diff --git a/abilities.html b/abilities.html index 1b8dbdabba..9ebb7aa1f0 100644 --- a/abilities.html +++ b/abilities.html @@ -77,7 +77,7 @@

Abilities

+ class="glyphicon glyphicon-search" type="submit">
diff --git a/actions.html b/actions.html index e1f4f86460..c08a3b4524 100644 --- a/actions.html +++ b/actions.html @@ -77,7 +77,7 @@

Actions

+ class="glyphicon glyphicon-search" type="submit">
diff --git a/afflictions.html b/afflictions.html index adf8da6041..23d17a64dc 100644 --- a/afflictions.html +++ b/afflictions.html @@ -74,7 +74,7 @@

Afflictions

+ class="glyphicon glyphicon-search" type="submit">
diff --git a/ancestries.html b/ancestries.html index a4e95ecd36..9d2dcd6bae 100644 --- a/ancestries.html +++ b/ancestries.html @@ -88,7 +88,7 @@

Ancestries

+ class="glyphicon glyphicon-search" type="submit">
@@ -82,6 +82,8 @@

Archetypes

+
@@ -92,7 +94,7 @@

Archetypes

+ class="glyphicon glyphicon-search" type="submit">
diff --git a/bestiary.html b/bestiary.html index 5cfcf13c7f..717af0edd6 100644 --- a/bestiary.html +++ b/bestiary.html @@ -166,7 +166,7 @@

Bestiary

+ class="glyphicon glyphicon-search" type="submit">
diff --git a/blacklist.html b/blacklist.html index 31cb52c3a3..ec31614055 100644 --- a/blacklist.html +++ b/blacklist.html @@ -179,7 +179,7 @@

Exclusion List

+ class="glyphicon glyphicon-search" type="submit">
diff --git a/classes.html b/classes.html index b9a2e0c626..1c807d4e4b 100644 --- a/classes.html +++ b/classes.html @@ -88,7 +88,7 @@

Classes

spellcheck="false" class="search form-control lst__search lst__search--no-border-h">
+ class="glyphicon glyphicon-search" type="submit">
diff --git a/conditions.html b/conditions.html index c129369e5b..0fd2e08060 100644 --- a/conditions.html +++ b/conditions.html @@ -74,7 +74,7 @@

