead are mindless rotting corpses that hunger for living flesh. - -- **Categories**: Creature \ No newline at end of file