Conditions

+ class="glyphicon glyphicon-search" type="submit">
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*/ \ No newline at end of file diff --git a/data/abilities.json b/data/abilities.json index d2a5dfe636..7b726791e3 100644 --- a/data/abilities.json +++ b/data/abilities.json @@ -1,5 +1,72 @@ { "ability": [ + { + "name": "Find Footing", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "concentrate" + ], + "source": "GMG", + "page": 205, + "entries": [ + "The NPC attempts an {@skill Lore||Architecture Lore}, {@skill 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 {@skill Acrobatics} checks to {@action Balance} across that ground." + ] + }, + { + "name": "Quick Transcription", + "source": "GMG", + "page": 205, + "entries": [ + "The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a {@skill Lore||Scribing Lore} check, completing the task in half the time on a success (one-quarter on a critical success)." + ] + }, + { + "name": "Local Lore", + "source": "GMG", + "page": 205, + "entries": [ + "When they first meet a given person from their home settlement, the NPC can automatically attempt one check to {@action Recall Knowledge} about that person. This uses the {@skill Lore} skill for that settlement." + ] + }, + { + "name": "Gone Fishing", + "source": "GMG", + "page": 205, + "entries": [ + "The NPC can use {@skill Lore||Fishing Lore} to {@action Track} aquatic creatures or to {@action Aid} checks to {@action Track} them." + ] + }, + { + "name": "Child Care", + "source": "GMG", + "page": 205, + "entries": [ + "When treating infants, the NPC can use their {@skill Lore||Midwifery Lore} skill in place of {@skill Medicine}, and can use {@filter Medicine's trained actions|actions||Trained=Medicine} on infants." + ] + }, + { + "name": "Call Your Bluf", + "source": "GMG", + "page": 205, + "entries": [ + "When gambling, the NPC may use {@skill Lore||Games Lore} to {@action Sense Motive} instead of {@skill Perception}." + ] + }, + { + "name": "Butter Up", + "source": "GMG", + "page": 204, + "traits": [ + "emotion", + "mental" + ], + "entries": [ + "When someone eats a dish or treat made by this NPC, the NPC can attempt a {@skill Lore||Baking Lore}, {@skill Lore||Cooking Lore}, or similar check against that creature's Will DC, with the same results as the {@action Make an Impression} action of {@skill Diplomacy}. If more than one creature partakes, the NPC uses the same check result against each creature's Will DC." + ] + }, { "name": "All-Around Vision", "source": "Bst", diff --git a/data/actions.json b/data/actions.json index f17d414893..74ec54576f 100644 --- a/data/actions.json +++ b/data/actions.json @@ -1100,7 +1100,7 @@ } }, "entries": [ - "You cover your tracks, moving up to half your travel Speed, using the rules on page 479). You don't need to attempt a {@skill Survival} check to cover your tracks, but anyone tracking you must succeed at a {@skill Survival} check against your Survival DC if it is higher than the normal DC to Track.", + "You cover your tracks, moving up to half your {@quickref travel Speed||0|Exploration Mode}. You don't need to attempt a {@skill Survival} check to cover your tracks, but anyone tracking you must succeed at a {@skill Survival} check against your 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 {@trait exploration} trait." ] }, @@ -1156,7 +1156,7 @@ ] }, "You must spend 4 days at work, at which point you attempt a {@skill 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 Income Earned|CRB|Table 4\u20132: Income Earned}, based on your proficiency rank in 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 appears in the sidebar.", + "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 Income Earned|CRB|Table 4\u20132: Income Earned}, based on your proficiency rank in {@skill 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 appears in the sidebar.", { "type": "successDegree", "entries": { @@ -1406,7 +1406,7 @@ "page": 470, "activity": { "number": 1, - "unit": "action" + "unit": "free" }, "actionType": { "basic": true @@ -4024,8 +4024,8 @@ { "type": "successDegree", "entries": { - "Critical Success": "You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in 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 (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 Success": "You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in {@skill 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 {@skill 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 {@dice 2d6} damage to the item. Apply the item's Hardness to this damage." } } @@ -4313,12 +4313,12 @@ "entries": [ "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 {@skill Perception} check for you and compares the result to the {@skill Stealth} DCs of any undetected or 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). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.", + "The GM attempts a single secret {@skill Perception} check for you and compares the result to the {@skill Stealth} DCs of any {@condition undetected} or {@condition hidden} creatures in the area or the DC to detect each object in the area (as determined by the GM or by someone {@action Conceal an Object||Concealing the Object}). A creature you detect might remain {@condition hidden}, rather than becoming {@condition observed}, if you're using an imprecise sense or if an effect (such as {@condition invisible||invisibility}) prevents the subject from being {@condition observed}.", { "type": "successDegree", "entries": { - "Critical Success": "If you were searching for creatures, any undetected or hidden creature you critically succeeded against becomes {@condition observed|CRB} by you. If you were searching for an object, you learn its location.", - "Success": "If you were searching for creatures, any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes {@condition observed|CRB} 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." + "Critical Success": "If you were searching for creatures, any {@condition undetected} or {@condition hidden} creature you critically succeeded against becomes {@condition observed|CRB} by you. If you were searching for an object, you learn its location.", + "Success": "If you were searching for creatures, any {@condition undetected} creature you succeeded against becomes {@condition hidden} from you instead of {@condition undetected}, and any {@condition hidden} creature you succeeded against becomes {@condition observed|CRB} 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." } } ] @@ -5223,7 +5223,7 @@ } }, "entries": [ - "You follow tracks, moving at up to half your travel Speed, using the rules on page 479). 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 {@trait exploration} trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check.", + "You follow tracks, moving at up to half your {@quickref travel Speed||0|Exploration Mode}.. 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 {@trait exploration} trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check.", "You attempt your {@skill Survival} check when you start Tracking, 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.", { "type": "successDegree", @@ -5489,6 +5489,27 @@ "entries": [ "Your careful shot against an unsuspecting opponent pierces a vital artery or organ. Make a ranged {@action Strike}. If the target is {@condition flat-footed}, the {@action Strike} deals an extra die of weapon damage, and the foe takes {@condition persistent damage||persistent bleed damage} equal to the amount of precision damage from your {@action One Shot, One Kill|G&G}." ] + }, + { + "name": "Accidental Shot", + "source": "G&G", + "page": 142, + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "fortune" + ], + "frequency": "once per day", + "actionType": { + "archetype": [ + "Unexpected Sharpshooter|G&G" + ] + }, + "entries": [ + "You make a {@action Strike} 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 {@condition concealed} or {@condition hidden}." + ] } ] } diff --git a/data/afflictions.json b/data/afflictions.json index 6227b7fbdd..616cb58f5f 100644 --- a/data/afflictions.json +++ b/data/afflictions.json @@ -743,7 +743,7 @@ "DC": 28, "savingThrow": "Fortitude", "entries": [ - "You fall asleep for 1 round (or permanently on a critical failure) and seem to be dead; a creature must succeed at a DC 30 Medicine check to realize you are alive. Noise doesn't awaken you, but taking damage gives you a new saving throw against the curse." + "You fall asleep for 1 round (or permanently on a critical failure) and seem to be dead; a creature must succeed at a DC 30 {@skill Medicine} check to realize you are alive. Noise doesn't awaken you, but taking damage gives you a new saving throw against the curse." ] } ] diff --git a/data/ancestries/versatile-heritages.json b/data/ancestries/versatile-heritages.json index 7677aa45c4..9874e475e9 100644 --- a/data/ancestries/versatile-heritages.json +++ b/data/ancestries/versatile-heritages.json @@ -4,6 +4,9 @@ "name": "Aasimar", "source": "APG", "page": 34, + "traits": [ + "Aasimar" + ], "otherSources": { "Expanded": [ "LOAG|8" @@ -157,6 +160,9 @@ "name": "Aphorite", "source": "LOAG", "page": 74, + "traits": [ + "Aphorite" + ], "versatile": true, "rarity": "uncommon", "entries": [ @@ -233,6 +239,9 @@ "name": "Beastkin", "source": "LOAG", "page": 78, + "traits": [ + "Beastkin" + ], "versatile": true, "rarity": "rare", "entries": [ @@ -331,6 +340,9 @@ "name": "Changeling", "source": "APG", "page": 30, + "traits": [ + "Changeling" + ], "versatile": true, "rarity": "uncommon", "entries": [ @@ -385,6 +397,9 @@ "name": "Dhampir", "source": "APG", "page": 32, + "traits": [ + "Dhampir" + ], "versatile": true, "rarity": "uncommon", "entries": [ @@ -495,6 +510,9 @@ "name": "Duskwalker", "source": "APG", "page": 37, + "traits": [ + "Duskwalker" + ], "versatile": true, "rarity": "uncommon", "entries": [ @@ -620,6 +638,9 @@ "name": "Ganzi", "source": "LOAG", "page": 94, + "traits": [ + "Ganzi" + ], "versatile": true, "rarity": "uncommon", "entries": [ @@ -716,6 +737,10 @@ "name": "Ifrit", "source": "LOAG", "page": 100, + "traits": [ + "Ifrit", + "Geniekin" + ], "versatile": true, "rarity": "uncommon", "entries": [ @@ -793,6 +818,10 @@ "name": "Oread", "source": "LOAG", "page": 104, + "traits": [ + "Oread", + "Geniekin" + ], "versatile": true, "rarity": "uncommon", "entries": [ @@ -871,6 +900,10 @@ "name": "Suli", "source": "LOAG", "page": 108, + "traits": [ + "Suli", + "Geniekin" + ], "versatile": true, "rarity": "uncommon", "entries": [ @@ -948,6 +981,10 @@ "name": "Sylph", "source": "LOAG", "page": 112, + "traits": [ + "Sylph", + "Geniekin" + ], "versatile": true, "rarity": "uncommon", "entries": [ @@ -1025,6 +1062,9 @@ "name": "Tiefling", "source": "APG", "page": 39, + "traits": [ + "Tiefling" + ], "versatile": true, "rarity": "uncommon", "entries": [ @@ -1169,6 +1209,10 @@ "name": "Undine", "source": "LOAG", "page": 116, + "traits": [ + "Undine", + "Geniekin" + ], "versatile": true, "rarity": "uncommon", "entries": [ diff --git a/data/archetypes.json b/data/archetypes.json index 8ce68f2b44..db7d7b89e9 100644 --- a/data/archetypes.json +++ b/data/archetypes.json @@ -7,7 +7,8 @@ "entries": [ "You have trained your body to perform incredible, seemingly superhuman feats of grace. You move in ways that leave your opponents caught off guard and fumbling for a response, turning every fight into performance art." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Alchemist", @@ -26,7 +27,7 @@ "Barbarian alchemists can mix mutagens with their rage to ferocious effect.", "Champion alchemists can focus on alchemical items that boost defenses and heal others, allowing their champion's reaction and {@i lay on hands} to go further.", "Fighter alchemists can use their alchemy to gain additional options in situations where their usual tactics don't work.", - "Ranger alchemists focus on alchemy and snares, getting extra use out of their Crafting skill and supplying bombs for the bomb snare.", + "Ranger alchemists focus on alchemy and snares, getting extra use out of their {@skill Crafting} skill and supplying bombs for the bomb snare.", "Rogue alchemists can combine a rogue's poison feats with free daily poisons, and bombs present an interesting way to sneak attack with various types of energy damage.", "Spellcaster alchemists often use their alchemical items to take pressure off their repertoire or prepared spells. For instance, a {@class wizard} alchemist who can brew up {@item Darkvision Elixir||darkvision elixirs} to grant {@ability darkvision} can prepare another spell instead of {@spell darkvision}." ] @@ -39,7 +40,8 @@ ], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Aldori Duelist", @@ -48,7 +50,8 @@ "entries": [ "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." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Animal Trainer", @@ -57,7 +60,8 @@ "entries": [ "You have befriended an animal to serve as an able assistant and loyal guardian." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Archaeologist", @@ -69,7 +73,8 @@ "extraFeats": [ "4|Trap Finder|CRB", "10|Delay Trap|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Archer", @@ -87,7 +92,8 @@ "8|Triple Shot|CRB", "10|Mobile Shot Stance|CRB", "18|Multishot Stance|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Artillerist", @@ -104,7 +110,8 @@ "The artillerist's maxim holds that while fights might be won with swords, battles are won with cannons. Or in a pinch, with trebuchets, siege towers, catapults, hwachas, and all other lethal miscellanea of a combat engineers' corp. As a true artillerist, you leave the penny-ante pistols and knives to those who only need to operate on a small scale. You're a consummate professional in the art of big guns, a maestro at merging mathematics and manpower to transform whatever castle wall, infantry battalion, or rampaging dragon offends you into a smoking crater in the ground.", "You're not just some daredevil demolitionist, though. You're part of a team, accustomed to coordinating with your unit to maximize your time and effectiveness. Whether jumping in to help your crew load the next round, quickly calculating the trajectory of the engine's next shot, or taking the shot yourself, your presence on the team ensures their chances of success are maximized, creating a whole that is greater than the sum of its parts." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Assassin", @@ -118,7 +125,8 @@ "6|Poison Weapon|CRB", "6|Sneak Attacker|CRB", "10|Improved Poison Weapon|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Barbarian", @@ -137,7 +145,8 @@ "extraFeats": [], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Bard", @@ -159,7 +168,8 @@ ], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Bastion", @@ -173,7 +183,8 @@ "8|Reflexive Shield|CRB", "10|Quick Shield Block|CRB", "12|Mirror Shield|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Beast Gunner", @@ -194,7 +205,8 @@ ], "extraFeats": [ "8|Call Gun|G&G" - ] + ], + "dedicationLevel": 6 }, { "name": "Beastmaster", @@ -227,7 +239,8 @@ "6|Companion's Cry|CRB", "10|Enlarge Companion|APG", "14|Side by Side (Ranger)|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Bellflower Tiller", @@ -236,7 +249,8 @@ "entries": [ "Bellflower tillers handle most of the ground-level efforts of freeing slaves and escorting them to safety. They use farming-related code words to hide their work: a tiller's freed slaves are her \"crop,\" which she moves along secretive paths termed \"rows,\" taking shelter in secret hideouts referred to as \"barns.\"" ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 6 }, { "name": "Blessed One", @@ -255,7 +269,8 @@ "14|Affliction Mercy|CRB", "14|Amplifying Touch|APG", "20|Rejuvenating Touch|APG" - ] + ], + "dedicationLevel": 2 }, { "name": "Bounty Hunter", @@ -266,7 +281,8 @@ ], "extraFeats": [ "14|Double Prey|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Bright Lion", @@ -275,7 +291,8 @@ "entries": [ "You are one of the Bright Lions, part revolutionary warrior, part undercover spy." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Bullet Dancer", @@ -292,7 +309,8 @@ "14|Ricochet Shot|G&G", "16|Showstopper|G&G", "16|Two-Weapon Fusillade|G&G" - ] + ], + "dedicationLevel": 2 }, { "name": "Butterfly Blade", @@ -305,7 +323,8 @@ "4|Clever Gambit|APG", "4|Combat Assessment|APG", "4|Quick Draw (Ranger)|CRB" - ] + ], + "dedicationLevel": 4 }, { "name": "Captivator", @@ -320,7 +339,8 @@ "extraFeats": [], "benefits": [ "Spellcasting" - ] + ], + "dedicationLevel": 4 }, { "name": "Cathartic Mage", @@ -547,7 +567,8 @@ "extraFeats": [], "benefits": [ "Spellcasting" - ] + ], + "dedicationLevel": 2 }, { "name": "Cavalier", @@ -564,7 +585,8 @@ ] } ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Celebrity", @@ -573,7 +595,8 @@ "entries": [ "You're a special personality... and you know it. You're not merely comfortable in the spotlight, you crave it. While the traditional celebrity is a musician or another type of performer, you could be known for any occupation." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Champion", @@ -592,7 +615,8 @@ "extraFeats": [], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Cleric", @@ -623,7 +647,8 @@ ], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Crystal Keeper", @@ -632,7 +657,8 @@ "entries": [ "In the era before Earthfall, the elven people of Golarion exhibited a wide range of mastery over magic. A sect of elves who venerated the goddess Yuelral first developed the techniques of the crystal keeper, but this tradition has since been long forgotten by most of the world. There are those who still remember, though\u2014PCs can gain access to the crystal keeper archetype from the tragic figure that haunts Jewelgate waystation in \"Fires of the Haunted City.\"" ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 4 }, { "name": "Dandy", @@ -641,7 +667,8 @@ "entries": [ "You are a genteel master of style, culture, and decorum, aware of even the subtlest rules of etiquette. Whether you were born into status, acquired it later in life, or merely pretend to possess it, you look and act your part to manicured perfection." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Demolitionist", @@ -655,7 +682,8 @@ "6|Calculated Splash|CRB", "8|Directional Bombs|CRB", "12|Expanded Splash|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Dragon Disciple", @@ -674,7 +702,8 @@ ] } ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Drow Shootist", @@ -683,7 +712,8 @@ "entries": [ "Some drow take skill with the hand crossbow to new heights. You've learned the secrets of these fabled drow shootists. With fearlessness and swagger, you can accomplish amazing deeds with hand crossbows." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Druid", @@ -705,7 +735,8 @@ ], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Dual-Weapon Warrior", @@ -719,7 +750,8 @@ "12|Twin Riposte (Fighter)|CRB", "16|Improved Twin Riposte (Fighter)|CRB", "18|Twinned Defense (Fighter)|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Duelist", @@ -736,7 +768,8 @@ "14|Dueling Dance|CRB", "14|Improved Dueling Riposte|CRB", "16|Guiding Riposte|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Edgewatch Detective", @@ -748,7 +781,8 @@ "extraFeats": [], "traits": [ "Uncommon" - ] + ], + "dedicationLevel": 2 }, { "name": "Eldritch Archer", @@ -771,7 +805,8 @@ ], "benefits": [ "Spellcasting" - ] + ], + "dedicationLevel": 6 }, { "name": "Eldritch Researcher", @@ -782,7 +817,8 @@ "You've been particularly enlightened by the accumulated lore in Thresholds of Truth, and you know Zarmavdian was a kindred soul in occult research. With this book in hand, you feel like you stand at the doorway to unprecedented occult discoveries.", "You scoff at those fools who claim you meddle in things mortals aren't meant to know\u2014for isn't it the duty of the enlightened to gather the universe's deepest truths?" ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Elementalist", @@ -812,7 +848,8 @@ ], "miscTags": [ "Class Archetype" - ] + ], + "dedicationLevel": 2 }, { "name": "Familiar Master", @@ -823,7 +860,8 @@ ], "extraFeats": [ "4|Enhanced Familiar (Wizard)|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Fighter", @@ -853,7 +891,8 @@ "extraFeats": [], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Firebrand Braggart", @@ -862,7 +901,8 @@ "entries": [ "Many Firebrands travel the Inner Sea region drawing attention to themselves, making great shows of their exploits, and proclaiming their great deeds." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 4 }, { "name": "Firework Technician", @@ -880,7 +920,8 @@ ] } ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Flexible Caster", @@ -1296,7 +1337,8 @@ ], "miscTags": [ "Class Archetype" - ] + ], + "dedicationLevel": 2 }, { "name": "Folklorist", @@ -1305,7 +1347,8 @@ "entries": [ "Folklorists are welcome across the Mwangi Expanse for the entertaining stories they tell and the counsel they impart. However, those who take the art of storytelling to the next level can produce magical effects based on their understanding of stories and their firm belief that life conforms to the contours of these tales. While many such folklorists are benevolent, terms like hero and villain are notoriously relative, changing to fit the perspective of the storyteller." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Geomancer", @@ -1315,7 +1358,8 @@ "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 {@class Druid|crb|flame|flame|SoM}, {@class Druid|crb|stone|stone|SoM}, or {@class Druid|crb|wave|wave|SoM} 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." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Ghost Eater", @@ -1324,7 +1368,8 @@ "entries": [ "The warriors of Minata frequently contend with lost spirits of the Taumatan people that haunt their shattered lands to this day. These Minatan warriors, known as ghost eaters around Bonmu, travel the countless islands of Minata and offer their skills to exorcists and priests. When working in such a partnership, ghost eater's main task is to destroy a spirit in order to give their holy comrade time to learn about the individual soul and finally put it to rest." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Ghost Hunter", @@ -1334,7 +1379,8 @@ "Ghosts have a wide range of capabilities and features\u2014 no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts.", "The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to the afterlife." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Gladiator", @@ -1344,7 +1390,8 @@ "The roar of the crowd and thrill of competitive combat drive you to become the best\u2014and the fame isn't bad either.", "If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor allied or affiliated with either side, the combatants have spectators. The GM is the final arbiter." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Golden League Xun", @@ -1353,7 +1400,8 @@ "entries": [ "You've become a xun, a powerful gang enforcer." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 8 }, { "name": "Golem Grafter", @@ -1361,7 +1409,8 @@ "page": 74, "entries": [ "You have replaced a portion of your body with artifice of the kind used to create golems, fortifying your flesh with the unyielding might of magical constructs." - ] + ], + "dedicationLevel": 8 }, { "name": "Gray Gardener", @@ -1372,7 +1421,8 @@ "The following is suitable for heroes to take after the events of Night of the Gray Death. You might be a member of the old organization who tried to uphold order despite vindictive directives from above, or you might be someone who recently donned a mask to enforce the law in Galt's new age. Either way, as a Gray Gardener you draw power and authority from being masked and have a reputation for dispassionate justice.", "Your vigilante identity is that of a Gray Gardener, and you must be wearing a mask to use any of your vigilante feats or you risk exposing your social identity, as described in the {@archetype vigilante|APG} archetype." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Gunslinger", @@ -1388,7 +1438,8 @@ ] } ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Halcyon Speaker", @@ -1397,7 +1448,8 @@ "entries": [ "One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 6 }, { "name": "Hellknight", @@ -1406,7 +1458,8 @@ "entries": [ "Hellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions of law wherever chaos might threaten to rear." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 6 }, { "name": "Hellknight Armiger", @@ -1415,7 +1468,8 @@ "entries": [ "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." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Hellknight Signifer", @@ -1424,7 +1478,8 @@ "entries": [ "Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 6 }, { "name": "Herbalist", @@ -1436,7 +1491,8 @@ "extraFeats": [], "benefits": [ "Alchemy" - ] + ], + "dedicationLevel": 2 }, { "name": "Horizon Walker", @@ -1449,7 +1505,8 @@ "10|Blind-Fight (Ranger)|CRB", "10|Terrain Master|CRB", "12|Warden's Step|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Inventor", @@ -1465,7 +1522,8 @@ ] } ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Investigator", @@ -1484,7 +1542,8 @@ "extraFeats": [], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Jalmeri Heavenseeker", @@ -1493,7 +1552,8 @@ "entries": [ "Certain martial artists dedicate themselves to fighting in Jalmeray's Challenge of Sky and Heaven; these individuals devote themselves to the esoteric mysteries of the sky and incorporate these lofty abilities into their martial arts maneuvers. You may have learned these skills from the Houses of Perfection in Jalmeray, or from a practitioner of this style who left Jalmeray bearing its secrets (such as Shristi Melipdra). The Houses of Perfection focus on honing elemental powers, but the Jalmeri heavenseeker isn't limited by the powers of air alone. This style's attacks emulate darting flashes of lightning and the crash of thunder from roiling storm clouds. A true practitioner masters control even over dense matter, causing the air to support its weight or bring it crashing down." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 4 }, { "name": "Juggler", @@ -1502,7 +1562,8 @@ "entries": [ "You're a skilled performer, with impressive balance and coordination that help you greatly in battle." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Knight Reclaimant", @@ -1511,7 +1572,8 @@ "entries": [ "Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 6 }, { "name": "Knight Vigilant", @@ -1520,7 +1582,8 @@ "entries": [ "Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 6 }, { "name": "Lastwall Sentry", @@ -1529,7 +1592,8 @@ "entries": [ "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." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Linguist", @@ -1538,7 +1602,8 @@ "entries": [ "Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Living Monolith", @@ -1547,7 +1612,8 @@ "entries": [ "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." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Loremaster", @@ -1561,7 +1627,8 @@ "8|Assured Knowledge|APG", "14|Enigma's Knowledge|APG", "16|True Hypercognition|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Magaambyan Attendant", @@ -1570,7 +1637,8 @@ "entries": [ "Magaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants necessarily have this archetype, and this archetype doesn't represent the abilities of all attendants; rather, the archetype represents many of those who have affiliated with a branch and are pursuing conversant rank." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Magic Warrior", @@ -1579,7 +1647,8 @@ "entries": [ "You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Magus", @@ -1594,7 +1663,8 @@ ], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Marshal", @@ -1605,7 +1675,8 @@ ], "extraFeats": [ "8|Attack of Opportunity (Champion)|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Martial Artist", @@ -1631,7 +1702,8 @@ "8|Tiger Slash|CRB", "8|Wolf Drag|CRB", "16|Mountain Quake|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Mauler", @@ -1646,7 +1718,8 @@ "12|Improved Knockdown|CRB", "14|Brutal Finish|CRB", "14|Unbalancing Sweep|APG" - ] + ], + "dedicationLevel": 2 }, { "name": "Medic", @@ -1655,7 +1728,8 @@ "entries": [ "You've studied countless techniques for providing medical aid, making you a peerless doctor and healer." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Monk", @@ -1684,7 +1758,8 @@ "extraFeats": [], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Nantambu Chime-Ringer", @@ -1693,7 +1768,8 @@ "entries": [ "The Chime-Ringers serve as Nantambu's elite town guard, keeping the peace while carrying on ancient traditions of crafting chimes in metal, bamboo, or glass." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Oozemorph", @@ -1702,7 +1778,8 @@ "entries": [ "You have suffered from the deadly touch of an ooze or other amorphous creature, like a gibbering mouther or a shoggoth, and have come away changed. Alternatively, you might have been exposed to some alchemical accident involving experiments with oozes, such as those performed in the city of Oenopion in Nex. Parts of your body occasionally liquefy and threaten to slough off, and only through force of will can you keep your natural form intact. Your affliction is plainly supernatural in origin and distressingly permanent." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Oracle", @@ -1717,7 +1794,8 @@ ], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Overwatch", @@ -1728,7 +1806,8 @@ "As a group's overwatch, you might let the position go to your head. In such cases, you might think of yourself as the mastermind behind the chessboard and feel detached from your allies, thinking of them as little more than pawns on the field.", "But more likely your role allows you to feel a deeper connection to your allies, and your coordination and heroics stand out most when you subsume your individual ego to serve the group's needs. In that case, you might think of yourself as a part of a functional whole\u2014if your party was a single living body, you serve as the eyes, but that doesn't mean you're the brain, the heart, or other vital organs. Everyone has a crucial role to play." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Pathfinder Agent", @@ -1737,7 +1816,8 @@ "entries": [ "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." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Pirate", @@ -1747,7 +1827,8 @@ "You live a life of freedom, taking by force and intimidation all that you desire. You may be a privateer, raiding and plundering on behalf of a particular nation or another authority, or you may answer to no one but your own capricious whims. Either way, you rely on intimidation, wits, and combat prowess to take what you want from those you deem less deserving.", "Pirates have much in common with {@class swashbuckler|APG|swashbucklers}, and many pirates have the {@class swashbuckler|APG|swashbuckler class} or {@archetype swashbuckler|APG|archetype}. Much like a swashbuckler's daring deeds, classic pirate maneuvers are often showy feats intended to impress, intimidate, and gain panache. For example, if you have the panache class feature and your Acrobatics check for a Boarding Assault exceeds the very hard DC for your level, you would gain panache." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Pistol Phenom", @@ -1776,7 +1857,8 @@ "4|Sword and Pistol|G&G", "12|Trick Shot|G&G", "16|Showstopper|G&G" - ] + ], + "dedicationLevel": 2 }, { "name": "Poisoner", @@ -1798,7 +1880,8 @@ ], "benefits": [ "Alchemy" - ] + ], + "dedicationLevel": 2 }, { "name": "Provocator", @@ -1807,7 +1890,8 @@ "entries": [ "The provocator is a gladiator who mixes brilliant performance with mastery of weapons." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 10 }, { "name": "Ranger", @@ -1823,10 +1907,10 @@ { "type": "list", "items": [ - "Alchemist rangers can add snares to their daily free items, benefiting from a strong Crafting modifier, and their Intelligence makes them exceptional with monster knowledge feats. The ranger archetype is also useful to bombers who want to alternate with bow attacks.", - "Champion rangers are particularly fitting for deities who connect thematically to nature or have a bow as their favored weapon. (Or, in the case of Erastil, both!)", - "Fighter rangers are among the most fearsome archers, combining the best archery feats from both classes to create a fighting style unique to each fighter ranger.", - "Rogue rangers make excellent snipers or ranged skirmishers, and snares let them be on the other side of traps for a change.", + "{@class Alchemist} rangers can add snares to their daily free items, benefiting from a strong {@skill Crafting} modifier, and their Intelligence makes them exceptional with monster knowledge feats. The ranger archetype is also useful to bombers who want to alternate with bow attacks.", + "{@class Champion} rangers are particularly fitting for deities who connect thematically to nature or have a bow as their favored weapon. (Or, in the case of Erastil, both!)", + "{@class Fighter} rangers are among the most fearsome archers, combining the best archery feats from both classes to create a fighting style unique to each fighter ranger.", + "{@class Rogue} rangers make excellent snipers or ranged skirmishers, and snares let them be on the other side of traps for a change.", "Spellcaster rangers benefit greatly from ranger's feat support, backing up their spells with ranged weapon attacks. Druids have the most thematic overlap with rangers among the spellcasters, allowing you to create a true master of the wilderness." ] } @@ -1836,7 +1920,8 @@ "extraFeats": [], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Red Mantis Assassin", @@ -1845,7 +1930,8 @@ "entries": [ "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." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Ritualist", @@ -1854,7 +1940,8 @@ "entries": [ "While some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck gives them surprising skill at performing rituals, whether they want that power or not." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 4 }, { "name": "Rogue", @@ -1885,7 +1972,8 @@ "extraFeats": [], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Runelord", @@ -1983,7 +2071,8 @@ ], "miscTags": [ "Class Archetype" - ] + ], + "dedicationLevel": 2 }, { "name": "Runescarred", @@ -1992,7 +2081,8 @@ "entries": [ "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." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Scout", @@ -2003,7 +2093,8 @@ ], "extraFeats": [ "12|Camouflage|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Scroll Trickster", @@ -2014,7 +2105,8 @@ ], "extraFeats": [ "12|Camouflage|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Scrollmaster", @@ -2023,7 +2115,8 @@ "entries": [ "Members who align themselves with the Scrolls branch of the Pathfinder Society are fervent seekers of lore, experts in esoterica, and masters of the wealth of knowledge at the Society's disposal. In addition to maintaining and researching the Society's massive collection of tomes and artifacts, these scholars are also eager to adventure in order to add to the Pathfinder's archives. They take tremendous pride in their ability to thoroughly observe, research, and catalog creatures and events. Members of the Scrolls value knowledge and preparation above strength and cunning, and they work to hone their intellectual skills. As a Scrollmaster, you are an elite member of this arm of the Society." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 6 }, { "name": "Scrounger", @@ -2032,7 +2125,8 @@ "entries": [ "You have spent countless hours disassembling and rebuilding complex items to learn how they work, giving you the skill to create just about anything from the most unlikely materials. While your improvised items don't last long, they tend to be just what you need in a pinch, and your enemies find that while they might be able to disarm you, the real challenge is keeping you that way. Locked rooms, diabolical traps, and desperate situations are each their own sort of puzzle to you, and the mundane objects around you are the pieces you use to improvise your own solution." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Sentinel", @@ -2044,7 +2138,8 @@ "extraFeats": [ "10|Sacrifice Armor|APG", "16|Greater Interpose|APG" - ] + ], + "dedicationLevel": 2 }, { "name": "Shadowcaster", @@ -2060,7 +2155,8 @@ "14|Additional Shadow Magic|APG", "14|Shadow Illusion|APG", "16|Shadow Power|APG" - ] + ], + "dedicationLevel": 2 }, { "name": "Shadowdancer", @@ -2085,7 +2181,8 @@ "14|Spring from the Shadows|CRB", "16|Sense the Unseen (Rogue)|CRB", "18|Cognitive Loophole|CRB" - ] + ], + "dedicationLevel": 8 }, { "name": "Sixth Pillar", @@ -2094,7 +2191,8 @@ "entries": [ "The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate or bloodline magic, but it can be used by anyone who can cast spells." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 8 }, { "name": "Snarecrafter", @@ -2107,7 +2205,8 @@ "8|Quick Snares|CRB", "10|Powerful Snares|CRB", "14|Lightning Snares|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Sniping Duo", @@ -2129,7 +2228,8 @@ "4|Cover Fire|G&G", "12|Deflecting Shot|G&G", "12|Redirecting Shot|G&G" - ] + ], + "dedicationLevel": 2 }, { "name": "Sorcerer", @@ -2151,7 +2251,8 @@ ], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Soulforger", @@ -2183,7 +2284,8 @@ "{@b Resolute Defiance} Shield only. The shield gains a +2 status bonus to its Hardness and gains temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the {@feat Shield Block} reaction, you gain it while your shield is manifested. {@i Corruption Flaw} When you take damage while {@action Raise a Shield||Raising a Shield} or use {@feat Shield Block}, attempt a DC {@flatDC 5} flat check. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield." ] } - ] + ], + "dedicationLevel": 2 }, { "name": "Spell Trickster", @@ -2201,7 +2303,8 @@ ] } ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Spellmaster", @@ -2210,7 +2313,8 @@ "entries": [ "Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 6 }, { "name": "Spellshot", @@ -2439,7 +2543,8 @@ ], "miscTags": [ "Class Archetype" - ] + ], + "dedicationLevel": 2 }, { "name": "Staff Acrobat", @@ -2448,7 +2553,8 @@ "entries": [ "You can perform amazing acts in and out of combat when you have a spear, staff, or polearm." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Sterling Dynamo", @@ -2460,7 +2566,8 @@ "With the sterling dynamo archetype, you both use a sterling dynamo prosthesis and truly understand its advantages, limitations, and limitless potential. You don't have to literally be your own mechanic, as there's no requirement for a sterling dynamo to be particularly skilled at crafting, but even if you aren't, you can still \"feel\" what's right when it comes to adjusting and optimizing your dynamo. Whether you implement these improvements yourself or present your mechanic with ideas and insights that allow them to achieve something special on your behalf, your strength and ingenuity are what make you a sterling dynamo.", "As you train to use your dynamo in all sorts of adventures, you may become capable of feats its original inventors never dreamed possible. In fact, as you progress in the archetype and explore the possibilities, you might find that these inventors want to interview you in order to apply your insights and help them create a new generation of the technology with even greater capabilities. The sterling dynamo's adaptability grants it vast potential, so the sky's the limit!" ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Student of Perfection", @@ -2469,7 +2576,8 @@ "entries": [ "You studied martial arts at Jalmeray's Houses of Perfection." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Summoner", @@ -2508,7 +2616,8 @@ ], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Swashbuckler", @@ -2527,7 +2636,8 @@ "extraFeats": [], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Swordmaster", @@ -2536,7 +2646,8 @@ "entries": [ "Though the ultimate goal of the Pathfinder society is to learn, knowledge cannot be spread if those who discover it fail to come back alive. The Master of Swords teaches recruits to survive, to defend other Pathfinders, and to defeat the Society's enemies. The swordmaster embodies these skills, focusing on practicality and ignoring ideals or methods that interfere with their ability to overcome any challenge." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 6 }, { "name": "Talisman Dabbler", @@ -2545,7 +2656,8 @@ "entries": [ "The classic idea of magic is that of a hoary wizard, poring over a crumbling book of spells. But magic is so much more than that\u2014it is thought, will, and action, and with the right talismans, you can make even the cut of a sword a deeply magical act. This all hinges on the small magical talismans you affix to your gear. You know how to make and use the perfect talismans for any job." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Trapsmith", @@ -2555,7 +2667,8 @@ "Wielding a wrench or blowtorch, you manufacture snares that whir and tick with delicate precision. Your best work requires the right materials\u2014a glorious set of brass fittings and cogwheels\u2014with which you create snares that are as elegantly lethal as they are subtle. As a trapsmith, you're always improving your snares: adjusting timing, tweaking triggers, and finding new ways to hide them from foes.", "You can select the dedication feat for the trapsmith archetype even if you haven't yet gained three feats from the {@archetype snarecrafter|APG} archetype." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 4 }, { "name": "Trick Driver", @@ -2564,7 +2677,8 @@ "entries": [ "While cavaliers follow an old and tired tradition of mounted combat, you take a more modern road. Through aggressive use of vehicles, you roll across the battlefield, taking down your opponents. You go beyond simply operating a vehicle, pushing it to perform stunts that its builders never intended, transforming the vehicle into something much greater than a mere conveyance." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Turpin Rowe Lumberjack", @@ -2572,7 +2686,8 @@ "page": 75, "entries": [ "You are a feller of trees and a skilled axe wielder, trained in the art of forestry by the hard-working loggers of Turpin Rowe." - ] + ], + "dedicationLevel": 2 }, { "name": "Unexpected Sharpshooter", @@ -2602,7 +2717,8 @@ "4|Hit the Dirt!|G&G", "4|Risky Reload|G&G", "10|Trick Shot|G&G" - ] + ], + "dedicationLevel": 2 }, { "name": "Vehicle Mechanic", @@ -2612,7 +2728,8 @@ "You have always felt that vehicles are as much works of art as they are means of transportation. It doesn't matter if it's as common as a chariot or as complex as an airship, there's always some aspect of the vehicle you can improve upon. Pilots, drivers, and sailors alike value your expertise, and many seek you out to work on their vehicles. While you can make a great profit working on custom vehicles for wealthy clients, you still keep a vehicle of your own to tinker with as your personal passion project.", "You might be part of a vehicle mechanic union, working with other mechanics and engineers to find fair jobs and support each other's labor. While some vehicle mechanic unions are secular, many realize the benefits of organizing alongside a sympathetic religion, and so they typically adopt the ideals of economically-focused gods like Abadar or deities interested in crafting such as the goddess Brigh\u2014the Whisper in Bronze\u2014the goddess of invention. Whether religious or secular, vehicle mechanic unions take the bonds between fellow union members seriously. While this might mean your character becomes obligated to help a fellow union member who needs your help, it also means you have steadfast allies you can fall back on in your own time of need. In dire straits, such a connection can be worth its weight in gold." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Vigilante", @@ -2623,7 +2740,8 @@ ], "extraFeats": [ "4|Quick Draw (Rogue)|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Viking", @@ -2636,7 +2754,8 @@ "4|Reactive Shield|CRB", "6|Shielded Stride|CRB", "10|Quick Shield Block|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Weapon Improviser", @@ -2658,7 +2777,8 @@ ] } ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 }, { "name": "Wellspring Mage", @@ -2747,7 +2867,7 @@ ], [ "9", - "{@b Trinket Squall} ({@trait illusion}) 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 disbelieve this illusion (Core Rulebook 298)." + "{@b Trinket Squall} ({@trait illusion}) 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 {@quickref disbelieve this illusion|CRB|2|disbelieving illusions|0}." ], [ "10", @@ -2807,7 +2927,8 @@ ], "miscTags": [ "Class Archetype" - ] + ], + "dedicationLevel": 2 }, { "name": "Witch", @@ -2829,7 +2950,8 @@ ], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Wizard", @@ -2851,7 +2973,8 @@ ], "miscTags": [ "Multiclass" - ] + ], + "dedicationLevel": 2 }, { "name": "Wrestler", @@ -2868,7 +2991,8 @@ "4|Crushing Grab|CRB", "4|Snagging Strike|CRB", "8|Whirling Throw|CRB" - ] + ], + "dedicationLevel": 2 }, { "name": "Zephyr Guard", @@ -2877,7 +3001,8 @@ "entries": [ "You are one of the Zephyr Guard, professional soldiers who protect Katapesh from military threats, economic sabotage, and elite thieves." ], - "extraFeats": [] + "extraFeats": [], + "dedicationLevel": 2 } ] } diff --git a/data/backgrounds/backgrounds-aoe0.json b/data/backgrounds/backgrounds-aoe0.json index 1735c475d4..34162a7cf3 100644 --- a/data/backgrounds/backgrounds-aoe0.json +++ b/data/backgrounds/backgrounds-aoe0.json @@ -199,7 +199,7 @@ "Biting your lip in shame, you took the Edgewatch reassignment in order to gain the experience necessary to go back to your home district with your head held high.", "You'll prove them wrong, one way or another, and show everyone that you can protect the ones you hold most dear.", "Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.", - "You're trained in the {@skill Nature} skill and your choice of {@skill Lore||Hunting Lore} or {@skill Lore||Stabling Lore}. You start out with a riding horse, as well as a suit of shoddy half-plate armor, a shoddy longsword, and a shoddy lance (see page 273 of the Pathfinder Core Rulebook for the rules on shoddy items)." + "You're trained in the {@skill Nature} skill and your choice of {@skill Lore||Hunting Lore} or {@skill Lore||Stabling Lore}. You start out with a {@creature riding horse}, as well as a suit of {@quickref shoddy||1|shoddy items} {@item half plate} armor, a {@quickref shoddy||1|shoddy items} {@item longsword}, and a {@quickref shoddy||1|shoddy items} {@item lance}." ], "boosts": [ "Constitution", diff --git a/data/backgrounds/backgrounds-crb.json b/data/backgrounds/backgrounds-crb.json index b365d37638..b587d0dd63 100644 --- a/data/backgrounds/backgrounds-crb.json +++ b/data/backgrounds/backgrounds-crb.json @@ -29,7 +29,7 @@ "entries": [ "In a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use.", "Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.", - "You're trained in the {@skill Acrobatics} skill and the {@skill Lore||Circus Lore} skill. You gain the Steady {@action Balance} skill feat." + "You're trained in the {@skill Acrobatics} skill and the {@skill Lore||Circus Lore} skill. You gain the {@feat Steady Balance} skill feat." ], "boosts": [ "Strength", diff --git a/data/bestiary/creatures-aoa1.json b/data/bestiary/creatures-aoa1.json index eeb76edd66..edf13f0a44 100644 --- a/data/bestiary/creatures-aoa1.json +++ b/data/bestiary/creatures-aoa1.json @@ -378,7 +378,7 @@ "poison" ], "note": "", - "DC": "22", + "DC": 22, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -751,7 +751,7 @@ "poison" ], "note": "", - "DC": "20", + "DC": 20, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -3468,9 +3468,9 @@ "type": "Focus", "tradition": null, "DC": 23, + "fp": 1, "entry": { "3": { - "fp": "(1 Focus Point)", "spells": [ { "name": "call of the grave", diff --git a/data/bestiary/creatures-aoa2.json b/data/bestiary/creatures-aoa2.json index 3d9c36b5a4..85ece25dc3 100644 --- a/data/bestiary/creatures-aoa2.json +++ b/data/bestiary/creatures-aoa2.json @@ -3673,9 +3673,9 @@ "type": "Focus", "tradition": null, "DC": 25, + "fp": 2, "entry": { "4": { - "fp": "(2 Focus Points)", "spells": [ { "name": "lay on hands" @@ -4498,6 +4498,7 @@ "type": "Focus", "tradition": null, "DC": 24, + "fp": 2, "entry": { "0": { "level": 3, @@ -4517,7 +4518,6 @@ ] }, "3": { - "fp": "(2 Focus Points)", "spells": [ { "name": "counter" diff --git a/data/bestiary/creatures-aoa3.json b/data/bestiary/creatures-aoa3.json index 23b17367b7..30da7d5b5d 100644 --- a/data/bestiary/creatures-aoa3.json +++ b/data/bestiary/creatures-aoa3.json @@ -1103,7 +1103,7 @@ "disease" ], "note": "", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -3357,7 +3357,7 @@ "poison" ], "note": "", - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6\nrounds", diff --git a/data/bestiary/creatures-aoa4.json b/data/bestiary/creatures-aoa4.json index a6a02ddcd5..6e92d925fb 100644 --- a/data/bestiary/creatures-aoa4.json +++ b/data/bestiary/creatures-aoa4.json @@ -2463,7 +2463,7 @@ "virulent" ], "note": "", - "DC": "34", + "DC": 34, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, diff --git a/data/bestiary/creatures-aoa5.json b/data/bestiary/creatures-aoa5.json index 99dad5c9ed..474a6c9dd6 100644 --- a/data/bestiary/creatures-aoa5.json +++ b/data/bestiary/creatures-aoa5.json @@ -1447,9 +1447,9 @@ "tradition": null, "DC": 37, "attack": 31, + "fp": 3, "entry": { "8": { - "fp": "(3 Focus Points)", "spells": [ { "name": "cry of destruction", diff --git a/data/bestiary/creatures-aoe1.json b/data/bestiary/creatures-aoe1.json index caffc8e4a3..504d5526df 100644 --- a/data/bestiary/creatures-aoe1.json +++ b/data/bestiary/creatures-aoe1.json @@ -3218,7 +3218,7 @@ "disease" ], "note": " Exposing the victim\nto sunlight or any {@spell light} spell of 3rd level or higher\npauses the progression of the disease until the victim\nis no longer in light.", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -3262,7 +3262,7 @@ "poison" ], "note": "", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, diff --git a/data/bestiary/creatures-aoe2.json b/data/bestiary/creatures-aoe2.json index 9d793893d7..3fd09805e8 100644 --- a/data/bestiary/creatures-aoe2.json +++ b/data/bestiary/creatures-aoe2.json @@ -116,7 +116,7 @@ "disease" ], "note": " Marrow rot affects only creatures with a skeletal\nsystem", - "DC": "24", + "DC": 24, "savingThrow": "Fortitude", "onset": "1 day", "maxDuration": null, @@ -1531,7 +1531,7 @@ "disease" ], "note": " Marrow rot affects only creatures with a skeletal\nsystem", - "DC": "24", + "DC": 24, "savingThrow": "Fortitude", "onset": "1 day", "maxDuration": null, diff --git a/data/bestiary/creatures-aoe3.json b/data/bestiary/creatures-aoe3.json index 7d2eec04c8..0c53ea4dec 100644 --- a/data/bestiary/creatures-aoe3.json +++ b/data/bestiary/creatures-aoe3.json @@ -444,7 +444,7 @@ "necromancy" ], "note": "", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, diff --git a/data/bestiary/creatures-aoe4.json b/data/bestiary/creatures-aoe4.json index 50529968ea..a662a60543 100644 --- a/data/bestiary/creatures-aoe4.json +++ b/data/bestiary/creatures-aoe4.json @@ -1898,7 +1898,7 @@ "poison" ], "note": "", - "DC": "32", + "DC": 32, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", diff --git a/data/bestiary/creatures-aoe5.json b/data/bestiary/creatures-aoe5.json index 0b3132f448..e35bdf3031 100644 --- a/data/bestiary/creatures-aoe5.json +++ b/data/bestiary/creatures-aoe5.json @@ -2614,7 +2614,7 @@ "poison" ], "note": "", - "DC": "38", + "DC": 38, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -3802,7 +3802,7 @@ "disease" ], "note": " A creature can't recover from\n{@condition drained} until Abyssal plague is cured", - "DC": "41", + "DC": 41, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -4512,7 +4512,7 @@ "poison" ], "note": " Reginald is immune to the\ntoxic ink that flows through his veins", - "DC": "38", + "DC": 38, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", diff --git a/data/bestiary/creatures-aoe6.json b/data/bestiary/creatures-aoe6.json index 7a9081ce5c..03d082c2a5 100644 --- a/data/bestiary/creatures-aoe6.json +++ b/data/bestiary/creatures-aoe6.json @@ -6004,7 +6004,7 @@ "transmutation" ], "entries": [ - "When the izfiitar casts hallucinatory terrain, it infuses the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on." + "When the izfiitar casts hallucinatory terrain, it infuses the illusion with quasi-real substance. Creatures that do not {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on." ], "name": "Reshape Reality" }, @@ -8114,7 +8114,7 @@ "virulent" ], "note": " Non-fiend\ncreatures adjacent to the afflicted creature take a\n\u20131 circumstance penalty to saving throws against\ndisease", - "DC": "36", + "DC": 36, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, diff --git a/data/bestiary/creatures-av1.json b/data/bestiary/creatures-av1.json index 3a3c435993..5be7836bfa 100644 --- a/data/bestiary/creatures-av1.json +++ b/data/bestiary/creatures-av1.json @@ -360,7 +360,7 @@ "disease" ], "note": "", - "DC": "20", + "DC": 20, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -1059,7 +1059,7 @@ "disease" ], "note": "", - "DC": "20", + "DC": 20, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -3257,7 +3257,7 @@ "disease" ], "note": " The {@condition sickened} and {@condition unconscious}\nconditions from filth fever don't improve on their\nown until the disease is cured.", - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, diff --git a/data/bestiary/creatures-av2.json b/data/bestiary/creatures-av2.json index 5b1067be9d..a1214cf4d3 100644 --- a/data/bestiary/creatures-av2.json +++ b/data/bestiary/creatures-av2.json @@ -489,7 +489,7 @@ "negative" ], "note": "\nThis disease and any damage from it can't be healed\nuntil this curse is removed. A creature killed by mummy\nrot turns to dust and can't be resurrected except by a\n7th-level resurrect ritual or similar magic.", - "DC": "24", + "DC": 24, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -3377,7 +3377,7 @@ "poison" ], "note": "", - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -3674,7 +3674,7 @@ "poison" ], "note": "", - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", diff --git a/data/bestiary/creatures-av3.json b/data/bestiary/creatures-av3.json index a4b96c8964..4e20eb084f 100644 --- a/data/bestiary/creatures-av3.json +++ b/data/bestiary/creatures-av3.json @@ -331,9 +331,9 @@ "type": "Focus", "tradition": null, "DC": 33, + "fp": 2, "entry": { "6": { - "fp": "(2 Focus Points)", "spells": [ { "name": "aberrant whispers" @@ -3076,7 +3076,7 @@ "negative" ], "note": " This\naffliction can't be reduced below stage 1, nor can the\ndamage from it be healed, until it's successfully treated\nwith remove curse or a similar effect; the affliction can\nthen be removed as normal for a disease. A creature\nkilled by bog rot melts into a noxious sludge and can't\nbe resurrected except by a 7th-level resurrect ritual or\nsimilar magic", - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -4754,7 +4754,7 @@ "poison" ], "note": "", - "DC": "28", + "DC": 28, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", diff --git a/data/bestiary/creatures-bst.json b/data/bestiary/creatures-bst.json index d1720bb9ae..7fd18dc57a 100644 --- a/data/bestiary/creatures-bst.json +++ b/data/bestiary/creatures-bst.json @@ -185,9 +185,9 @@ "type": "Focus", "tradition": null, "DC": 20, + "fp": 1, "entry": { "3": { - "fp": "(1 Focus Point)", "spells": [ { "name": "lay on hands", @@ -959,12 +959,9 @@ "transmutation" ], "entries": [ - "As young blue dragon, but DC 32." + "When casting create water, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 32 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body." ], - "name": "Desert Thirst", - "entries_as_xyz": [ - "When casting create water, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 26 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body." - ] + "name": "Desert Thirst" }, { "activity": { @@ -1490,19 +1487,16 @@ "unit": "action" }, "entries": [ - "As young bronze dragon, but an 80-foot line, DC 33, and the dragon's lightning deals {@damage 8d12} electricity damage." - ], - "name": "Breath Weapon", - "entries_as_xyz": [ "The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for {@dice 1d4} rounds.", { "type": "list", "items": [ - "{@bold Lightning} (arcane, electricity, evocation); The dragon breathes lightning in a 60-foot line that deals {@damage 6d12} electricity damage (DC 28 basic Reflex save).", - "{@bold Repulsion Gas} (abjuration, arcane, incapacitation, mental); The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 Will save or become {@condition fleeing} from the dragon for 1 round (or 2 rounds on a critical failure)." + "{@bold Lightning} (arcane, electricity, evocation); The dragon breathes lightning in a 80-foot line that deals {@damage 8d12} electricity damage (DC 33 basic Reflex save).", + "{@bold Repulsion Gas} (abjuration, arcane, incapacitation, mental); The dragon breathes a 80-foot line of repulsive gas. Each creature in the area must succeed at a DC 33 Will save or become {@condition fleeing} from the dragon for 1 round (or 2 rounds on a critical failure)." ] } - ] + ], + "name": "Breath Weapon" }, { "activity": { @@ -1522,16 +1516,13 @@ }, { "entries": [ - "As young bronze dragon, but for up to 60 minutes per day." + "For up to 60 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water." ], "name": "Water Mastery", "traits": [ "arcane", "transmutation", "water" - ], - "entries_as_xyz": [ - "For up to 30 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water." ] } ], @@ -1770,19 +1761,16 @@ "unit": "action" }, "entries": [ - "As young copper dragon, but an 80-foot line, DC 32, and the dragon's acid deals {@damage 13d6} acid damage." - ], - "name": "Breath Weapon", - "entries_as_xyz": [ "The copper dragon breathes in one of two ways. The dragon can't use Breath Weapon again for {@dice 1d4} rounds.", { "type": "list", "items": [ - "{@bold Acid} (acid, arcane, evocation); The dragon breathes acid in a 60-foot line that deals {@damage 8d6} acid damage (DC 26 basic Fortitude save).", - "{@bold Slowing Gas} (arcane, transmutation); The dragon breathes a 60-foot line of slowing gas. Each creature in the area must succeed at a DC 26 Fortitude save or be {@condition slowed 1} for 1 round (or {@condition slowed 2} on a critical failure)." + "{@bold Acid} (acid, arcane, evocation); The dragon breathes acid in a 80-foot line that deals {@damage 13d6} acid damage (DC 32 basic Fortitude save).", + "{@bold Slowing Gas} (arcane, transmutation); The dragon breathes a 80-foot line of slowing gas. Each creature in the area must succeed at a DC 32 Fortitude save or be {@condition slowed 1} for 1 round (or {@condition slowed 2} on a critical failure)." ] } - ] + ], + "name": "Breath Weapon" }, { "entries": [ @@ -2083,19 +2071,16 @@ "unit": "action" }, "entries": [ - "As young gold dragon, but a 40-foot cone, DC 37, the dragon's flame deals {@damage 15d6} fire damage, and the dragon's weakening gas causes {@condition enfeebled 2} ({@condition enfeebled 3} on a critical failure)." - ], - "name": "Breath Weapon", - "entries_as_xyz": [ "The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for {@dice 1d4} rounds.", { "type": "list", "items": [ - "{@bold Flame} (arcane, evocation, fire); The dragon breathes a blast of flame in a 30-foot cone that deals {@damage 11d6} fire damage (DC 31 basic Reflex save).", - "{@bold Weakening Gas} (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 31 Fortitude save or become {@condition enfeebled 1} for 1 minute (or {@condition enfeebled 2} on a critical failure)." + "{@bold Flame} (arcane, evocation, fire); The dragon breathes a blast of flame in a 40-foot cone that deals {@damage 15d6} fire damage (DC 37 basic Reflex save).", + "{@bold Weakening Gas} (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 40-foot cone must succeed at a DC 37 Fortitude save or become {@condition enfeebled 2} for 1 minute (or {@condition enfeebled 3} on a critical failure)." ] } - ] + ], + "name": "Breath Weapon" }, { "activity": { @@ -2938,19 +2923,16 @@ "unit": "action" }, "entries": [ - "As young silver dragon, but a 40-foot cone, DC 35, the dragon's frost deals {@damage 15d6} cold damage, and the dragon's paralyzing gas makes the creature {@condition slowed 2} for 1 round (or {@condition paralyzed} for 2 rounds on a critical failure)." - ], - "name": "Breath Weapon", - "entries_as_xyz": [ "The silver dragon breathes in one of two ways. The dragon can't use Breath Weapon again for {@dice 1d4} rounds.", { "type": "list", "items": [ - "{@bold Frost} (arcane, cold, evocation); The dragon breathes a cloud of frost in a 30-foot cone that deals {@damage 10d6} cold damage (DC 29 basic Reflex save).", - "{@bold Paralyzing Gas} (arcane, enchantment, incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 30-foot cone must succeed at a DC 29 Fortitude save or be {@condition slowed 1} for 1 round (or {@condition paralyzed} for 1 round on a critical failure)." + "{@bold Frost} (arcane, cold, evocation); The dragon breathes a cloud of frost in a 40-foot cone that deals {@damage 15d6} cold damage (DC 35 basic Reflex save).", + "{@bold Paralyzing Gas} (arcane, enchantment, incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 40-foot cone must succeed at a DC 35 Fortitude save or be {@condition slowed 2} for 1 round (or {@condition paralyzed} for 2 round on a critical failure)." ] } - ] + ], + "name": "Breath Weapon" }, { "entries": [ @@ -3136,13 +3118,10 @@ "cold" ], "entries": [ - "As young white dragon, but {@damage 2d6} cold damage." + "The dragon's blood sprays on the creature, dealing {@damage 2d6} cold damage. A creature that takes cold damage in this way is {@condition slowed 1} for 1 round." ], "name": "Freezing Blood", - "trigger": "An adjacent creature deals piercing or slashing damage to the dragon.", - "entries_as_xyz": [ - "The dragon's blood sprays on the creature, dealing {@damage 1d6} cold damage. A creature that takes cold damage in this way is {@condition slowed 1} for 1 round." - ] + "trigger": "An adjacent creature deals piercing or slashing damage to the dragon." } ], "speed": { @@ -3262,12 +3241,9 @@ "unit": "action" }, "entries": [ - "As young white dragon, but DC 29 and {@damage 3d6} bludgeoning damage." + "The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 29 Reflex save or fall {@condition prone} and take {@damage 3d6} bludgeoning damage. The dragon can then {@action Step}." ], - "name": "Ground Slam", - "entries_as_xyz": [ - "The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 24 Reflex save or fall {@condition prone} and take {@damage 2d6} bludgeoning damage. The dragon can then {@action Step}." - ] + "name": "Ground Slam" }, { "entries": [ @@ -3829,17 +3805,14 @@ "entries": [ { "type": "affliction", - "name": "", "traits": [ "curse", "occult", "virulent" ], - "note": "", - "DC": "25", + "note": "A {@spell remove disease} spell can counteract this curse, but immunity to disease offers no protection against it.", + "DC": 25, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -3853,8 +3826,8 @@ }, { "stage": 3, - "entry": "the victim's skin transforms into a clear, slimy membrane, inflicting {@condition drained 2} until the curse ends;", - "duration": null + "entry": "the victim's skin transforms into a clear, slimy membrane, inflicting {@condition drained 2} until the curse ends; every hour this membrane remains dry, the creature's drained condition increases by 1", + "duration": "permanent" } ] } @@ -4115,13 +4088,10 @@ "necromancy" ], "entries": [ - "As adult black dragon, but DC 35." + "The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 35 Will save to protect liquids in its possession). This doesn't affect the liquids in a creature's body." ], "name": "Corrupt Water", - "frequency": "Once per day", - "entries_as_xyz": [ - "The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 28 Will save to protect liquids in its possession). This doesn't affect the liquids in a creature's body." - ] + "frequency": "Once per day" }, { "activity": { @@ -4438,12 +4408,9 @@ "transmutation" ], "entries": [ - "As young blue dragon, but DC 37." + "When casting create water, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 37 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body." ], - "name": "Desert Thirst", - "entries_as_xyz": [ - "When casting create water, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 26 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body." - ] + "name": "Desert Thirst" }, { "activity": { @@ -4717,13 +4684,10 @@ "evocation" ], "entries": [ - "As adult brass dragon, but DC 37." + "The dragon calls upon the desert wind. This has the same effect as gust of wind (DC 37 Fortitude) but in a 60-foot cone. A creature that fails its save is also {@condition blinded} until the end of its next turn (or for 1 minute on a critical failure)." ], "name": "Desert Wind", - "frequency": "three times per day.", - "entries_as_xyz": [ - "The dragon calls upon the desert wind. This has the same effect as gust of wind (DC 30 Fortitude) but in a 60-foot cone. A creature that fails its save is also {@condition blinded} until the end of its next turn (or for 1 minute on a critical failure)." - ] + "frequency": "three times per day." }, { "activity": { @@ -4876,12 +4840,9 @@ "electricity" ], "entries": [ - "15 feet. As adult bronze dragon, but {@damage 2d12} electricity." + "15 feet, {@damage 2d12} electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the {@trait concentrate} trait, and it can choose to not affect allies with the aura." ], - "name": "Electricity Aura", - "entries_as_xyz": [ - "10 feet, {@damage 1d12} electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the {@trait concentrate} trait, and it can choose to not affect allies with the aura." - ] + "name": "Electricity Aura" }, { "traits": [ @@ -5029,19 +4990,16 @@ "unit": "action" }, "entries": [ - "As young bronze dragon, but a 100-foot line, DC 40, and the dragon's lightning deals {@damage 12d12} electricity damage." - ], - "name": "Breath Weapon", - "entries_as_xyz": [ "The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for {@dice 1d4} rounds.", { "type": "list", "items": [ - "{@bold Lightning} (arcane, electricity, evocation); The dragon breathes lightning in a 60-foot line that deals {@damage 6d12} electricity damage (DC 28 basic Reflex save).", - "{@bold Repulsion Gas} (abjuration, arcane, incapacitation, mental); The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 Will save or become {@condition fleeing} from the dragon for 1 round (or 2 rounds on a critical failure)." + "{@bold Lightning} (arcane, electricity, evocation); The dragon breathes lightning in a 100-foot line that deals {@damage 12d12} electricity damage (DC 40 basic Reflex save).", + "{@bold Repulsion Gas} (abjuration, arcane, incapacitation, mental); The dragon breathes a 100-foot line of repulsive gas. Each creature in the area must succeed at a DC 40 Will save or become {@condition fleeing} from the dragon for 1 round (or 2 rounds on a critical failure)." ] } - ] + ], + "name": "Breath Weapon" }, { "activity": { @@ -5061,16 +5019,13 @@ }, { "entries": [ - "As young bronze dragon, but up to 120 minutes per day." + "For up to 120 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water." ], "name": "Water Mastery", "traits": [ "arcane", "transmutation", "water" - ], - "entries_as_xyz": [ - "For up to 30 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water." ] } ], @@ -5329,19 +5284,16 @@ "unit": "action" }, "entries": [ - "As young copper dragon, but a 100-foot line, DC 38, and the dragon's acid deals {@damage 18d6} acid damage." - ], - "name": "Breath Weapon", - "entries_as_xyz": [ "The copper dragon breathes in one of two ways. The dragon can't use Breath Weapon again for {@dice 1d4} rounds.", { "type": "list", "items": [ - "{@bold Acid} (acid, arcane, evocation); The dragon breathes acid in a 60-foot line that deals {@damage 8d6} acid damage (DC 26 basic Fortitude save).", - "{@bold Slowing Gas} (arcane, transmutation); The dragon breathes a 60-foot line of slowing gas. Each creature in the area must succeed at a DC 26 Fortitude save or be {@condition slowed 1} for 1 round (or {@condition slowed 2} on a critical failure)." + "{@bold Acid} (acid, arcane, evocation); The dragon breathes acid in a 100-foot line that deals {@damage 18d6} acid damage (DC 38 basic Fortitude save).", + "{@bold Slowing Gas} (arcane, transmutation); The dragon breathes a 100-foot line of slowing gas. Each creature in the area must succeed at a DC 38 Fortitude save or be {@condition slowed 1} for 1 round (or {@condition slowed 2} on a critical failure)." ] } - ] + ], + "name": "Breath Weapon" }, { "entries": [ @@ -5668,19 +5620,16 @@ "unit": "action" }, "entries": [ - "As a young gold dragon, but a 50-foot cone, DC 44, the dragon's flame deals {@damage 20d6} fire damage, and the dragon's weakening gas causes {@condition enfeebled 3} ({@condition enfeebled 4} on a critical failure)." - ], - "name": "Breath Weapon", - "entries_as_xyz": [ "The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for {@dice 1d4} rounds.", { "type": "list", "items": [ - "{@bold Flame} (arcane, evocation, fire); The dragon breathes a blast of flame in a 30-foot cone that deals {@damage 11d6} fire damage (DC 31 basic Reflex save).", - "{@bold Weakening Gas} (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 31 Fortitude save or become {@condition enfeebled 1} for 1 minute (or {@condition enfeebled 2} on a critical failure)." + "{@bold Flame} (arcane, evocation, fire); The dragon breathes a blast of flame in a 50-foot cone that deals {@damage 20d6} fire damage (DC 44 basic Reflex save).", + "{@bold Weakening Gas} (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 50-foot cone must succeed at a DC 44 Fortitude save or become {@condition enfeebled 3} for 1 minute (or {@condition enfeebled 4} on a critical failure)." ] } - ] + ], + "name": "Breath Weapon" }, { "activity": { @@ -6606,19 +6555,16 @@ "unit": "action" }, "entries": [ - "As young silver dragon, but a 50-foot cone, DC 42, the frost deals {@damage 20d6} cold damage, and the paralyzing gas makes the creature {@condition paralyzed} for 1 round (or 3 rounds on a critical failure)." - ], - "name": "Breath Weapon", - "entries_as_xyz": [ "The silver dragon breathes in one of two ways. The dragon can't use Breath Weapon again for {@dice 1d4} rounds.", { "type": "list", "items": [ - "{@bold Frost} (arcane, cold, evocation); The dragon breathes a cloud of frost in a 30-foot cone that deals {@damage 10d6} cold damage (DC 29 basic Reflex save).", - "{@bold Paralyzing Gas} (arcane, enchantment, incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 30-foot cone must succeed at a DC 29 Fortitude save or be {@condition slowed 1} for 1 round (or {@condition paralyzed} for 1 round on a critical failure)." + "{@bold Frost} (arcane, cold, evocation); The dragon breathes a cloud of frost in a 50-foot cone that deals {@damage 20d6} cold damage (DC 42 basic Reflex save).", + "{@bold Paralyzing Gas} (arcane, enchantment, incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 50-foot cone must succeed at a DC 42 Fortitude save or be {@condition paralyzed} for 1 round (or 3 rounds on a critical failure)." ] } - ] + ], + "name": "Breath Weapon" }, { "entries": [ @@ -6818,13 +6764,10 @@ "cold" ], "entries": [ - "As young white dragon, but {@damage 3d6} cold damage." + "The dragon's blood sprays on the creature, dealing {@damage 3d6} cold damage. A creature that takes cold damage in this way is {@condition slowed 1} for 1 round." ], "name": "Freezing Blood", - "trigger": "An adjacent creature deals piercing or slashing damage to the dragon.", - "entries_as_xyz": [ - "The dragon's blood sprays on the creature, dealing {@damage 1d6} cold damage. A creature that takes cold damage in this way is {@condition slowed 1} for 1 round." - ] + "trigger": "An adjacent creature deals piercing or slashing damage to the dragon." } ], "speed": { @@ -6953,12 +6896,9 @@ "unit": "action" }, "entries": [ - "As young white dragon, but DC 37 and {@damage 5d6} bludgeoning damage." + "The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 37 Reflex save or fall {@condition prone} and take {@damage 5d6} bludgeoning damage. The dragon can then {@action Step}." ], - "name": "Ground Slam", - "entries_as_xyz": [ - "The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 24 Reflex save or fall {@condition prone} and take {@damage 2d6} bludgeoning damage. The dragon can then {@action Step}." - ] + "name": "Ground Slam" }, { "entries": [ @@ -6980,49 +6920,6 @@ "The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or {@skill Acrobatics} check. On a failure, the creature falls {@condition prone} atop the ice; on a critical failure, it falls off the ice entirely and is also {@condition prone}." ], "name": "Shape Ice" - }, - { - "entries": [ - "Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives\u2014and of their passing\u2014always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water\u2014though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.", - "In addition to metallic dragons and their chromatic counterparts (page 104\u2013115), other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars." - ], - "name": "Dragon, Metallic" - }, - { - "entries": [ - "Some dragons can take humanoid form, allowing them to infiltrate settlements or influence others without revealing their true nature. They gain the following ability:" - ], - "name": "Shape-Changing Dragons" - }, - { - "activity": { - "number": 1, - "unit": "action" - }, - "traits": [ - "arcane", - "concentrate", - "polymorph", - "transmutation" - ], - "entries": [ - "The dragon takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage modifiers with its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning)." - ], - "name": "Change Shape", - "generic": true - }, - { - "entries": [ - "Each type of metallic dragon features a sidebar on spellcasting dragons of that kind. To make a metallic dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give it the spells outlined in its sidebar. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect its mastery of magic." - ], - "name": "Metallic Dragon Spellcasters" - }, - { - "entries": [ - "Metallic dragons are found throughout the Inner Sea region, especially in pockets of wilderness where they can carve a hideout and then take action on political and social issues, both in their local area and on a wider scale. Their everlasting war with chromatic dragons keeps them in close proximity to their evil brethren; in regions where metallic and chromatic dragons' territories intersect, humanoid settlements get caught in the crossfire, and villagers and city-dwellers alike rightfully fear for their own safety.", - "Silver dragons lair in abundance around the cold wastes west of Mendev, as a consequence of the days when they joined thousands of crusaders who marched headlong into the demon-infested Worldwound. Bronze dragons are abundant in Taldor, and many copper dragons lair in the wilds of Andoran, where they wage war alongside other freedom fighters to overthrow devils in the neighboring empire of Cheliax. Perhaps the most extreme example of a metallic dragon taking part in human affairs is on the island nation of Hermea, where Mengkare\u2014an ancient gold wyrm\u2014has begun a grand social experiment he calls \"the Glorious Endeavor.\" Ostensibly intended to create a future utopia on Golarion, this highly controversial experiment is instead regarded by many as a cruel and unusual form of eugenics." - ], - "name": "Metallic Dragons on Golarion" } ], "inflicts": { @@ -7130,12 +7027,9 @@ "abilitiesMid": [ { "entries": [ - "As animated broom, but reduced to AC 13 when {@condition broken}." + "Like normal objects, an animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13." ], - "name": "Construct Armor", - "entries_as_xyz": [ - "Like normal objects, an animated broom has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 14." - ] + "name": "Construct Armor" } ], "speed": { @@ -7407,12 +7301,9 @@ "abilitiesMid": [ { "entries": [ - "As animated broom, but reduced to AC 15 when {@condition broken}." + "Like normal objects, an animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 15." ], - "name": "Construct Armor", - "entries_as_xyz": [ - "Like normal objects, an animated broom has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 14." - ] + "name": "Construct Armor" } ], "speed": { @@ -9578,7 +9469,7 @@ "poison" ], "note": "", - "DC": "37", + "DC": 37, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -9886,7 +9777,16 @@ ], "frequency": "once per day", "entries": [ - "The balisse marks an evil creature within its confessor's aura as irredeemable. It can only do so after a failed attempt to convince the creature to repent. The touched creature takes a \u20131 status penalty to AC and saves, reduces its resistances by 2, and gains weakness 2 to good damage. The duration depends on the target's DC 26 Will save. Critical Success The creature is unaffected. Success The duration is 1 round. Failure The duration is 1 day. Critical Failure The duration is permanent." + "The balisse marks an evil creature within its confessor's aura as irredeemable. It can only do so after a failed attempt to convince the creature to repent. The touched creature takes a \u20131 status penalty to AC and saves, reduces its resistances by 2, and gains weakness 2 to good damage. The duration depends on the target's DC 26 Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The duration is 1 round.", + "Failure": "The duration is 1 day.", + "Critical Failure": "The duration is permanent." + } + } ], "name": "Brand of the Impenitent" }, @@ -11040,7 +10940,7 @@ "disease" ], "note": "", - "DC": "23", + "DC": 23, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -12740,7 +12640,7 @@ "poison" ], "note": "", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -13610,10 +13510,7 @@ "As {@action Attack of Opportunity}, but both the bunyip and the triggering creature must be in water." ], "name": "Attack of Opportunity", - "trigger": "A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.", - "entries_as_xyz": [ - "The monster attempts a melee {@action Strike} against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This {@action Strike} doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this {@action Strike}." - ] + "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." } ], "speed": { @@ -13888,7 +13785,7 @@ "disease" ], "note": " The cacodaemon can telepathically\ncommunicate with the afflicted creature at any distance on the\nsame plane", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -15279,15 +15176,9 @@ "unit": "action" }, "entries": [ - "The cave bear {@action Stride||Strides} and makes a {@action Strike} at the end of that movement." + "The cave bear {@action Stride||Strides} and makes a {@action Strike} at the end of that movement. During the {@action Stride}, it gains a +10-foot circumstance bonus to its Speed." ], "name": "Rush" - }, - { - "entries": [ - "{@action Stride}, it gains a +10-foot circumstance bonus to its Speed." - ], - "name": "During the" } ], "inflicts": { @@ -15590,7 +15481,7 @@ "poison" ], "note": "", - "DC": "20", + "DC": 20, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -16034,9 +15925,9 @@ "type": "Focus", "tradition": null, "DC": 21, + "fp": 1, "entry": { "2": { - "fp": "(1 Focus Point)", "spells": [ { "name": "wild morph" @@ -16698,7 +16589,7 @@ "poison" ], "note": "", - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -17835,7 +17726,7 @@ "poison" ], "note": "", - "DC": "34", + "DC": 34, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", @@ -18062,7 +17953,7 @@ "poison" ], "note": "", - "DC": "41", + "DC": 41, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -19055,7 +18946,7 @@ "poison" ], "note": "", - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": null, "maxDuration": "5 minutes", @@ -20964,12 +20855,9 @@ "abilitiesMid": [ { "entries": [ - "As dero stalker, but 8 damage." + "A dero strangler takes 8 damage for every hour they're exposed to sunlight." ], - "name": "Vulnerable to Sunlight", - "entries_as_xyz": [ - "A dero stalker takes 4 damage for every hour they're exposed to sunlight." - ] + "name": "Vulnerable to Sunlight" } ], "speed": { @@ -21388,7 +21276,7 @@ "poison" ], "note": "", - "DC": "29", + "DC": 29, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -22844,7 +22732,7 @@ "poison" ], "note": "", - "DC": "23", + "DC": 23, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -24452,13 +24340,10 @@ ], "abilitiesBot": [ { - "traits": [ - "1st" - ], "entries": [ - "lesser acid flask, lesser alchemist fire, lesser tanglefoot bag." + "{@item lesser acid flask}, {@item lesser alchemist's fire}, {@item lesser tanglefoot bag}." ], - "name": "Alchemical Formulas" + "name": "Alchemical Formulas (1st)" }, { "entries": [ @@ -24761,7 +24646,7 @@ "abilitiesMid": [ { "entries": [ - "Duergar taskmasters automatically disbelieve all illusions of 1st level or lower." + "Duergar taskmasters automatically {@quickref disbelieve all illusion|CRB|2|disbelieving illusions|0} of 1st level or lower." ], "name": "Iron Mind" }, @@ -25717,23 +25602,53 @@ "DC": 29, "attack": 19, "entry": { + "0": { + "level": 5, + "spells": [ + { + "name": "produce flame" + } + ] + }, + "4": { + "spells": [ + { + "name": "gaseous form" + }, + { + "name": "invisibility", + "amount": 2 + } + ] + }, + "5": { + "spells": [ + { + "name": "illusory object" + } + ] + }, "7": { "spells": [ { - "name": "plane shift" + "name": "plane shift", + "notes": "Elemental Planes, or {@place Material Plane} only" } ] + }, + "constant": { + "5": { + "spells": [ + { + "name": "detect magic" + } + ] + } } } } ], "abilitiesBot": [ - { - "entries": [ - "Plane only) 5th illusory object; 4th gaseous form, invisibility (×2); Cantrips (5th) produce flame; Constant (5th) detect magic." - ], - "name": "Elemental Planes, or Material" - }, { "traits": [ "fire" @@ -25754,8 +25669,9 @@ "polymorph", "transmutation" ], + "frequency": "Once per day.", "entries": [ - "as janni (DC 29)." + "The efreeti changes a creature's size. This works as a 4th-level {@spell enlarge} or {@spell shrink} spell but can target an unwilling creature (DC 29 Fortitude save negates)." ], "name": "Change Size" }, @@ -26200,12 +26116,9 @@ "transmutation" ], "entries": [ - "10 feet. As stone mauler, but {@damage 2d8} piercing." + "10 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating {@quickref difficult terrain||3|terrain}. A creature moving in the terrain takes {@damage 2d8} piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the {@trait earth} trait ignore all effects within the area. The stone mauler can disable or activate spike stones as a single action, which has the {@trait concentrate} trait." ], - "name": "Spike Stones", - "entries_as_xyz": [ - "5 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating {@quickref difficult terrain||3|terrain}. A creature moving in the terrain takes {@damage 2d6} piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the {@trait earth} trait ignore all effects within the area. The stone mauler can disable or activate spike stones as a single action, which has the {@trait concentrate} trait." - ] + "name": "Spike Stones" }, { "activity": { @@ -26394,13 +26307,10 @@ "entry": "{@as R}" }, "entries": [ - "As living whirlwind, but the elemental hurricane reforms within 100 feet." + "The elemental hurricane disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the elemental hurricane reforms in any space in which it can fit within 100 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed." ], "name": "Disperse", - "trigger": "The living whirlwind takes damage from a {@condition hostile} action.", - "entries_as_xyz": [ - "The living whirlwind disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind reforms in any space in which it can fit within 25 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed." - ] + "trigger": "The living whirlwind takes damage from a {@condition hostile} action." } ], "speed": { @@ -26590,12 +26500,9 @@ "fire" ], "entries": [ - "As living wildfire, but {@damage 7d6} fire damage and DC 30." + "When the elemental inferno dies, it explodes, dealing {@damage 7d6} fire damage to each creature in a 10-foot emanation (DC 30 basic Reflex save)." ], - "name": "Explosion", - "entries_as_xyz": [ - "When the living wildfire dies, it explodes, dealing {@damage 3d6} fire damage to each creature in a 10-foot emanation (DC 19 basic Reflex save)." - ] + "name": "Explosion" }, { "traits": [ @@ -26818,12 +26725,9 @@ "water" ], "entries": [ - "As living waterfall, but a 20-foot emanation and a +20 counteract modifier." + "The elemental puts out all fires in a 20-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier)." ], - "name": "Drench", - "entries_as_xyz": [ - "The elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier)." - ] + "name": "Drench" }, { "activity": { @@ -27376,7 +27280,7 @@ "poison" ], "note": "", - "DC": "22", + "DC": 22, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -28459,12 +28363,9 @@ "fire" ], "entries": [ - "As living wildfire, but {@damage 6d6} fire and DC 28." + "When the firewyrm dies, it explodes, dealing {@damage 6d6} fire damage to each creature in a 10-foot emanation (DC 28 basic Reflex save)." ], - "name": "Explosion", - "entries_as_xyz": [ - "When the living wildfire dies, it explodes, dealing {@damage 3d6} fire damage to each creature in a 10-foot emanation (DC 19 basic Reflex save)." - ] + "name": "Explosion" }, { "traits": [ @@ -31888,12 +31789,9 @@ "abilitiesMid": [ { "entries": [ - "As animated broom, but reduced to AC 22 when {@condition broken}." + "Like normal objects, a giant animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a giant animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22." ], - "name": "Construct Armor", - "entries_as_xyz": [ - "Like normal objects, an animated broom has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 14." - ] + "name": "Construct Armor" } ], "speed": { @@ -32197,7 +32095,7 @@ "poison" ], "note": "", - "DC": "14", + "DC": 14, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -32505,12 +32403,9 @@ "unit": "action" }, "entries": [ - "As snapping flytrap, but it uses all four of its leaves." + "The flytrap attacks a single target all four of its leaves. The flytrap makes one leaf {@action Strike}. On a success, the flytrap deals the damage from one leaf {@action Strike} plus an additional {@dice 1d8} damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf {@action Strike}, but it can't use {@ability Improved Grab}. It deals no damage on a critical failure. This counts toward the flytrap's multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has." ], - "name": "Focused Assault", - "entries_as_xyz": [ - "The flytrap attacks a single target with both its leaves. The flytrap makes one leaf {@action Strike}. On a success, the flytrap deals the damage from one leaf {@action Strike} plus an additional {@dice 1d8} damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf {@action Strike}, but it can't use {@ability Improved Grab}. It deals no damage on a critical failure. This counts toward the flytrap's multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has." - ] + "name": "Focused Assault" }, { "activity": { @@ -32518,12 +32413,9 @@ "unit": "action" }, "entries": [ - "As snapping flytrap, but it makes four leaf Strikes rather than two." + "The flytrap makes four leaf Strikes at a \u20132 penalty, each against a different target. These attacks count toward the flytrap's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all its attacks." ], - "name": "Hungry Flurry", - "entries_as_xyz": [ - "The flytrap makes two leaf Strikes at a \u20132 penalty, each against a different target. These attacks count toward the flytrap's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all its attacks." - ] + "name": "Hungry Flurry" }, { "activity": { @@ -33046,7 +32938,7 @@ "poison" ], "note": "", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -33373,7 +33265,7 @@ "poison" ], "note": "", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -33550,7 +33442,7 @@ "disease" ], "note": "The {@condition sickened} and {@condition unconscious} conditions from filth fever don't improve on their own until the disease is cured.", - "DC": "14", + "DC": 14, "savingThrow": "Fortitude", "stages": [ { @@ -33732,7 +33624,7 @@ "poison" ], "note": "", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -34010,7 +33902,7 @@ "poison" ], "note": "", - "DC": "23", + "DC": 23, "savingThrow": "Fortitude", "onset": null, "maxDuration": "8 rounds", @@ -34139,10 +34031,7 @@ "As {@action Attack of Opportunity}, but the snake can use this reaction only if it's Coiled." ], "name": "Attack of Opportunity", - "trigger": "A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.", - "entries_as_xyz": [ - "The monster attempts a melee {@action Strike} against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This {@action Strike} doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this {@action Strike}." - ] + "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." } ], "speed": { @@ -34188,7 +34077,7 @@ "poison" ], "note": "", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -34327,7 +34216,7 @@ "poison" ], "note": "", - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -34361,7 +34250,7 @@ "disease" ], "note": "", - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -34713,7 +34602,16 @@ }, "trigger": "A creature critically fails a melee attack to hit the gimmerling or moves into a space within the gimmerling's treacherous aura.", "entries": [ - "The triggering creature must attempt a DC 32 Reflex save. Critical Success The target is unaffected. Success The target is {@condition flat-footed} until the start of its next turn. Failure The target takes {@damage 2d10} bludgeoning damage and is {@condition flat-footed} until the start of its next turn. Critical Failure As failure, and the target is knocked {@condition prone}." + "The triggering creature must attempt a DC 32 Reflex save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition flat-footed} until the start of its next turn.", + "Failure": "The target takes {@damage 2d10} bludgeoning damage and is {@condition flat-footed} until the start of its next turn.", + "Critical Failure": "As failure, and the target is knocked {@condition prone}." + } + } ], "name": "Trip Up" } @@ -35906,7 +35804,7 @@ "disease" ], "note": " Goblins and goblin dogs are immune to goblin pox.", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -36704,7 +36602,7 @@ "poison" ], "note": "", - "DC": "30", + "DC": 30, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -37416,9 +37314,19 @@ }, "requirements": "The shark hit with a jaws {@action Strike} on its most recent action this turn.", "entries": [ - "The creature the shark hit takes {@damage 1d12} slashing damage. Strafing Chomp {@as 1} The shark Swims up to half its swim Speed, makes a jaws {@action Strike}, and then Swims up to half its Speed further. The {@action Strike} deals half damage." + "The creature the shark hit takes {@damage 1d12} slashing damage." ], "name": "Savage" + }, + { + "name": "Strafing Chomp", + "activity": { + "number": 1, + "unit": "action" + }, + "entries": [ + "The shark Swims up to half its swim Speed, makes a jaws {@action Strike}, and then Swims up to half its Speed further. The {@action Strike} deals half damage." + ] } ], "inflicts": { @@ -37741,12 +37649,9 @@ "aura" ], "entries": [ - "20 feet. As nightmare, but DC 28." + "20 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes {@condition sickened 2} (DC 28 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's {@condition sickened} effect but not the concealment." ], - "name": "Smoke", - "entries_as_xyz": [ - "15 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes {@condition sickened 2} (DC 23 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's {@condition sickened} effect but not the concealment." - ] + "name": "Smoke" } ], "ac": { @@ -37849,12 +37754,9 @@ "fire" ], "entries": [ - "As nightmare, but {@damage 6d6} fire damage and DC 30." + "The nightmare {@action Stride||Strides} or Flies up to triple its Speed. Its hooves burst with intense flame, dealing {@damage 6d6} fire damage (DC 30 basic Reflex save) once to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop." ], - "name": "Flaming Gallop", - "entries_as_xyz": [ - "The nightmare {@action Stride||Strides} or Flies up to triple its Speed. Its hooves burst with intense flame, dealing {@damage 3d6} fire damage (DC 24 basic Reflex save) once to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop." - ] + "name": "Flaming Gallop" }, { "activity": { @@ -38025,12 +37927,9 @@ "abilitiesBot": [ { "entries": [ - "As shadow, but the spawn isn't {@condition clumsy}." + "When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished." ], - "name": "Shadow Spawn", - "entries_as_xyz": [ - "When a creature's shadow is pulled free by {@action Steal} Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have {@action Steal} Shadow and is perpetually and incurably {@condition clumsy 2}. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished." - ] + "name": "Shadow Spawn" }, { "entries": [ @@ -38047,11 +37946,11 @@ "divine", "necromancy" ], + "requirements": "The shadow hit a living creature with a shadow hand {@action Strike} on its previous action", "entries": [ - "As shadow, but causes {@condition enfeebled 2} (or {@condition enfeebled 3} on a critical hit)." + "The shadow pulls at the target's shadow, making the creature {@condition enfeebled 2} (or {@condition enfeebled 3} on a critical hit). This is cumulative with other {@condition enfeebled} conditions from shadows, to a maximum of {@condition enfeebled 4}. If this increases a creature's {@condition enfeebled} value to 3 or more, the target's shadow is separated from its body (see shadow spawn). {@condition Enfeebled} from Steal Shadow decreases by 1 every hour." ], - "name": "Steal Shadow", - "entries_as_xyz": "Ability not found: '{@action Steal} Shadow As shadow, but causes {@condition enfeebled 2} (or {@condition enfeebled 3} on a critical hit).' in Greater Shadow, p.289" + "name": "Steal Shadow" } ], "inflicts": { @@ -39230,15 +39129,9 @@ "unit": "action" }, "entries": [ - "The grizzly bear {@action Stride||Strides} and makes a {@action Strike} at the end of that movement." + "The grizzly bear {@action Stride||Strides} and makes a {@action Strike} at the end of that movement. During the {@action Stride}, the grizzly bear gains a +10-foot circumstance bonus to its Speed." ], "name": "Rush" - }, - { - "entries": [ - "{@action Stride}, the grizzly bear gains a +10-foot circumstance bonus to its Speed." - ], - "name": "During the" } ], "inflicts": { @@ -39752,7 +39645,7 @@ "poison" ], "note": "", - "DC": "29", + "DC": 29, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -41400,7 +41293,7 @@ "poison" ], "note": " A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an {@action Interact} action.", - "DC": "15", + "DC": 15, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -41806,7 +41699,7 @@ "poison" ], "note": "", - "DC": "16", + "DC": 16, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -42512,7 +42405,7 @@ "poison" ], "note": "", - "DC": "38", + "DC": 38, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", @@ -42773,7 +42666,7 @@ "poison" ], "note": "", - "DC": "16", + "DC": 16, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -43132,7 +43025,7 @@ "poison" ], "note": " Any {@condition drained} value from this poison is reduced by 1 every hour.", - "DC": "33", + "DC": 33, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -43723,7 +43616,7 @@ "poison" ], "note": "", - "DC": "24", + "DC": 24, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -44138,7 +44031,7 @@ "transmutation" ], "entries": [ - "When the keketar casts hallucinatory terrain, it infuses the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on." + "When the keketar casts hallucinatory terrain, it infuses the illusion with quasi-real substance. Creatures that do not {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on." ], "name": "Reshape Reality" }, @@ -45184,7 +45077,7 @@ "poison" ], "note": " Krakens are immune to this poison.", - "DC": "39", + "DC": 39, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", @@ -45927,10 +45820,9 @@ "occult" ], "entries": [ - "As Lamia's Caress, but DC 28, and the creature is {@condition stupefied 2} (or has its existing {@condition stupefied} increased by 2) if it critically fails." + "The lamia touches a creature, who must succeed at a DC 28 Will save or become {@condition stupefied 1} (or {@condition stupefied 2} on a critical failure). If the target fails additional saves against this ability, the condition value increases by 1 (or 2 if it critically fails; to a maximum of {@condition stupefied 4}). This condition value decreases by 1 every 24 hours." ], - "name": "Matriarch's Caress", - "entries_as_xyz": "Ability not found: 'Matriarch's Caress As Lamia's Caress, but DC 28, and the creature is {@condition stupefied 2} (or has its existing {@condition stupefied} increased by 2) if it critically fails.' in Lamia Matriarch, p.217" + "name": "Matriarch's Caress" } ], "inflicts": { @@ -46478,12 +46370,9 @@ "enchantment" ], "entries": [ - "As horned archon, but DC 23." + "30 feet. Enemies that start their turn in the area or enter it must attempt a DC 23 Will save. On a failure, they take a \u20131 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use {@condition hostile} actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours." ], - "name": "Menacing Guardian", - "entries_as_xyz": [ - "30 feet. Enemies that start their turn in the area or enter it must attempt a DC 19 Will save. On a failure, they take a \u20131 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use {@condition hostile} actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours." - ] + "name": "Menacing Guardian" }, { "activity": { @@ -47368,7 +47257,7 @@ "disease" ], "note": " The leukodaemon can telepathically communicate\nwith the afflicted creature at any distance on the same plane", - "DC": "28", + "DC": 28, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -49097,12 +48986,9 @@ "abilitiesBot": [ { "entries": [ - "As lizardfolk defender, but 150 rounds (15 minutes)." + "A lizardfolk scout can hold their breath for 150 rounds (15 minutes)." ], - "name": "Deep Breath", - "entries_as_xyz": [ - "A lizardfolk defender can hold their breath for 175 rounds (17-1/2 minutes)." - ] + "name": "Deep Breath" }, { "entries": [ @@ -49119,7 +49005,7 @@ "poison" ], "note": "", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -49351,12 +49237,9 @@ "abilitiesBot": [ { "entries": [ - "As lizardfolk defender, but 200 rounds (20 minutes)." + "A lizardfolk stargazer can hold their breath for 200 rounds (20 minutes)." ], - "name": "Deep Breath", - "entries_as_xyz": [ - "A lizardfolk defender can hold their breath for 175 rounds (17-1/2 minutes)." - ] + "name": "Deep Breath" } ], "inflicts": { @@ -50690,7 +50573,7 @@ "poison" ], "note": "", - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -50852,12 +50735,9 @@ "move" ], "entries": [ - "As great white shark, but the megalodon's reach allows it to attack a creature up to 35 feet above the surface of the water (or 40 feet with its tail)." + "The megalodon Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a {@action Strike} against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water's surface or 40 feet with its tail). After the {@action Strike}, the shark splashes back down into the water." ], - "name": "Breach", - "entries_as_xyz": [ - "The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a {@action Strike} against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the {@action Strike}, the shark splashes back down into the water." - ] + "name": "Breach" }, { "activity": { @@ -50865,13 +50745,10 @@ "unit": "action" }, "entries": [ - "As great white shark, but {@damage 2d12} slashing damage." + "The creature the megalodon hit takes {@damage 2d12} slashing damage." ], "name": "Savage", - "requirements": "The shark hit with a jaws {@action Strike} on its most recent action this turn.", - "entries_as_xyz": [ - "The creature the shark hit takes {@damage 1d12} slashing damage. Strafing Chomp {@as 1} The shark Swims up to half its swim Speed, makes a jaws {@action Strike}, and then Swims up to half its Speed further. The {@action Strike} deals half damage." - ] + "requirements": "The megalodon hit with a jaws {@action Strike} on its most recent action this turn." }, { "activity": { @@ -52260,12 +52137,9 @@ }, { "entries": [ - "As nosoi, but {@dice 4d6}." + "A morrigna's Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal {@damage 4d6} negative damage to living creatures or {@damage 4d6} positive damage to undead." ], - "name": "Spirit Touch", - "entries_as_xyz": [ - "A nosoi's Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal {@damage 1d6} negative damage to living creatures or {@damage 1d6} positive damage to undead." - ] + "name": "Spirit Touch" } ], "inflicts": { @@ -52927,7 +52801,7 @@ "negative" ], "note": " This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-level resurrect ritual or similar magic.", - "DC": "22", + "DC": 22, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -53176,7 +53050,7 @@ "necromancy" ], "note": " This disease and any damage from it can't be healed until this curse is removed. A creature killed by insidious mummy rot turns to sand and can't be resurrected except by a 7th-level resurrect ritual or similar magic.", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -53761,10 +53635,7 @@ "entries": [ "As naiad, but the naiad queen can heal in any body of water in her domain and regains 28 HP." ], - "name": "Water Healing", - "entries_as_xyz": [ - "While within her bonded body of water (see water dependent above), the naiad heals 1 Hit Point every 10 minutes." - ] + "name": "Water Healing" } ], "inflicts": { @@ -54524,7 +54395,7 @@ "disease" ], "note": " A creature can't recover from {@condition drained} until abyssal plague is cured.", - "DC": "28", + "DC": 28, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -55508,7 +55379,7 @@ "disease" ], "note": "", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -56649,7 +56520,7 @@ "disease" ], "note": " The {@condition sickened} and {@condition unconscious} conditions from filth fever don't improve on their own until the disease is cured.", - "DC": "20", + "DC": 20, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -56830,7 +56701,15 @@ }, "requirements": "The owlbear has a creature {@condition grabbed} with its talons.", "entries": [ - "The owlbear attempts to disembowel the creature with a beak {@action Strike}. If the {@action Strike} hits, the target must attempt a DC 22 Will save. Critical Success The target is unaffected. Success The target is {@condition sickened 1}. Failure The target is {@condition sickened 1} and {@condition slowed 1} as long as it remains {@condition sickened}." + "The owlbear attempts to disembowel the creature with a beak {@action Strike}. If the {@action Strike} hits, the target must attempt a DC 22 Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition sickened 1}.", + "Failure": "The target is {@condition sickened 1} and {@condition slowed 1} as long as it remains {@condition sickened}." + } + } ], "name": "Gnaw" }, @@ -57311,13 +57190,10 @@ "necromancy" ], "entries": [ - "As barbazu, but the {@condition persistent damage ||persistent bleed damage} is {@dice 3d6}, and the counteract DC to use healing magic is 29." + "A contract devil's glaive {@action Strike} also deals {@damage 3d6} {@condition persistent damage ||persistent bleed damage} that resists attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery.", + "The DC to {@action Administer First Aid} to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 29 counteract check or the magic fails to heal the creature." ], - "name": "Infernal Wound", - "entries_as_xyz": [ - "A bearded devil's glaive {@action Strike} also deals {@damage 1d6} {@condition persistent damage ||persistent bleed damage} that resists attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery.", - "The DC to {@action Administer First Aid} to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 21 counteract check or the magic fails to heal the creature." - ] + "name": "Infernal Wound" } ], "inflicts": { @@ -58011,7 +57887,7 @@ "poison" ], "note": "", - "DC": "43", + "DC": 43, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", @@ -58388,13 +58264,10 @@ "attack" ], "entries": [ - "As zombie shambler, but with an attack bonus of +9 that deals {@damage 1d12+4} piercing damage. A creature damaged by the jaws is exposed to zombie rot." + "The zombie makes a jaws unarmed melee {@action Strike} against the {@condition grabbed} or {@condition restrained} creature with an attack modifier of +9 that deals {@damage 1d12+4} piercing damage. A creature damaged by the jaws is exposed to zombie rot." ], "name": "Jaws", - "requirements": "The zombie has a creature {@condition grabbed} or {@condition restrained}.", - "entries_as_xyz": [ - "The zombie makes a jaws unarmed melee {@action Strike} against the {@condition grabbed} or {@condition restrained} creature with an attack modifier of +7 that deals {@damage 1d8+3} piercing damage." - ] + "requirements": "The zombie has a creature {@condition grabbed} or {@condition restrained}." }, { "entries": [ @@ -58406,7 +58279,7 @@ "necromancy" ], "note": " An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease.", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -59638,7 +59511,7 @@ "poison" ], "note": "", - "DC": "32", + "DC": 32, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -59954,7 +59827,7 @@ "poison" ], "note": "", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -60321,7 +60194,7 @@ "abilitiesBot": [ { "entries": [ - "The quelaunt can cast the following cleric domain spells as 8th-level occult innate spells at will without spending Focus Points: {@spell blind ambition} (Core Rulebook 389), {@spell captivating adoration} (Core Rulebook 389), and {@spell delusional pride} (Core Rulebook 391)." + "The quelaunt can cast the following cleric domain spells as 8th-level occult innate spells at will without spending Focus Points: {@spell blind ambition}, {@spell captivating adoration}, and {@spell delusional pride}." ], "name": "Emotional Focus" }, @@ -60348,7 +60221,7 @@ ], "frequency": "once per round", "entries": [ - "The quelaunt feeds on the emotional unrest of a single creature within 30 feet that's under a harmful {@trait emotion} effect. The target must succeed at a DC 37 Will save or take {@damage 4d10} mental damage and be {@condition stunned} for 1 round. If the target fails its saving throw, the quelaunt regains the same number of Hit Points and Feed on Emotion does not cost the quelaunt an action, allowing it to use another action this turn. Occult Innate Spells DC 39; 7th crushing despair (×3); 3rd fear (at will); 2nd hideous laughter; Constant (4th) air walk." + "The quelaunt feeds on the emotional unrest of a single creature within 30 feet that's under a harmful {@trait emotion} effect. The target must succeed at a DC 37 Will save or take {@damage 4d10} mental damage and be {@condition stunned} for 1 round. If the target fails its saving throw, the quelaunt regains the same number of Hit Points and Feed on Emotion does not cost the quelaunt an action, allowing it to use another action this turn." ], "name": "Feed on Emotion" }, @@ -60894,20 +60767,7 @@ "Wis": 1, "Cha": -3 }, - "abilitiesTop": [ - { - "entries": [ - "+6 Str \u20132, Dex +3, Con +1, Int \u20134, Wis +1," - ], - "name": "to Climb or Swim), Stealth" - }, - { - "entries": [ - "\u20133." - ], - "name": "Cha" - } - ], + "abilitiesTop": [], "ac": { "default": 14, "abilities": null @@ -60965,7 +60825,7 @@ "disease" ], "note": "The {@condition sickened} and {@condition unconscious} conditions from filth fever don't improve on their own until the disease is cured.", - "DC": "14", + "DC": 14, "savingThrow": "Fortitude", "stages": [ { @@ -62940,7 +62800,15 @@ ], "trigger": "The rune giant uses an arcane ability or casts an arcane spell.", "entries": [ - "The runes on the giant's body flash as they produce magical energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude save. Critical Success The creature is unaffected. Success The creature is {@condition dazzled} for 1 round. Failure The creature is {@condition blinded} for 1 round." + "The runes on the giant's body flash as they produce magical energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature is {@condition dazzled} for 1 round.", + "Failure": "The creature is {@condition blinded} for 1 round." + } + } ], "name": "Flashing Runes" }, @@ -63709,7 +63577,7 @@ "poison" ], "note": "", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -64991,10 +64859,15 @@ "number": 1, "unit": "action" }, + "traits": [ + "divine", + "necromancy" + ], + "requirements": "The shadow hit a living creature with a shadow hand {@action Strike} on its previous action", "entries": [ - "Shadow (divine, necromancy) Requirement The shadow hit a living creature with a shadow hand {@action Strike} on its previous action. The shadow pulls at the target's shadow, making the creature {@condition enfeebled 1}. This is cumulative with other {@condition enfeebled} conditions from shadows, to a maximum of {@condition enfeebled 4}. If this increases a creature's {@condition enfeebled} value to 3 or more, the target's shadow is separated from its body (see shadow spawn). {@condition Enfeebled} from {@action Steal} Shadow decreases by 1 every hour." + "The shadow pulls at the target's shadow, making the creature {@condition enfeebled 1}. This is cumulative with other {@condition enfeebled} conditions from shadows, to a maximum of {@condition enfeebled 4}. If this increases a creature's {@condition enfeebled} value to 3 or more, the target's shadow is separated from its body (see shadow spawn). {@condition Enfeebled} from {@action Steal} Shadow decreases by 1 every hour." ], - "name": "Steal" + "name": "Steal Shadow" } ], "inflicts": { @@ -65840,12 +65713,9 @@ "enchantment" ], "entries": [ - "As horned archon, but DC 27." + "30 feet. Enemies that start their turn in the area or enter it must attempt a DC 27 Will save. On a failure, they take a \u20131 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use {@condition hostile} actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours." ], - "name": "Menacing Guardian", - "entries_as_xyz": [ - "30 feet. Enemies that start their turn in the area or enter it must attempt a DC 19 Will save. On a failure, they take a \u20131 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use {@condition hostile} actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours." - ] + "name": "Menacing Guardian" }, { "activity": { @@ -66513,7 +66383,7 @@ "poison" ], "note": "", - "DC": "32", + "DC": 32, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -68700,8 +68570,9 @@ }, "senses": { "other": [ - "darkvision; detect magic", - "see invisibility" + "{@ability darkvision}", + "{@spell detect magic}", + "{@spell see invisibility}" ] }, "languages": { @@ -69017,7 +68888,7 @@ "poison" ], "note": "", - "DC": "14", + "DC": 14, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -69829,13 +69700,10 @@ "entry": "{@as R}" }, "entries": [ - "As living landslide, but 15 feet down." + "The stone mauler crumbles into the ground, Burrowing down 15 feet. This Burrowing does not trigger reactions. The stone mauler can't Crumble again for {@dice 1d4} rounds." ], "name": "Crumble", - "trigger": "The living landslide takes damage from a {@condition hostile} source while atop rock or earth.", - "entries_as_xyz": [ - "The living landslide crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The living landslide can't Crumble again for {@dice 1d4} rounds." - ] + "trigger": "The stone mauler takes damage from a {@condition hostile} source while atop rock or earth." } ], "speed": { @@ -70238,13 +70106,10 @@ "entry": "{@as R}" }, "entries": [ - "As living whirlwind, but the storm lord reforms within 50 feet." + "The storm lord disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the storm lord reforms in any space in which it can fit within 50 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed." ], "name": "Disperse", - "trigger": "The living whirlwind takes damage from a {@condition hostile} action.", - "entries_as_xyz": [ - "The living whirlwind disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind reforms in any space in which it can fit within 25 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed." - ] + "trigger": "The living whirlwind takes damage from a {@condition hostile} action." } ], "speed": { @@ -70872,7 +70737,7 @@ "poison" ], "note": "", - "DC": "44", + "DC": 44, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", @@ -71289,7 +71154,7 @@ "disease" ], "note": " Plants and fungi are immune.", - "DC": "40", + "DC": 40, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -71477,12 +71342,9 @@ "water" ], "entries": [ - "As living waterfall, but a 10-foot emanation and a +20 counteract modifier." + "The elemental puts out all fires in a 10-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier)." ], - "name": "Drench", - "entries_as_xyz": [ - "The elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier)." - ] + "name": "Drench" } ], "inflicts": { @@ -72154,7 +72016,7 @@ "poison" ], "note": "", - "DC": "44", + "DC": 44, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", @@ -73249,7 +73111,7 @@ "disease" ], "note": "", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -74669,12 +74531,9 @@ "disease" ], "entries": [ - "As aboleth, but DC 36, 30-foot radius, and 24 hours." + "30 feet. While underwater, a vidileth exudes a cloud of transparent slime. An air-breathing creature adjacent to a vidileth must succeed at a DC 36 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 24 hours." ], - "name": "Mucus Cloud", - "entries_as_xyz": [ - "5 feet. While underwater, an aboleth exudes a cloud of transparent slime. An air-breathing creature adjacent to an aboleth must succeed at a DC 25 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 3 hours." - ] + "name": "Mucus Cloud" } ], "ac": { @@ -74914,29 +74773,17 @@ "name": "Delayed Suggestion" }, { - "traits": [ - "curse", - "occult", - "virulent" - ], "entries": [ - "As alghollthu master, but DC 36." - ], - "name": "Slime", - "entries_as_xyz": [ { "type": "affliction", - "name": "", "traits": [ "curse", "occult", "virulent" ], - "note": "", - "DC": "25", + "note": "A {@spell remove disease} spell can counteract this curse, but immunity to disease offers no protection against it.", + "DC": 36, "savingThrow": "Fortitude", - "onset": null, - "maxDuration": null, "stages": [ { "stage": 1, @@ -74950,12 +74797,13 @@ }, { "stage": 3, - "entry": "the victim's skin transforms into a clear, slimy membrane, inflicting {@condition drained 2} until the curse ends;", - "duration": null + "entry": "the victim's skin transforms into a clear, slimy membrane, inflicting {@condition drained 2} until the curse ends; every hour this membrane remains dry, the creature's drained condition increases by 1", + "duration": "permanent" } ] } - ] + ], + "name": "Slime" }, { "activity": { @@ -75249,7 +75097,7 @@ "poison" ], "note": "", - "DC": "16", + "DC": 16, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -75781,7 +75629,7 @@ "move" ], "entries": [ - "The vrock dances in flight and chants to create a ruinous explosion of electricity. If more vrocks within 30 feet want to join the dance, the vrock can delay the dance to wait for more vrocks; FPO in that case, the effect occurs after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete that round of the dance. Each non-demon creature in a 20-foot emanation from any of the dancing vrocks takes {@damage 2d12} electricity damage (DC 28 basic Reflex save). For each additional vrock that joins the dance, the damage increases by {@dice 1d12} and the save DC increases by 1 (to a maximum of four vrocks dealing {@dice 5d12} damage with a DC 31 save). The vrocks can continue dancing by using Dance of Ruin each round, for up to 3 rounds in total. The emanation's size increases by 20 feet each round, and the damage increases by {@dice 1d12} per vrock each round." + "The vrock dances in flight and chants to create a ruinous explosion of electricity. If more vrocks within 30 feet want to join the dance, the vrock can delay the dance to wait for more vrocks; in that case, the effect occurs after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete that round of the dance. Each non-demon creature in a 20-foot emanation from any of the dancing vrocks takes {@damage 2d12} electricity damage (DC 28 basic Reflex save). For each additional vrock that joins the dance, the damage increases by {@dice 1d12} and the save DC increases by 1 (to a maximum of four vrocks dealing {@dice 5d12} damage with a DC 31 save). The vrocks can continue dancing by using Dance of Ruin each round, for up to 3 rounds in total. The emanation's size increases by 20 feet each round, and the damage increases by {@dice 1d12} per vrock each round." ], "name": "Dance of Ruin" }, @@ -76553,7 +76401,7 @@ "poison" ], "note": "", - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -76896,7 +76744,7 @@ "poison" ], "note": "", - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", @@ -77371,7 +77219,7 @@ "primal" ], "note": " A creature affected by wendigo torment can't recover beyond stage 1 until it has been restored to full HP.", - "DC": "38", + "DC": 38, "savingThrow": "Will", "onset": null, "maxDuration": null, @@ -77616,12 +77464,14 @@ }, { "traits": [ - "of" + "curse", + "necromancy", + "primal" ], "entries": [ - "the Werebear (curse, necromancy, primal); Saving Throw DC 22 Fortitude." + "Saving Throw DC 22 Fortitude." ], - "name": "Curse" + "name": "Curse of the Werebear" }, { "activity": { @@ -77885,12 +77735,14 @@ }, { "traits": [ - "of" + "curse", + "necromancy", + "primal" ], "entries": [ - "the Wererat (curse, necromancy, primal); Saving Throw DC 18 Fortitude." + "Saving Throw DC 18 Fortitude." ], - "name": "Curse" + "name": "Curse of the Werebear" }, { "traits": [ @@ -78120,12 +77972,14 @@ }, { "traits": [ - "of" + "curse", + "necromancy", + "primal" ], "entries": [ - "the Werewolf (curse, necromancy, primal); Saving Throw DC 19 Fortitude." + "Saving Throw DC 19 Fortitude." ], - "name": "Curse" + "name": "Curse of the Werewolf" }, { "traits": [ @@ -79133,7 +78987,7 @@ "poison" ], "note": "", - "DC": "22", + "DC": 22, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -79430,12 +79284,9 @@ "olfactory" ], "entries": [ - "30 feet. As xulgath warrior, but DC 19." + "30 feet. A creature that enters the area must attempt a DC 19 Fortitude save. On a failure, the creature is {@condition sickened 1}, and on a critical failure, the creature also takes a \u20135-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a \u20132 circumstance penalty to saves to recover from the {@condition sickened} condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute." ], - "name": "Stench", - "entries_as_xyz": [ - "30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is {@condition sickened 1}, and on a critical failure, the creature also takes a \u20135-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a \u20132 circumstance penalty to saves to recover from the {@condition sickened} condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute." - ] + "name": "Stench" } ], "speed": { diff --git a/data/bestiary/creatures-bst2.json b/data/bestiary/creatures-bst2.json index 26188094fb..eee6ebd1d3 100644 --- a/data/bestiary/creatures-bst2.json +++ b/data/bestiary/creatures-bst2.json @@ -151,16 +151,30 @@ ], "abilitiesBot": [ { - "traits": [ - "poison" - ], "entries": [ - "As zyss serpentfolk, but DC 20." + { + "type": "affliction", + "traits": [ + "poison" + ], + "DC": 20, + "savingThrow": "Fortitude", + "maxDuration": "6 rounds", + "stages": [ + { + "stage": 1, + "entry": "{@damage 1d4} poison damage and {@condition enfeebled 1}", + "duration": "1 round" + }, + { + "stage": 2, + "entry": "{@damage 2d4} poison damage and {@condition enfeebled 1}", + "duration": "1 round" + } + ] + } ], - "name": "Serpentfolk Venom", - "entries_as_xyz": [ - "Saving Throw DC 16 Fortitude;" - ] + "name": "Serpentfolk Venom" }, { "activity": { @@ -309,13 +323,10 @@ "entry": "{@as R}" }, "entries": [ - "As young brine dragon, but {@dice 5d6} damage and DC 30." + "The dragon spits a glob of caustic salt water at the creature. The creature takes {@damage 5d6} acid damage (DC 30 basic Reflex save). On a failure, the concentrate action is disrupted." ], "name": "Brine Spit", - "trigger": "A creature the brine dragon observes within 30 feet uses a concentrate action", - "entries_as_xyz": [ - "The dragon spits a glob of caustic salt water at the creature. The creature takes {@damage 3d6} acid damage (DC 26 basic Reflex save). On a failure, the concentrate action is disrupted." - ] + "trigger": "A creature the brine dragon observes within 30 feet uses a concentrate action" } ], "speed": { @@ -386,87 +397,6 @@ } ], "spellcasting": [ - { - "name": "Primal Prepared", - "type": "Prepared", - "tradition": "Primal", - "DC": 29, - "attack": 23, - "entry": { - "0": { - "level": 4, - "spells": [ - { - "name": "dancing lights" - }, - { - "name": "detect magic" - }, - { - "name": "electric arc" - }, - { - "name": "prestidigitation" - }, - { - "name": "read aura" - } - ] - }, - "1": { - "spells": [ - { - "name": "feather fall" - }, - { - "name": "negate aroma" - }, - { - "name": "shocking grasp" - } - ] - }, - "2": { - "spells": [ - { - "name": "animal messenger" - }, - { - "name": "faerie fire" - }, - { - "name": "speak with animals" - } - ] - }, - "3": { - "spells": [ - { - "name": "earthbind" - }, - { - "name": "haste" - }, - { - "name": "stinking cloud" - } - ] - }, - "4": { - "spells": [ - { - "name": "freedom of movement" - }, - { - "name": "hallucinatory terrain" - }, - { - "name": "speak with plants" - } - ] - } - } - }, { "name": "Primal Innate", "type": "Innate", @@ -500,15 +430,6 @@ } ], "abilitiesBot": [ - { - "traits": [ - "6th" - ], - "entries": [ - "dancing lights, detect magic, electric arc, prestidigitation, read aura Primal Prepared Spells DC 41, plus 9th heal, storm of vengeance; 8th dispel magic, moment of renewal, punishing winds; 7th energy aegis, plane shift, unfettered pack; Cantrips (9th) dancing lights, detect magic, electric arc, prestidigitation, read aura Primal Innate Spells DC 32, attack +24; 4th hydraulic torrent; 3rd hydraulic push (×3); 2nd obscuring mist." - ], - "name": "Cantrips" - }, { "activity": { "number": 2, @@ -1109,10 +1030,18 @@ "trigger": "The crystal dragon damages a creature made of flesh with a jaws {@action Strike}", "frequency": "once per day", "entries": [ - "The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 30 Fortitude save. Critical Success The target is unaffected. Success The target is {@condition slowed 1} for 1 round as portions of its flesh turn crystalline. Failure The target is {@condition slowed 1} and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the {@trait incapacitation} trait. On a failed save, the {@condition slowed} condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the {@condition slowed} condition value by 1. A creature unable to act due to the {@condition slowed} condition from Crystallize Flesh is {@condition petrified} permanently, transforming into a crystalline statue. The effect ends if the creature is {@condition petrified} or the {@condition slowed} condition is removed. Critical Failure As failure, but the target is initially {@condition slowed 2}." + "The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 30 Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition slowed 1} for 1 round as portions of its flesh turn crystalline.", + "Failure": "The target is {@condition slowed 1} and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the {@trait incapacitation} trait. On a failed save, the {@condition slowed} condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the {@condition slowed} condition value by 1. A creature unable to act due to the {@condition slowed} condition from Crystallize Flesh is {@condition petrified} permanently, transforming into a crystalline statue. The effect ends if the creature is {@condition petrified} or the {@condition slowed} condition is removed.", + "Critical Failure": "As failure, but the target is initially {@condition slowed 2}." + } + } ], - "name": "Crystallize Flesh", - "entries_as_xyz": "Ability not found: 'Crystallize Flesh As failure, but the target is initially {@condition slowed 2}.' in Adult Crystal Dragon, p.92" + "name": "Crystallize Flesh" }, { "activity": { @@ -1357,6 +1286,14 @@ "DC": 31, "attack": 23, "entry": { + "0": { + "level": 6, + "spells": [ + { + "name": "produce flame" + } + ] + }, "6": { "spells": [ { @@ -1373,15 +1310,6 @@ } ], "abilitiesBot": [ - { - "traits": [ - "6th" - ], - "entries": [ - "produce flame." - ], - "name": "Cantrips" - }, { "activity": { "number": 2, @@ -1645,6 +1573,14 @@ "tradition": "Primal", "DC": 36, "entry": { + "0": { + "level": 7, + "spells": [ + { + "name": "detect magic" + } + ] + }, "7": { "spells": [ { @@ -1663,15 +1599,6 @@ } ], "abilitiesBot": [ - { - "traits": [ - "7th" - ], - "entries": [ - "detect magic." - ], - "name": "Cantrips" - }, { "activity": { "number": 2, @@ -1716,12 +1643,9 @@ }, { "entries": [ - "As young umbral dragon, but {@damage 6d6} force damage to undead." + "An umbral dragon's Strikes affect incorporeal creatures with the effects of a ghost touch property rune, and an umbral dragon's jaws deal an additional {@damage 6d6} force damage to undead." ], - "name": "Ghost Bane", - "entries_as_xyz": [ - "An umbral dragon's Strikes affect incorporeal creatures with the effects of a ghost touch property rune, and an umbral dragon's jaws deal an additional {@damage 4d6} force damage to undead." - ] + "name": "Ghost Bane" } ], "inflicts": { @@ -1880,7 +1804,16 @@ }, "requirements": "The ahuizotl has a Medium or smaller creature {@condition grabbed} with its tail claw", "entries": [ - "The ahuizotl attempts an {@skill Athletics} check against the creature's Fortitude DC. Critical Success If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl. The ahuizotl can make a jaws {@action Strike} against the creature. Success If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl. Failure The creature is not dragged. Critical Failure The creature is not dragged and the ahuizotl no longer has the creature {@condition grabbed}." + "The ahuizotl attempts an {@skill Athletics} check against the creature's Fortitude DC.", + { + "type": "successDegree", + "entries": { + "Critical Success": "If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl. The ahuizotl can make a jaws {@action Strike} against the creature.", + "Success": "If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl.", + "Failure": "The creature is not dragged.", + "Critical Failure": "The creature is not dragged and the ahuizotl no longer has the creature {@condition grabbed}." + } + } ], "name": "Tail Drag" } @@ -1947,19 +1880,10 @@ "abilitiesTop": [ { "entries": [ - "3 or more days without eating, an akata can secrete resin that encases it in a noqual cocoon. The cocoon has Hardness 9, 40 HP, and a." + "3 or more days without eating, an akata can secrete resin that encases it in a noqual cocoon. The cocoon has Hardness 9, 40 HP, and a Broken Threshold of 18. It has resistance 5 to damage from magical sources. As long as the cocoon remains intact, the akata can't be harmed, and it doesn't need to eat or drink. While inside the cocoon, the akata gains lifesense 30 feet. The akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature, at which point it can burst free of its cocoon in {@dice 1d4} minutes." ], "name": "Hibernation After" }, - { - "traits": [ - "of" - ], - "entries": [ - "18. It has resistance 5 to damage from magical sources. As long as the cocoon remains intact, the akata can't be harmed, and it doesn't need to eat or drink. While inside the cocoon, the akata gains lifesense 30 feet. The akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature, at which point it can burst free of its cocoon in {@dice 1d4} minutes." - ], - "name": "Broken Threshold" - }, { "entries": [ "An akata has no auditory senses. It is immune to {@trait auditory} effects, automatically critically fails {@skill Perception} checks that require it to hear, and takes a \u20132 status penalty to {@skill Perception} checks (but not initiative rolls) that involve sound but also rely on other senses." @@ -2052,7 +1976,7 @@ "disease" ], "note": " An akata implants its parasitic larval young into\nany creature it bites, but only Medium or Small humanoids\nmake suitable hosts; all other creatures are immune to\nthis disease", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -2222,7 +2146,8 @@ "name": "precision" }, { - "name": "protean" + "name": "protean anatomy", + "amount": 6 } ], "abilitiesMid": [ @@ -2799,13 +2724,10 @@ "entry": "{@as R}" }, "entries": [ - "As young brine dragon, but {@dice 7d6} damage and DC 36." + "The dragon spits a glob of caustic salt water at the creature. The creature takes {@damage 7d6} acid damage (DC 36 basic Reflex save). On a failure, the concentrate action is disrupted." ], "name": "Brine Spit", - "trigger": "A creature the brine dragon observes within 30 feet uses a concentrate action", - "entries_as_xyz": [ - "The dragon spits a glob of caustic salt water at the creature. The creature takes {@damage 3d6} acid damage (DC 26 basic Reflex save). On a failure, the concentrate action is disrupted." - ] + "trigger": "A creature the brine dragon observes within 30 feet uses a concentrate action" } ], "speed": { @@ -2951,12 +2873,9 @@ "unit": "action" }, "entries": [ - "As adult brine dragon, but {@damage 6d6} {@condition persistent damage ||persistent acid damage} and {@condition sickened 3}." + "The dragon makes a jaws {@action Strike}. On a hit, the target takes {@damage 6d6} {@condition persistent damage ||persistent acid damage}, and is {@condition sickened 3} from the pain of salt and brine in its wounds." ], - "name": "Desiccating Bite", - "entries_as_xyz": [ - "The dragon makes a jaws {@action Strike}. On a hit, the target takes {@damage 4d6} {@condition persistent damage ||persistent acid damage}, and is {@condition sickened 2} from the pain of salt and brine in its wounds." - ] + "name": "Desiccating Bite" }, { "activity": { @@ -3614,13 +3533,21 @@ "primal", "transmutation" ], + "trigger": "The crystal dragon damages a creature made of flesh with a jaws {@action Strike}", "frequency": "once per day", "entries": [ - "As adult crystal dragon, but DC 37." + "The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 37 Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition slowed 1} for 1 round as portions of its flesh turn crystalline.", + "Failure": "The target is {@condition slowed 1} and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the {@trait incapacitation} trait. On a failed save, the {@condition slowed} condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the {@condition slowed} condition value by 1. A creature unable to act due to the {@condition slowed} condition from Crystallize Flesh is {@condition petrified} permanently, transforming into a crystalline statue. The effect ends if the creature is {@condition petrified} or the {@condition slowed} condition is removed.", + "Critical Failure": "As failure, but the target is initially {@condition slowed 2}." + } + } ], - "name": "Crystallize Flesh", - "trigger": "The crystal dragon damages a creature made of flesh with a jaws {@action Strike}", - "entries_as_xyz": "Ability not found: 'Crystallize Flesh As failure, but the target is initially {@condition slowed 2}.' in Adult Crystal Dragon, p.92" + "name": "Crystallize Flesh" }, { "activity": { @@ -3956,12 +3883,9 @@ "unit": "action" }, "entries": [ - "As adult magma dragon, but the {@condition persistent damage} is {@dice 5d6}." + "If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes {@damage 5d6} {@condition persistent damage ||persistent fire damage}, and as long as it has this {@condition persistent damage ||persistent fire damage}, it also takes a \u201310-foot status penalty to its Speeds." ], - "name": "Volcanic Purge", - "entries_as_xyz": [ - "If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes {@damage 4d6} {@condition persistent damage ||persistent fire damage}, and as long as it has this {@condition persistent damage ||persistent fire damage}, it also takes a \u201310-foot status penalty to its Speeds." - ] + "name": "Volcanic Purge" } ], "inflicts": { @@ -4229,28 +4153,30 @@ "unit": "action" }, "entries": [ - "As adult umbral dragon, but a 50-foot cone, DC 42, the dragon's negative breath deals {@damage 21d6} negative damage or {@damage 25d6} force damage to undead, and the dragon's shadow breath causes {@condition enfeebled 3}." - ], - "name": "Breath Weapon", - "entries_as_xyz": [ "The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for {@dice 1d4} rounds.", { "type": "list", "items": [ - "{@bold Negative} (necromancy, negative, primal) The dragon breathes a blast of darkness in a 40-foot cone that deals {@damage 16d6} negative damage (DC 36 basic Reflex save). Undead creatures take {@damage 19d6} force damage instead of the negative damage.", - "{@bold Shadows} (necromancy, primal, shadow) The dragon breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 36 Fortitude save." + "{@bold Negative} (necromancy, negative, primal) The dragon breathes a blast of darkness in a 50-foot cone that deals {@damage 21d6} negative damage (DC 42 basic Reflex save). Undead creatures take {@damage 25d6} force damage instead of the negative damage.", + { + "type": "item", + "entries": [ + "{@bold Shadows} (necromancy, primal, shadow) The dragon breathes a blast of shadows in a 50-foot cone. Each creature within the cone must attempt a DC 42 Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature is {@condition enfeebled 3} for 1 round.", + "Failure": "The creature is {@condition enfeebled 3} for 1 minute.", + "Critical Failure": "The creature is {@condition enfeebled 3} for 1 minute and {@condition blinded} for 1 round." + } + } + ] + } ] - }, - { - "type": "successDegree", - "entries": { - "Critical Success": "The creature is unaffected.", - "Success": "The creature is {@condition enfeebled 2} for 1 round.", - "Failure": "The creature is {@condition enfeebled 2} for 1 minute.", - "Critical Failure": "The creature is {@condition enfeebled 2} for 1 minute and {@condition blinded} for 1 round." - } } - ] + ], + "name": "Breath Weapon" }, { "activity": { @@ -4280,12 +4206,9 @@ }, { "entries": [ - "As young umbral dragon, but {@damage 8d6} force damage to undead." + "An umbral dragon's Strikes affect incorporeal creatures with the effects of a ghost touch property rune, and an umbral dragon's jaws deal an additional {@damage 8d6} force damage to undead." ], - "name": "Ghost Bane", - "entries_as_xyz": [ - "An umbral dragon's Strikes affect incorporeal creatures with the effects of a ghost touch property rune, and an umbral dragon's jaws deal an additional {@damage 4d6} force damage to undead." - ] + "name": "Ghost Bane" } ], "inflicts": { @@ -4476,7 +4399,7 @@ "occult" ], "note": " An animate\ndream's touch fills the victim's mind with terrifying visions", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -5024,7 +4947,16 @@ ], "resistances": [ { - "name": "bludgeoning" + "name": "bludgeoning", + "amount": 2 + }, + { + "name": "piercing", + "amount": 5 + }, + { + "name": "slashing", + "amount": 5 } ], "abilitiesMid": [ @@ -5165,13 +5097,9 @@ ], "entries": [ "Trigger The assassin vine detects a creature within 20 feet via tremorsense; The assassin vine causes vegetation within a 20-foot emanation to writhe for 1 round, turning this area into {@quickref difficult terrain||3|terrain}. When a creature starts its turn in this area, it must attempt a DC 20 Reflex save. On a failure, it takes a \u201310-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure it is also {@condition immobilized} for 1 round. A creature can attempt to {@action Escape} to remove these effects.", - "Assassin vines are immune." + "Assassin vines are immune to Grasping Foliage." ], "name": "Grasping Foliage" - }, - { - "entries": [], - "name": "to Grasping Foliage." } ], "speed": { @@ -5305,17 +5233,11 @@ "entry": "{@as R}" }, "entries": [ - "An athach gains an extra reaction at the start of each of its turns that it can use only to make an {@action Attack of Opportunity} with its claw. It can't use more than one." + "An athach gains an extra reaction at the start of each of its turns that it can use only to make an {@action Attack of Opportunity} with its claw. It can't use more than one Attack of Opportunity triggered by the same action." ], "name": "Attack of Opportunity", "generic": true }, - { - "entries": [ - "Opportunity triggered by the same action." - ], - "name": "Attack of" - }, { "activity": { "number": 1, @@ -5396,7 +5318,7 @@ "poison" ], "note": "", - "DC": "32", + "DC": 32, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -5759,7 +5681,9 @@ "name": "mental" }, { - "name": "physical" + "name": "physical", + "amount": 15, + "note": "exept cold iron" } ], "abilitiesMid": [], @@ -5892,7 +5816,7 @@ "occult" ], "note": "", - "DC": "34", + "DC": 34, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -6413,7 +6337,7 @@ "prediction" ], "entries": [ - "An akizendri can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the akizendri the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense." + "An Azuretzi can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the azuretzi the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense." ], "name": "Entropy Sense" } @@ -6466,8 +6390,8 @@ "transmutation" ], "entries": [ - "An akizendri's vital organs shift and change shape and position constantly. Immediately after the akizendri takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.", - "The akizendri is immune to {@trait polymorph} effects unless it is a willing target. If {@condition blinded} or {@condition deafened}, the akizendri automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones." + "An azuretzi's vital organs shift and change shape and position constantly. Immediately after the azuretzi takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.", + "The azuretzi is immune to {@trait polymorph} effects unless it is a willing target. If {@condition blinded} or {@condition deafened}, the akizendri automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones." ], "name": "Protean Anatomy" }, @@ -6589,20 +6513,20 @@ "name": "dimension door" } ] + }, + "constant": { + "4": { + "spells": [ + { + "name": "freedom of movement" + } + ] + } } } } ], "abilitiesBot": [ - { - "traits": [ - "4th" - ], - "entries": [ - "freedom of movement." - ], - "name": "Constant" - }, { "activity": { "number": 1, @@ -6626,12 +6550,32 @@ "transmutation" ], "entries": [ - "As Change Shape, but an azuretzi can assume the specific form of a Medium or smaller creature it Seeks with a successful DC 25." + "As {@ability Change Shape}, but an azuretzi can assume the specific form of a Medium or smaller creature it {@action Seek||Seeks} with a successful DC 25." ], - "name": "Change Shape", - "entries_as_xyz": [ - "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 {@action Impersonate} use of {@skill Deception}. The monster's transformation automatically defeats {@skill 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 {@skill Deception} DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block." - ] + "name": "Mimic Form" + }, + { + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "abjuration", + "divine" + ], + "entries": [ + "The azuretzi mocks a creature's magical ability with na touch. The azuretzi must attempt a {@skill Thievery} check against the target's Will DC.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The azuretzi chooses one spell of up to 3rd level that the target creature has available to cast. The azuretzi gains that spell as a mock divine innate spell, and it can cast that spell once as an innate divine spell using its own DC and spell attack. It must do so before 24 hours pass or the mock spell is lost. The creature touched cannot cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first.", + "Success": "As critical success, but the azuretzi has 1 hour to cast the mock spell before it is lost, and the creature touched can cast the spell normally.", + "Failure": "As critical success, but the azuretzi must cast the mock spell before the end of its next turn or it is lost, and the creature touched can cast the spell normally.", + "Critical Failure": "Mocking Touch has no effect." + } + } + ], + "name": "Mocking Touch" } ], "inflicts": { @@ -6765,7 +6709,16 @@ }, "trigger": "A creature within the babau's reach successfully hits the babau with a {@action Strike}", "entries": [ - "The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 24 Reflex save. Critical Success The attacker is unaffected. Success The attacker takes {@damage 1d6} acid damage. Failure The attacker takes {@damage 2d6} acid damage. Critical Failure As failure, except the weapon used to {@action Strike} the babau becomes {@condition broken}, unless the weapon is made of a material that is immune to acid." + "The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 24 Reflex save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The attacker is unaffected.", + "Success": "The attacker takes {@damage 1d6} acid damage.", + "Failure": "The attacker takes {@damage 2d6} acid damage.", + "Critical Failure": "As failure, except the weapon used to {@action Strike} the babau becomes {@condition broken}, unless the weapon is made of a material that is immune to acid." + } + } ], "name": "Reactive Slime" } @@ -7193,15 +7146,9 @@ }, "requirements": "A bleeding creature is within the baobhan sith's reach", "entries": [ - "The baobhan sith tries to." + "The baobhan sith tries to Drink the Blood from the bleeding creature's wounds. The baobhan sith attempts an {@skill Athletics} check against the victim's Fortitude DC. On a success, the victim becomes {@condition drained 1} and the baobhan sith regains 10 HP, gaining any Hit Points in excess of their maximum Hit Points as temporary Hit Points. Drinking Blood from a victim that's already {@condition drained} doesn't restore any Hit Points to the baobhan sith but increases the victim's {@condition drained} value by 1. A victim's {@condition drained} condition decreases by 1 per week. A blood transfusion, which requires 10 minutes, a successful DC 20 {@skill Medicine} check, and sufficient blood or a blood donor, reduces the {@condition drained} value by 1." ], "name": "Drink Blood" - }, - { - "entries": [ - "Blood from the bleeding creature's wounds. The baobhan sith attempts an {@skill Athletics} check against the victim's Fortitude DC. On a success, the victim becomes {@condition drained 1} and the baobhan sith regains 10 HP, gaining any Hit Points in excess of their maximum Hit Points as temporary Hit Points. Drinking Blood from a victim that's already {@condition drained} doesn't restore any Hit Points to the baobhan sith but increases the victim's {@condition drained} value by 1. A victim's {@condition drained} condition decreases by 1 per week. A blood transfusion, which requires 10 minutes, a successful DC 20 {@skill Medicine} check, and sufficient blood or a blood donor, reduces the {@condition drained} value by 1." - ], - "name": "Drink the" } ], "inflicts": { @@ -7337,7 +7284,7 @@ "disease" ], "note": "", - "DC": "22", + "DC": 22, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -7649,16 +7596,10 @@ "unit": "action" }, "entries": [ - "The bastion archon locks itself in place, becoming voluntarily {@condition immobilized}. While Entrenched, the archon can't be forcibly moved or tripped, and it gains a +2 circumstance bonus." + "The bastion archon locks itself in place, becoming voluntarily {@condition immobilized}. While Entrenched, the archon can't be forcibly moved or tripped, and it gains a +2 circumstance bonus to AC and Reflex saves. Entrench ends automatically as soon as the bastion archon uses another move action." ], "name": "Entrench" }, - { - "entries": [ - "Reflex saves. Entrench ends automatically as soon as the bastion archon uses another move action." - ], - "name": "to AC and" - }, { "activity": { "number": 2, @@ -7887,7 +7828,7 @@ "necromancy" ], "note": " The {@condition drained}\ncondition from Abyssal rot is cumulative, to\na maximum of {@condition drained 4}", - "DC": "29", + "DC": 29, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -7914,16 +7855,10 @@ }, { "entries": [ - "A creature hit by the bebilith's web {@action Strike} is {@condition restrained} and tethered to the bebilith, preventing it from moving further away from the bebilith. The {@condition restrained} creature is also under the effects of a {@spell dimensional anchor} spell (DC 29) with a duration that lasts as long as the creature remains tethered. The bebilith can have only one creature tethered at a time. The DC to {@action Escape}." + "A creature hit by the bebilith's web {@action Strike} is {@condition restrained} and tethered to the bebilith, preventing it from moving further away from the bebilith. The {@condition restrained} creature is also under the effects of a {@spell dimensional anchor} spell (DC 29) with a duration that lasts as long as the creature remains tethered. The bebilith can have only one creature tethered at a time. The DC to {@action Escape} or {@action Force Open} the tether is 29. The tether can be severed with a {@action Strike} (AC 20, Hardness 2, HP 20); this ends the dimensional anchor effect but does not free the {@condition restrained} creature." ], "name": "Dimensional Tether" }, - { - "entries": [ - "Open the tether is 29. The tether can be severed with a {@action Strike} (AC 20, Hardness 2, HP 20); this ends the dimensional anchor effect but does not free the {@condition restrained} creature." - ], - "name": "or Force" - }, { "entries": [ "Against demons, a bebilith's Strikes count as cold iron and good." @@ -8313,44 +8248,6 @@ "The behir moves the creature into its coils, freeing its jaws. The creature remains {@condition grabbed} and takes {@damage 1d6+6} slashing damage. The behir's coils can hold as many creatures as will fit in its space." ], "name": "Wrap in Coils" - }, - { - "entries": [], - "name": "Two Quick Flashes: Danger!" - }, - { - "entries": [ - "All is safe." - ], - "name": "Long Pulse:" - }, - { - "entries": [ - "Captured food." - ], - "name": "Two Long Pulses:" - }, - { - "entries": [ - "Come here." - ], - "name": "Very Long Pulse:" - }, - { - "entries": [ - "Let's mate!" - ], - "name": "Rapid Strobing:" - }, - { - "entries": [], - "name": "Intermittent Quick Flashes: Excited!" - }, - { - "entries": [ - "Flash, then Darkness: Sad." - ], - "name": "One Long" } ], "inflicts": { @@ -9312,15 +9209,9 @@ }, { "entries": [ - "The blodeuwedd can use {@skill Diplomacy}." + "The blodeuwedd can use {@skill Diplomacy} to {@action Make an Impression} on and make very simple Requests of animals." ], "name": "Wild Empathy" - }, - { - "entries": [ - "{@action Make an Impression} on and make very simple Requests of animals." - ], - "name": "to" } ], "ac": { @@ -9609,7 +9500,7 @@ "poison" ], "note": "", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -10027,7 +9918,7 @@ "negative" ], "note": "\nThis affliction can't be reduced below stage 1, nor can\nthe damage from it be healed, until it's successfully\ntreated with remove curse or a similar effect; the affliction can then be removed as normal\nfor a disease. A creature killed by bog rot\nmelts into a noxious sludge and can't be\nresurrected except by a 7th-level resurrect\nritual or similar magic", - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -10520,16 +10411,30 @@ "name": "Raise Serpent" }, { - "traits": [ - "poison" - ], "entries": [ - "As zyss serpentfolk, but DC 26." + { + "type": "affliction", + "traits": [ + "poison" + ], + "DC": 26, + "savingThrow": "Fortitude", + "maxDuration": "6 rounds", + "stages": [ + { + "stage": 1, + "entry": "{@damage 1d4} poison damage and {@condition enfeebled 1}", + "duration": "1 round" + }, + { + "stage": 2, + "entry": "{@damage 2d4} poison damage and {@condition enfeebled 1}", + "duration": "1 round" + } + ] + } ], - "name": "Serpentfolk Venom", - "entries_as_xyz": [ - "Saving Throw DC 16 Fortitude;" - ] + "name": "Serpentfolk Venom" } ], "inflicts": { @@ -11000,7 +10905,8 @@ "name": "salt" }, { - "name": "splash" + "name": "splash damage", + "amount": 5 } ], "abilitiesMid": [], @@ -11025,32 +10931,27 @@ "entries": [ { "type": "affliction", - "name": "", "traits": [ "poison" ], - "note": "", - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { "stage": 1, - "entry": "{@condition clumsy 1}, {@condition sickened 1}, and \u20135‑foot status penalty to Speed ;", + "entry": "{@condition clumsy 1}, {@condition sickened 1}, and \u20135‑foot status penalty to Speed", + "duration": "1 round" + }, + { + "stage": 2, + "entry": "{@condition clumsy 1}, {@condition sickened 1}, and \u201310‑foot status penalty to Speed", "duration": "1 round" } ] } ], "name": "Brood Leech Swarm Venom" - }, - { - "traits": [ - "1 round" - ], - "entries": [], - "name": "to Speed" } ], "inflicts": { @@ -11319,10 +11220,9 @@ "abilitiesTop": [ { "entries": [ - "As theletos." + "When a bythos conveys information, it does so wordlessly through psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A bythos can use this ability to communicate flawlessly with any other aeon on the same plane." ], - "name": "Envisioning", - "entries_as_xyz": "Ability not found: 'Envisioning As theletos.' in Bythos, p.11" + "name": "Envisioning" } ], "ac": { @@ -11573,8 +11473,8 @@ "scent 60 feet" ], "other": [ - "darkvision", - "true seeing" + "{@ability darkvision}", + "{@spell true seeing}" ] }, "languages": { @@ -11660,7 +11560,7 @@ ], "speed": { "abilities": [ - "freedom of movement" + "{@spell freedom of movement}" ], "walk": 35, "climb ": 40, @@ -11723,6 +11623,13 @@ "DC": 40, "entry": { "constant": { + "7": { + "spells": [ + { + "name": "true seeing" + } + ] + }, "8": { "spells": [ { @@ -11736,9 +11643,11 @@ ], "abilitiesBot": [ { - "entries": [ - "Primal Innate Spells DC 40; Constant (8th) freedom of movement; (7th) true seeing." - ], + "activity": { + "unit": "free", + "number": 1 + }, + "entries": [], "name": "Improved Grab", "generic": true }, @@ -11754,8 +11663,7 @@ ], "entries": [ "The cairn linnorm expels a 60-foot cone of negative energy\u2013infused acid, dealing {@damage 19d6} acid damage to creatures in the area (DC 40 basic Reflex save)", - "The acid also saps the life out of affected creatures. At the beginning of the linnorm's next turn, each creature that failed the Reflex save must succeed at a DC 40 Fortitude save or become {@condition drained 1} ({@condition drained 2} on a critical failure). The cairn linnorm can't use Breath Weapon again for {@dice 1d4} rounds.", - "and in the first Bestiary constitute the." + "The acid also saps the life out of affected creatures. At the beginning of the linnorm's next turn, each creature that failed the Reflex save must succeed at a DC 40 Fortitude save or become {@condition drained 1} ({@condition drained 2} on a critical failure). The cairn linnorm can't use Breath Weapon again for {@dice 1d4} rounds." ], "name": "Breath Weapon" }, @@ -11769,7 +11677,7 @@ "poison" ], "note": "", - "DC": "41", + "DC": 41, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", @@ -12604,10 +12512,18 @@ ], "frequency": "three times per day", "entries": [ - "The carbuncle concentrates on a creature it can see and tries to manipulate that creature. The target must attempt a DC 18 Will save. The target then becomes temporarily immune for 24 hours. Critical Success The attempt backfires and bolsters the target's mind instead, granting it a +1 status bonus to Will saving throws for 1 hour. Success The target briefly experiences an unusual but harmless sensation like an unexpected flavor or scent, an urge to eat something strange, or an amusing half-forgotten memory. Failure The target is compelled to spend all of its actions on its next turn performing harmless, pointless, and usually embarrassing actions. Critical Failure As failure, but the compulsion persists for 1 minute. The target can attempt a new save at the end of its turn each round to end the effect." + "The carbuncle concentrates on a creature it can see and tries to manipulate that creature. The target must attempt a DC 18 Will save. The target then becomes temporarily immune for 24 hours.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The attempt backfires and bolsters the target's mind instead, granting it a +1 status bonus to Will saving throws for 1 hour.", + "Success": "The target briefly experiences an unusual but harmless sensation like an unexpected flavor or scent, an urge to eat something strange, or an amusing half-forgotten memory.", + "Failure": "The target is compelled to spend all of its actions on its next turn performing harmless, pointless, and usually embarrassing actions.", + "Critical Failure": "As failure, but the compulsion persists for 1 minute. The target can attempt a new save at the end of its turn each round to end the effect." + } + } ], - "name": "Specious Suggestion", - "entries_as_xyz": "Ability not found: 'Specious Suggestion As failure, but the compulsion persists for 1 minute. The target can attempt a new save at the end of its turn each round to end the effect.' in Carbuncle, p.47" + "name": "Specious Suggestion" } ], "inflicts": { @@ -12941,7 +12857,7 @@ "disease" ], "note": " The {@condition sickened} and {@condition unconscious} conditions from filth fever can't\nend or be reduced until the disease is cured", - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -13416,24 +13332,13 @@ { "type": "successDegree", "entries": { - "Success": "The creature is unaffected and is temporarily immune" - } - } - ], - "name": "Compel Condemned" - }, - { - "entries": [ - "Condemned for 24 hours.", - { - "type": "successDegree", - "entries": { + "Success": "The creature is unaffected and is temporarily immune to Compel Condemned for 24 hours.", "Failure": "The creature must spend each of its actions to move closer to the catrina as quickly as possible, while avoiding obvious dangers. If the compelled creature is adjacent to the catrina, it stays still and doesn't act. If the creature takes any damage, the effect ends and the creature is temporarily immune to Compel Condemned for 24 hours. This effect lasts for 1 round, but if the catrina uses this ability again on subsequent rounds, it extend the duration by 1 round for all affected creatures.", "Critical Failure": "As failure, but damage does not end the effect." } } ], - "name": "to Compel" + "name": "Compel Condemned" }, { "activity": { @@ -13713,7 +13618,7 @@ "poison" ], "note": "", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6\nrounds", @@ -14889,16 +14794,30 @@ "name": "Maintain Disguise A" }, { - "traits": [ - "poison" - ], "entries": [ - "As zyss serpentfolk, but DC 19." + { + "type": "affliction", + "traits": [ + "poison" + ], + "DC": 19, + "savingThrow": "Fortitude", + "maxDuration": "6 rounds", + "stages": [ + { + "stage": 1, + "entry": "{@damage 1d4} poison damage and {@condition enfeebled 1}", + "duration": "1 round" + }, + { + "stage": 2, + "entry": "{@damage 2d4} poison damage and {@condition enfeebled 1}", + "duration": "1 round" + } + ] + } ], - "name": "Serpentfolk Venom", - "entries_as_xyz": [ - "Saving Throw DC 16 Fortitude;" - ] + "name": "Serpentfolk Venom" }, { "entries": [ @@ -15920,7 +15839,7 @@ "disease" ], "note": " A creature bitten by a cythnigot\nbecomes afflicted by fast-growing spores that swiftly grow\ninto twitching spikes and hideous pallid growths of hairlike\nfibers. These growths erupt from the bite wound and writhe\nand wrap around the creature's limbs. Plant creatures take\na \u20132 circumstance penalty to save against tangle spores", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -16258,15 +16177,20 @@ }, "resistances": [ { - "name": "critical" + "name": "critical hits", + "amount": 10 + }, + { + "name": "precision", + "amount": 10 } ], "abilitiesMid": [ { "entries": [ - "Leng don't need to breathe." + "Denizens of Leng don't need to breathe." ], - "name": "No Breath Denizens of" + "name": "No Breath" }, { "entries": [ @@ -16323,6 +16247,26 @@ "DC": 27, "attack": 19, "entry": { + "0": { + "level": 4, + "spells": [ + { + "name": "chill touch" + }, + { + "name": "detect magic" + }, + { + "name": "mage hand" + }, + { + "name": "message" + }, + { + "name": "read aura" + } + ] + }, "2": { "spells": [ { @@ -16358,20 +16302,20 @@ "name": "suggestion" } ] + }, + "constant": { + "4": { + "spells": [ + { + "name": "tongues" + } + ] + } } } } ], "abilitiesBot": [ - { - "traits": [ - "4th" - ], - "entries": [ - "chill touch, detect magic, mage hand, message, read aura; Constant (4th) tongues." - ], - "name": "Cantrips" - }, { "traits": [ "curse", @@ -17070,7 +17014,8 @@ "default": 12 }, "Athletics": { - "default": 9 + "default": 9, + "to {@action Leap} or {@action Climb}": 12 }, "Stealth": { "default": 14 @@ -17088,12 +17033,6 @@ "Cha": -5 }, "abilitiesTop": [ - { - "entries": [ - "+14, {@skill Thievery} +15 Str +2, Dex +5, Con +1, Int \u20135, Wis +0, Cha \u20135." - ], - "name": "or Climb), Stealth" - }, { "entries": [ "A dig-widget's face consists of a set of infiltrator thieves' tools. They can be salvaged from a destroyed dig-widget with a successful DC 20 {@skill Crafting} check. On a failed check, the tools are destroyed." @@ -17373,9 +17312,7 @@ ], "abilitiesBot": [ { - "entries": [ - "Occult Innate Spells DC 28; Constant (6th) see invisibility." - ], + "entries": [], "name": "Improved Grab", "generic": true }, @@ -17397,7 +17334,7 @@ }, "requirements": "The doprillu has a creature {@condition grabbed}", "entries": [ - "The doprillu whirls the {@condition grabbed} creature about, making a Body {@action Strike} against each creature in reach. After that {@action Strike}, the doprillu can hurl the {@condition grabbed} creature up to 50 feet as a ranged {@action Strike}. This {@action Strike} has the same attack modifier and damage as Body {@action Strike}, but has the thrown 20 feet weapon trait Primal Prepared Spells DC 26, attack +20; 3rd haste, lightning bolt, slow; 2nd animal messenger, humanoid form, water breathing; 1st create water, grease, negate aroma;" + "The doprillu whirls the {@condition grabbed} creature about, making a Body {@action Strike} against each creature in reach. After that {@action Strike}, the doprillu can hurl the {@condition grabbed} creature up to 50 feet as a ranged {@action Strike}. This {@action Strike} has the same attack modifier and damage as Body {@action Strike}, but has the thrown 20 feet weapon trait." ], "name": "Whirlwind Throw" } @@ -18339,7 +18276,7 @@ "poison" ], "note": "", - "DC": "16", + "DC": 16, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -19054,10 +18991,9 @@ "abilitiesBot": [ { "entries": [ - "As living boulder above." + "An earthen destrier can {@action Burrow} through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing." ], - "name": "Earth Glide", - "entries_as_xyz": "Ability not found: 'Earth Glide As living boulder above.' in Earthen Destrier, p.108" + "name": "Earth Glide" }, { "entries": [ @@ -20424,7 +20360,7 @@ "disease" ], "note": " The victim can't reduce its {@condition sickened} condition while it's affected\nby pyrexic malaria", - "DC": "20", + "DC": 20, "savingThrow": "Fortitude", "onset": "4 days", "maxDuration": null, @@ -20942,7 +20878,7 @@ "poison" ], "note": "", - "DC": "24", + "DC": 24, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6\nrounds", @@ -21224,13 +21160,10 @@ "transmutation" ], "entries": [ - "As onidoshi, but into a fire giant." + "The fire yai takes on the appearance of a {@creature fire giant}. This doesn't change their Speed or {@action Strike} attack and damage." ], "name": "Change Shape", - "generic": true, - "entries_as_xyz": [ - "The onidoshi takes on the appearance of an ogre. This doesn't change their Speed or {@action Strike} attack and damage." - ] + "generic": true }, { "activity": { @@ -21503,7 +21436,7 @@ "poison" ], "note": "", - "DC": "37", + "DC": 37, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10\nrounds", @@ -21768,7 +21701,7 @@ "poison" ], "note": "", - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6\nrounds", @@ -22596,7 +22529,7 @@ "disease" ], "note": " A ghonhatine's vomit\ncarries an awful disease that, over time, can cause a suffering creature's flesh to\ndevelop painful boils that eventually\nslough away, leaving gaping wounds", - "DC": "28", + "DC": 28, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -22912,7 +22845,7 @@ "poison" ], "note": "", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -23553,7 +23486,16 @@ }, "trigger": "The giant crawling hand takes piercing or slashing damage", "entries": [ - "A random creature adjacent to the giant crawling hand is sprayed with vile pus that deals {@damage 4d6} negative damage. The affected creature must attempt a DC 21 Reflex save. Critical Success The creature takes no damage. Success The creature takes half damage and becomes {@condition sickened 1}. Failure The creature takes full damage and becomes {@condition sickened 2}. Critical Failure The creature takes double damage and becomes {@condition sickened 3}." + "A random creature adjacent to the giant crawling hand is sprayed with vile pus that deals {@damage 4d6} negative damage. The affected creature must attempt a DC 21 Reflex save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature takes no damage.", + "Success": "The creature takes half damage and becomes {@condition sickened 1}.", + "Failure": "The creature takes full damage and becomes {@condition sickened 2}.", + "Critical Failure": "The creature takes double damage and becomes {@condition sickened 3}." + } + } ], "name": "Pus Burst" } @@ -23951,7 +23893,7 @@ "virulent" ], "note": " A giant fly could\ncarry any disease, but most transmit a\nvirulent but not fatal infection called {@action Fly}\nPox with their bite", - "DC": "16", + "DC": 16, "savingThrow": "Fortitude", "onset": "1 day", "maxDuration": null, @@ -24761,7 +24703,7 @@ "disease" ], "note": " The victim can't reduce its {@condition sickened} condition while it's\naffected by septic malaria", - "DC": "24", + "DC": 24, "savingThrow": "Fortitude", "onset": "1 day", "maxDuration": null, @@ -25085,12 +25027,9 @@ "unit": "action" }, "entries": [ - "As snapping turtle, but AC 30." + "The snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 30, but it can't act except to reemerge, which it can do as a single action." ], - "name": "Shell Defense", - "entries_as_xyz": [ - "The snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 18, but it can't act except to reemerge, which it can do as a single action." - ] + "name": "Shell Defense" }, { "activity": { @@ -25534,7 +25473,7 @@ "disease" ], "note": "", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": "1 day", "maxDuration": null, @@ -25683,7 +25622,7 @@ "poison" ], "note": "", - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -25877,7 +25816,7 @@ "poison" ], "note": "", - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -27376,7 +27315,7 @@ "poison" ], "note": "", - "DC": "22", + "DC": 22, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -27506,22 +27445,10 @@ "entry": "{@as R}" }, "entries": [ - "A grindylow gains 1 extra reaction at the start of each of its turns that it can use only to make an Attack." + "A grindylow gains 1 extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity with a tentacle. It can't use more than one Attack of Opportunity triggered by the same choice." ], "name": "Attack of Opportunity", "generic": true - }, - { - "entries": [ - "Opportunity with a tentacle. It can't use more than one." - ], - "name": "of" - }, - { - "entries": [ - "Opportunity triggered by the same choice." - ], - "name": "Attack of" } ], "speed": { @@ -28612,16 +28539,10 @@ "unit": "action" }, "entries": [ - "The hamatula makes a barb {@action Strike}, then {@action Stride||Strides} up to half its Speed without triggering reactions. If." + "The hamatula makes a barb {@action Strike}, then {@action Stride||Strides} up to half its Speed without triggering reactions. If the {@action Strike} hits, the hamatula impales the target with one of its barbs and snaps the barb free as it moves away from the target. This deals an additional {@damage 2d8} piercing damage to the target and pins it to an adjacent surface, rendering it {@condition immobilized} ({@action Escape} DC 29)." ], "name": "Impaling Barb" }, - { - "entries": [ - "{@action Strike} hits, the hamatula impales the target with one of its barbs and snaps the barb free as it moves away from the target. This deals an additional {@damage 2d8} piercing damage to the target and pins it to an adjacent surface, rendering it {@condition immobilized} ({@action Escape} DC 29)." - ], - "name": "the" - }, { "entries": [ "A hamatula's glyph of warding innate spell can contain any common spell from the Core Rulebook that meets the criteria in glyph of warding; the hamatula doesn't need to provide the spell." @@ -29858,20 +29779,20 @@ "name": "dimension door" } ] + }, + "constant": { + "5": { + "spells": [ + { + "name": "tongues" + } + ] + } } } } ], "abilitiesBot": [ - { - "traits": [ - "5th" - ], - "entries": [ - "tongues." - ], - "name": "Constant" - }, { "entries": [ "Once per day, if an archon sees another creature cast {@spell dimension door}, the archon can use dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door." @@ -30131,15 +30052,9 @@ }, "entries": [ "The hound of Tindalos casts a 4th‑level {@spell dimension door} spell, but it must transport itself into a space adjacent to an angle of 90o (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges.", - "Once per day, the hound can use this ability to plane shift to or from." + "Once per day, the hound can use this ability to plane shift to or from the Dimension of Time, with the same restrictions on what angles it can appear next to." ], "name": "Angled Entry" - }, - { - "entries": [ - "Time, with the same restrictions on what angles it can appear next to." - ], - "name": "the Dimension of" } ], "inflicts": { @@ -30239,7 +30154,9 @@ }, "resistances": [ { - "name": "physical" + "name": "physical", + "amount": 5, + "note": "exept adamantine and bludgeoning" } ], "abilitiesMid": [ @@ -30701,13 +30618,10 @@ "transmutation" ], "entries": [ - "As onidoshi, but into a frost giant." + "The ice yai takes on the appearance of an {@creature frost giant}. This doesn't change their Speed or {@action Strike} attack and damage." ], "name": "Change Shape", - "generic": true, - "entries_as_xyz": [ - "The onidoshi takes on the appearance of an ogre. This doesn't change their Speed or {@action Strike} attack and damage." - ] + "generic": true }, { "activity": { @@ -31454,7 +31368,8 @@ "name": "precision" }, { - "name": "protean" + "name": "protean anatomy", + "amount": 15 } ], "abilitiesMid": [ @@ -32970,7 +32885,7 @@ "virulent" ], "note": " Isqulugia's {@condition sickened}, {@condition slowed}, and {@condition paralyzed}\nconditions can't be removed until this affliction is removed", - "DC": "30", + "DC": 30, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -33917,24 +33832,13 @@ "type": "successDegree", "entries": { "Critical Success": "The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours.", - "Success": "The creature is {@condition stupefied 1} for 1 round and is then temporarily immune to" - } - } - ], - "name": "Captivating Lure" - }, - { - "entries": [ - "Lure for 24 hours.", - { - "type": "successDegree", - "entries": { + "Success": "The creature is {@condition stupefied 1} for 1 round and is then temporarily immune to Captivating Lure for 24 hours.", "Failure": "The creature is {@condition fascinated}, and it must spend each of its actions to move closer to the kelpie as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the kelpie, it either attempts to mount the kelpie (if the kelpie is in equine form) or stays still and doesn't act. If the creature is attacked by the kelpie, or if it can't breathe water and enters an area of water, the creature is freed from captivation at the end of the kelpie's turn.", "Critical Failure": "As failure, but the target doesn't consider water a danger and will enter an area of water even if it can't swim or breathe water. If it is attacked by the kelpie or starts to drown, it can attempt a new save at the start of its next turn, but it isn't freed automatically." } } ], - "name": "Captivating" + "name": "Captivating Lure" }, { "activity": { @@ -33948,16 +33852,10 @@ "transmutation" ], "entries": [ - "The kelpie can take on the appearance of any." + "The kelpie can take on the appearance of any Medium or Large animal of an equine nature (such as a horse, hippocampus, or pony), or any Small or Medium humanoid. This doesn't change its Speeds or its attack and damage modifiers with its Strikes." ], "name": "Change Shape", "generic": true - }, - { - "entries": [ - "Large animal of an equine nature (such as a horse, hippocampus, or pony), or any Small or Medium humanoid. This doesn't change its Speeds or its attack and damage modifiers with its Strikes." - ], - "name": "Medium or" } ], "inflicts": { @@ -34458,20 +34356,23 @@ "name": "warp mind" } ] + }, + "constant": { + "7": { + "spells": [ + { + "name": "air walk" + }, + { + "name": "tongues" + } + ] + } } } } ], "abilitiesBot": [ - { - "traits": [ - "7th" - ], - "entries": [ - "air walk, tongues." - ], - "name": "Constant" - }, { "activity": { "number": 1, @@ -34508,7 +34409,7 @@ "poison" ], "note": "", - "DC": "33", + "DC": 33, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -34655,6 +34556,26 @@ "DC": 18, "attack": 10, "entry": { + "0": { + "level": 2, + "spells": [ + { + "name": "dancing lights" + }, + { + "name": "ghost sound" + }, + { + "name": "mage hand" + }, + { + "name": "prestidigitation" + }, + { + "name": "telekinetic projectile" + } + ] + }, "1": { "spells": [ { @@ -34688,15 +34609,6 @@ } ], "abilitiesBot": [ - { - "traits": [ - "2nd" - ], - "entries": [ - "dancing lights, ghost sound, mage hand, prestidigitation, telekinetic projectile." - ], - "name": "Cantrips" - }, { "activity": { "number": 2, @@ -34915,10 +34827,19 @@ "tradition": "Primal", "DC": 46, "entry": { + "0": { + "level": 10, + "spells": [ + { + "name": "produce flame" + } + ] + }, "7": { "spells": [ { - "name": "plane shift" + "name": "plane shift", + "notes": "to the {@place Material Plane}, {@place Plane of Fire}, or {@place Plane of Earth} only" } ] }, @@ -34950,12 +34871,6 @@ } ], "abilitiesBot": [ - { - "entries": [ - "Earth only); Cantrips (10th) produce flame." - ], - "name": "Plane, Plane of Fire, or Plane of" - }, { "activity": { "number": 1, @@ -34980,13 +34895,7 @@ ], "entries": [ "The volcano on the lerritan's back erupts and sends lava bombs raining down in a 30‑foot emanation, dealing {@damage 12d12} fire damage.", - "Each creature in the area must attempt a DC 46 Reflex saving throw. The lava globules quickly cool into heavy stones, transforming the area into {@quickref greater difficult terrain||3|terrain} for non‑lerritans. The lerritan can't use." - ], - "name": "Volcanic Eruption" - }, - { - "entries": [ - "Eruption for {@dice 1d4} rounds.", + "Each creature in the area must attempt a DC 46 Reflex saving throw. The lava globules quickly cool into heavy stones, transforming the area into {@quickref greater difficult terrain||3|terrain} for non‑lerritans. The lerritan can't use Volcanic Eruption for {@dice 1d4} rounds.", { "type": "successDegree", "entries": { @@ -34997,7 +34906,7 @@ } } ], - "name": "Volcanic" + "name": "Volcanic Eruption" } ], "inflicts": { @@ -35149,19 +35058,11 @@ "primal" ], "entries": [ - "60 feet; Requirements The leucrotta's last action was." - ], - "name": "Luring Cry" - }, - { - "traits": [ - "leucrotta" - ], - "entries": [ - "utters a plaintive cry to draw its prey closer. Each creature within the emanation that was deceived by Sound Mimicry must succeed at a DC 19 Will save or become {@condition fascinated} and compelled to move toward the sound of the leucrotta's voice on their turn. {@condition Fascinated} creatures are also {@condition flat‑footed}. If the leucrotta attacks, the {@condition fascinated} condition ends only for the creature that is attacked.", + "60 feet; The leucrotta utters a plaintive cry to draw its prey closer. Each creature within the emanation that was deceived by Sound Mimicry must succeed at a DC 19 Will save or become {@condition fascinated} and compelled to move toward the sound of the leucrotta's voice on their turn. {@condition Fascinated} creatures are also {@condition flat-footed}. If the attacks, the {@condition fascinated} condition ends only for the creature that is attacked.", "If the leucrotta speaks a creature's name while using its Luring Cry, that creature takes a \u20132 circumstance penalty to their saving throw to resist the ability. On a successful save, a creature is temporarily immune to Luring Cry for 24 hours." ], - "name": "Sound Mimicry; Effect The" + "requirements": "The leucrotta's last action was Sound Mimicry", + "name": "Luring Cry" }, { "activity": { @@ -35394,16 +35295,10 @@ "primal" ], "entries": [ - "The leydroth unleashes a bestial roar that reverberates within a 30‑foot emanation. It rolls an {@skill Intimidation} check and compares the result to the Will DC of each creature in the area, with the effects." + "The leydroth unleashes a bestial roar that reverberates within a 30‑foot emanation. It rolls an {@skill Intimidation} check and compares the result to the Will DC of each creature in the area, with the effects of {@action Demoralize}. It also uses this result to attempt to counteract each spell or {@trait magical} effect in the area, plus one item or effect on each creature in the area, with the effects of dispel magic. The leydroth can't use Dispelling Roar again for {@dice 1d4} rounds." ], "name": "Dispelling Roar" }, - { - "entries": [ - "It also uses this result to attempt to counteract each spell or {@trait magical} effect in the area, plus one item or effect on each creature in the area, with the effects of dispel magic. The leydroth can't use Dispelling Roar again for {@dice 1d4} rounds." - ], - "name": "of Demoralize." - }, { "activity": { "number": 1, @@ -36356,7 +36251,7 @@ "poison" ], "note": "", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -37194,10 +37089,18 @@ }, "requirements": "A creature adjacent to the marsh giant is {@condition prone} in water at least 1 foot deep", "entries": [ - "The marsh giant uses its gaff to shake the creature back and forth and hold it underwater. The giant attempts an {@skill Athletics} check against the target's Fortitude DC. Critical Success The target takes {@damage 6d6+14} piercing damage and loses 5 rounds' worth of air if they were holding their breath. Success The target takes {@damage 3d6+14} piercing damage and loses 3 rounds' worth of air if they were holding their breath. Failure The target is unaffected. Critical Failure As failure, but the giant drops its gaff as well." + "The marsh giant uses its gaff to shake the creature back and forth and hold it underwater. The giant attempts an {@skill Athletics} check against the target's Fortitude DC.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target takes {@damage 6d6+14} piercing damage and loses 5 rounds' worth of air if they were holding their breath.", + "Success": "The target takes {@damage 3d6+14} piercing damage and loses 3 rounds' worth of air if they were holding their breath.", + "Failure": "The target is unaffected.", + "Critical Failure": "As failure, but the giant drops its gaff as well." + } + } ], - "name": "Hook Shake", - "entries_as_xyz": "Ability not found: 'Hook Shake As failure, but the giant drops its gaff as well.' in Marsh Giant, p.125" + "name": "Hook Shake" }, { "activity": { @@ -37727,7 +37630,7 @@ "poison" ], "note": "", - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -38004,7 +37907,7 @@ "disease" ], "note": "", - "DC": "29", + "DC": 29, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -39620,7 +39523,9 @@ "name": "acid" }, { - "name": "physical" + "name": "physical", + "amount": 3, + "note": "except bludgeoning" } ], "abilitiesMid": [ @@ -40164,16 +40069,10 @@ "extradimensional" ], "entries": [ - "The nalfeshnee steals all unattended items glowing with its Light." + "The nalfeshnee steals all unattended items glowing with its Light of Avarice into an extradimensional space. The demon can {@action Interact} to regurgitate any number of these items into their hand or onto the ground. If the demon dies, is affected by a {@trait teleportation} effect, or consumes an extradimensional space (such as a bag of holding), they vomit up all the items." ], "name": "Claim Wealth" }, - { - "entries": [ - "Avarice into an extradimensional space. The demon can {@action Interact} to regurgitate any number of these items into their hand or onto the ground. If the demon dies, is affected by a {@trait teleportation} effect, or consumes an extradimensional space (such as a bag of holding), they vomit up all the items." - ], - "name": "of" - }, { "activity": { "number": 2, @@ -40547,6 +40446,23 @@ "DC": 38, "attack": 30, "entry": { + "0": { + "level": 8, + "spells": [ + { + "name": "daze" + }, + { + "name": "detect magic" + }, + { + "name": "mage hand" + }, + { + "name": "telekinetic projectile" + } + ] + }, "5": { "spells": [ { @@ -40597,15 +40513,26 @@ } } ], + "rituals": [ + { + "DC": 38, + "rituals": [ + { + "name": "geas" + }, + { + "name": "inveigle" + } + ] + } + ], "abilitiesBot": [ { "activity": { "number": 1, - "unit": "action" + "unit": "free" }, - "entries": [ - "Melee rasping tongue +28 (agile, fatal d10, reach 25 feet), Damage {@damage 3d8+13} slashing Occult Innate Spells DC 38, attack +30; 8th charm, suggestion, summon entity; 7th phantasmal calamity, teleport; 6th scrying (×3), suggestion (at will); 5th mind probe (at will), telekinetic haul (at will); Cantrips (8th) daze, detect magic, mage hand, telekinetic projectile Rituals DC 38; geas, inveigle." - ], + "entries": [], "name": "Improved Grab", "generic": true }, @@ -41238,49 +41165,58 @@ "name": "time stop" } ] + }, + "constant": { + "10": { + "spells": [ + { + "name": "detect magic" + }, + { + "name": "mind blank" + }, + { + "name": "tongues" + }, + { + "name": "true seeing" + } + ] + } } } } ], - "abilitiesBot": [ + "rituals": [ { - "traits": [ - "10th" - ], - "entries": [ - "detect magic, mind blank, tongues, true seeing Rituals DC 42; geas, legend lore." - ], - "name": "Constant" - }, + "DC": 42, + "rituals": [ + { + "name": "geas" + }, + { + "name": "legend lore" + } + ] + } + ], + "abilitiesBot": [ { "entries": [ - "When a creature is subject to a {@trait fortune} effect from a norn and a {@trait misfortune} effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the {@trait fortune} and {@trait misfortune} effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like." + "When a creature is subject to a {@trait fortune} effect from a norn and a {@trait misfortune} effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the {@trait fortune} and {@trait misfortune} effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like Desna, Magdh, or Pharasma, count as a norn for the purpose of this ability." ], "name": "Fated" }, - { - "entries": [ - "Pharasma, count as a norn for the purpose of this ability." - ], - "name": "Desna, Magdh, or" - }, { "traits": [ "necromancy", "occult" ], "entries": [ - "When a norn deals negative damage with a {@action Strike}, she regains 10 Hit." + "When a norn deals negative damage with a {@action Strike}, she regains 10 Hit Points. The target must succeed at a DC 39 Fortitude save or become {@condition drained 1} ({@condition drained 2} on a critical failure). Further negative damage dealt by the norn increases the {@condition drained} condition value by 1 on a failed save (or by 2 on a critical failure), to a maximum of {@condition drained 4}." ], "name": "Sever Fate" }, - { - "entries": [ - "The target must succeed at a DC 39 Fortitude save or become {@condition drained 1} ({@condition drained 2} on a critical failure)", - "Further negative damage dealt by the norn increases the {@condition drained} condition value by 1 on a failed save (or by 2 on a critical failure), to a maximum of {@condition drained 4}." - ], - "name": "Points." - }, { "activity": { "number": 1, @@ -41565,7 +41501,7 @@ "disease" ], "note": " The target can't recover\nfrom the {@condition fatigued} condition caused by\nmortasheen until the disease is cured. Mortasheen\ngains the {@trait virulent} trait against animals and plants", - "DC": "28", + "DC": 28, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -42731,7 +42667,7 @@ "transmutation" ], "entries": [ - "The onidoshi takes on the appearance of an ogre. This doesn't change their Speed or {@action Strike} attack and damage." + "The onidoshi takes on the appearance of an {@creature ogre}. This doesn't change their Speed or {@action Strike} attack and damage." ], "name": "Change Shape", "generic": true @@ -43679,7 +43615,7 @@ "poison" ], "note": "", - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -43871,10 +43807,18 @@ ], "trigger": "The pachycephalosaurus damages a Medium or smaller foe with its skull {@action Strike}", "entries": [ - "The pachycephalosaurus digs in and flings its head up, shoving its foe away. It attempts an {@skill Athletics} check against the target's Fortitude DC. Critical Success The pachycephalosaurus pushes the opponent up to 10 feet away from itself and knocks the target {@condition prone}. Success The pachycephalosaurus pushes the opponent back 5 feet. Failure The pachycephalosaurus fails to push the opponent. Critical Failure As failure, but the failed attempt leaves the pachycephalosaurus {@condition flat-footed} for 1 round." + "The pachycephalosaurus digs in and flings its head up, shoving its foe away. It attempts an {@skill Athletics} check against the target's Fortitude DC.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The pachycephalosaurus pushes the opponent up to 10 feet away from itself and knocks the target {@condition prone}.", + "Success": "The pachycephalosaurus pushes the opponent back 5 feet.", + "Failure": "The pachycephalosaurus fails to push the opponent.", + "Critical Failure": "As failure, but the failed attempt leaves the pachycephalosaurus {@condition flat-footed} for 1 round." + } + } ], - "name": "Sudden Shove", - "entries_as_xyz": "Ability not found: 'Sudden {@action Shove} As failure, but the failed attempt leaves the pachycephalosaurus {@condition flat-footed} for 1 round.' in Pachycephalosaurus, p.81" + "name": "Sudden Shove" } ], "inflicts": { @@ -44069,7 +44013,7 @@ "poison" ], "note": "", - "DC": "29", + "DC": 29, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -44615,20 +44559,20 @@ "name": "dimension door" } ] + }, + "constant": { + "2": { + "spells": [ + { + "name": "see invisibility" + } + ] + } } } } ], "abilitiesBot": [ - { - "traits": [ - "2nd" - ], - "entries": [ - "see invisibility." - ], - "name": "Constant" - }, { "activity": { "number": 1, @@ -44659,7 +44603,7 @@ "poison" ], "note": "", - "DC": "30", + "DC": 30, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -44914,20 +44858,46 @@ "name": "sunburst" } ] + }, + "constant": { + "5": { + "spells": [ + { + "name": "detect alignment", + "notes": [ + "evil only" + ] + }, + { + "name": "tongues" + }, + { + "name": "true seeing" + } + ] + } } } } ], - "abilitiesBot": [ + "rituals": [ { - "traits": [ - "5th" - ], - "entries": [ - "detect alignment (evil only), tongues, true seeing Rituals DC 37; angelic messenger, call spirit, resurrect." - ], - "name": "Constant" - }, + "DC": 37, + "rituals": [ + { + "name": "angelic messenger", + "source": "Bst" + }, + { + "name": "call spirit" + }, + { + "name": "resurrect" + } + ] + } + ], + "abilitiesBot": [ { "activity": { "number": 2, @@ -45596,7 +45566,7 @@ "poison" ], "note": " A quetz couatl's venom deals good\ndamage rather than poison damage to fiends", - "DC": "29", + "DC": 29, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -45792,21 +45762,9 @@ }, "trigger": "The quickling is targeted by a {@action Strike}", "entries": [ - "The quickling darts aside, gaining a +2 circumstance bonus." + "The quickling darts aside, gaining a +2 circumstance bonus to AC, then {@action Stride||Strides} up to half their Speed after the {@action Strike} resolves." ], "name": "Can't Catch Me" - }, - { - "entries": [ - "AC, then {@action Stride||Strides} up to half their Speed after." - ], - "name": "to" - }, - { - "entries": [ - "{@action Strike} resolves." - ], - "name": "the" } ], "speed": { @@ -46386,15 +46344,9 @@ { "entries": [ "A raven can use simple items as tools, such as poking a stick at an opening to tease out a piece of food.", - "They are also quite adept at stealing objects. A raven can't use." + "They are also quite adept at stealing objects. A raven can't use {@skill Thievery} to {@action Palm an Object}, {@action Disable a Device}, or {@action Pick a Lock}, but it can use {@skill Thievery} to {@action Steal} light objects that it can carry in its beak or talons or to accomplish other relatively simple tasks." ], "name": "Cunning" - }, - { - "entries": [ - "{@action Palm an Object}, {@action Disable a Device}, or {@action Pick a Lock}, but it can use {@skill Thievery} to {@action Steal} light objects that it can carry in its beak or talons or to accomplish other relatively simple tasks." - ], - "name": "Thievery to" } ], "ac": { @@ -46549,9 +46501,7 @@ "unit": "action" }, "entries": [ - "The ravens' angry pecking deals {@damage 1d8} piercing damage to each enemy in the swarm's space (DC 20 basic Reflex save). A creature that critically fails its save is {@condition blinded} for {@dice 1d4} rounds as the ravens focus their attacks on the target's vulnerable face.", - "teleport or gaseous form. Of course, Ravener Though their lifespans can measure in millennia, all dragons must eventually perish. While many do so on the blades or under the spells of dragonslayers, some manage to outlast their enemies and must, in time, face the truth that awaits all living creatures at the end of their natural lifespan. As with many other creatures, some dragons respond to such looming reminders of their own mortality poorly, and the particularly prideful or wrathful of their kind often lash out in anger when confronted by this grim truth. Peace and acceptance may find some dragons, but the most stubborn of their ilk (and invariably the most wicked) may pursue a different answer to the problem. These dragons seek out sinister rites that can transform them into undead creatures known as raveners.", - "A ravener's flesh is stripped away as part of the transformation, leaving only their skeleton. What they lose in flesh, however, the dragon gains in soul-rending power, as their raw spiritual energy forms a protective barrier around their skeleton, keeping it intact and allowing flight with now-skeletal wings. This new existence is not so easy to maintain as other forms of undeath, however, and the." + "The ravens' angry pecking deals {@damage 1d8} piercing damage to each enemy in the swarm's space (DC 20 basic Reflex save). A creature that critically fails its save is {@condition blinded} for {@dice 1d4} rounds as the ravens focus their attacks on the target's vulnerable face." ], "name": "Swarming Beaks" } @@ -47243,12 +47193,9 @@ "unit": "action" }, "entries": [ - "As blue-ringed octopus, but 80 feet." + "The reef octopus moves up to 80 feet in a straight line through the water without triggering reactions." ], - "name": "Jet", - "entries_as_xyz": [ - "The blue-ringed octopus moves up to 60 feet in a straight line through the water without triggering reactions." - ] + "name": "Jet" }, { "entries": [ @@ -47259,7 +47206,7 @@ "poison" ], "note": "", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -47823,9 +47770,11 @@ ], "abilitiesBot": [ { - "entries": [ - "Primal Innate Spells DC 35; 5th charm (at will), control water (at will); 2nd invisibility (at will), obscuring mist (at will); Constant (6th) water walk." - ], + "activity": { + "number": 1, + "unit": "free" + }, + "entries": [], "name": "Improved Grab", "generic": true }, @@ -47843,13 +47792,7 @@ "primal" ], "entries": [ - "The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 27 Will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against." - ], - "name": "Beckoning Call" - }, - { - "entries": [ - "Call, that creature is temporarily immune for 24 hours.", + "The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 27 Will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, that creature is temporarily immune for 24 hours.", { "type": "successDegree", "entries": { @@ -47859,7 +47802,7 @@ } } ], - "name": "Beckoning" + "name": "Beckoning Call" }, { "activity": { @@ -48141,7 +48084,16 @@ ], "frequency": "once per hour", "entries": [ - "The sacristan opens their mouth to unloose the wailing howls and mind-twisting darkness of the Shadow Plane. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with {@ability darkvision} can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 28 Will save. Critical Success The creature is unaffected and is then temporarily immune for 24 hours. Success The creature is {@condition deafened} for 1 round. Failure The creature is {@condition confused} and {@condition deafened} for 1 round. Critical Failure The creature takes 20 mental damage, and is {@condition confused} and {@condition deafened} for 1 round." + "The sacristan opens their mouth to unloose the wailing howls and mind-twisting darkness of the Shadow Plane. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with {@ability darkvision} can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 28 Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected and is then temporarily immune for 24 hours.", + "Success": "The creature is {@condition deafened} for 1 round.", + "Failure": "The creature is {@condition confused} and {@condition deafened} for 1 round.", + "Critical Failure": "The creature takes 20 mental damage, and is {@condition confused} and {@condition deafened} for 1 round." + } + } ], "name": "Shadow Scream" } @@ -49153,7 +49105,7 @@ "poison" ], "note": "", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -49355,8 +49307,7 @@ "concentrate" ], "entries": [ - "Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on {@skill Deception} checks and DCs to pass as an ordinary scarecrow.", - "akin to spheres of annihilation or." + "Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on {@skill Deception} checks and DCs to pass as an ordinary scarecrow." ], "name": "Mundane Appearance" } @@ -49474,7 +49425,9 @@ ], "resistances": [ { - "name": "physical" + "name": "physical", + "amount": 5, + "note": "except adamantine" } ], "abilitiesMid": [ @@ -49721,15 +49674,9 @@ }, "trigger": "A creature rolls a critical failure on a melee weapon {@action Strike} against the scythe tree", "entries": [ - "The scythe tree attempts." + "The scythe tree attempts to {@action Disarm} the creature." ], "name": "Ripping Disarm" - }, - { - "entries": [ - "{@action Disarm} the creature." - ], - "name": "to" } ], "speed": { @@ -50778,7 +50725,7 @@ "poison" ], "note": "", - "DC": "36", + "DC": 36, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", @@ -51132,6 +51079,17 @@ "tradition": "Occult", "DC": 23, "entry": { + "0": { + "level": 4, + "spells": [ + { + "name": "daze" + }, + { + "name": "detect magic" + } + ] + }, "1": { "spells": [ { @@ -51161,15 +51119,6 @@ } ], "abilitiesBot": [ - { - "traits": [ - "4th" - ], - "entries": [ - "daze, detect magic." - ], - "name": "Cantrips" - }, { "activity": { "number": 1, @@ -51373,7 +51322,7 @@ "disease" ], "note": "", - "DC": "22", + "DC": 22, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -51583,7 +51532,7 @@ "primal" ], "note": "", - "DC": "27", + "DC": 27, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -51888,7 +51837,7 @@ "disease" ], "note": "", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": "{@dice 1d4} days", "maxDuration": null, @@ -52414,10 +52363,18 @@ ], "requirements": "The soul eater is adjacent to a {@condition dying} creature", "entries": [ - "The soul eater attempts to devour the {@condition dying} creature's soul. The creature must attempt a DC 25 Will save. A creature that dies as a result of Drain Soul can't be restored to life except by a spell or ritual of 8th level or higher. If the soul eater that used Drain Soul on a creature is slain within 100 feet of that creature's corpse and the creature has been dead no longer than 1 minute, the creature's soul returns to its body and is restored to life, leaving the creature {@condition unconscious} and {@condition dying 1} but no longer {@condition doomed}. Critical Success The creature is unaffected. Success The creature becomes {@condition doomed 1}, or increases its {@condition doomed} value by 1 if it was already {@condition doomed}. Failure As success, but {@condition doomed 2}. Critical Failure As success, but {@condition doomed 3}." + "The soul eater attempts to devour the {@condition dying} creature's soul. The creature must attempt a DC 25 Will save. A creature that dies as a result of Drain Soul can't be restored to life except by a spell or ritual of 8th level or higher. If the soul eater that used Drain Soul on a creature is slain within 100 feet of that creature's corpse and the creature has been dead no longer than 1 minute, the creature's soul returns to its body and is restored to life, leaving the creature {@condition unconscious} and {@condition dying 1} but no longer {@condition doomed}.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature becomes {@condition doomed 1}, or increases its {@condition doomed} value by 1 if it was already {@condition doomed}.", + "Failure": "As success, but {@condition doomed 2}.", + "Critical Failure": "As success, but {@condition doomed 3}." + } + } ], - "name": "Drain Soul", - "entries_as_xyz": "Ability not found: 'Drain Soul As success, but {@condition doomed 2}. Critical Failure As success, but {@condition doomed 3}.' in Soul Eater, p.247" + "name": "Drain Soul" }, { "traits": [ @@ -52653,7 +52610,7 @@ "poison" ], "note": "", - "DC": "15", + "DC": 15, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -52925,13 +52882,10 @@ }, "abilitiesTop": [ { - "traits": [ - "spinosaurus" - ], "entries": [ - "can hold its breath for 2 hours." + "A spinosaurus can hold its breath for 2 hours." ], - "name": "Deep Breath A" + "name": "Deep Breath" } ], "ac": { @@ -53017,7 +52971,16 @@ ], "requirements": "The spinosaurus is swimming on the surface of water", "entries": [ - "With a powerful lunge to the side, the spinosaurus uses its sail to slap the surface of the water, creating a crushing wave of water that deals {@damage 6d6} bludgeoning damage in a 30-foot cone. Each creature in the water in the area must attempt a DC 30 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is {@condition slowed 1} until the end of its next turn. Critical Failure The creature takes double damage and is {@condition stunned 3}." + "With a powerful lunge to the side, the spinosaurus uses its sail to slap the surface of the water, creating a crushing wave of water that deals {@damage 6d6} bludgeoning damage in a 30-foot cone. Each creature in the water in the area must attempt a DC 30 Reflex save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature takes half damage.", + "Failure": "The creature takes full damage and is {@condition slowed 1} until the end of its next turn.", + "Critical Failure": "The creature takes double damage and is {@condition stunned 3}." + } + } ], "name": "Staggering Sail" }, @@ -53597,10 +53560,18 @@ }, "trigger": "A creature in the sportlebore swarm's area speaks, uses a verbal component, or opens its mouth", "entries": [ - "A portion of the sportlebore swarm attempts to surge down the throat of the triggering creature, which must attempt a DC 25 Fortitude save. Critical Success The creature is unaffected. Success The creature gets a mouthful of sportlebores. It spits the insects out and avoids further damage, but it can't speak for 1 round, and if it was performing a verbal spellcasting action, the spell fails and the caster wastes the action. Failure The creature takes {@damage 4d6} piercing damage from sportlebore bites, can't speak for 1 round, and loses a spell as noted under Success. Critical Failure As failure, but the creature is also exposed to sportlebore infestation." + "A portion of the sportlebore swarm attempts to surge down the throat of the triggering creature, which must attempt a DC 25 Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature gets a mouthful of sportlebores. It spits the insects out and avoids further damage, but it can't speak for 1 round, and if it was performing a verbal spellcasting action, the spell fails and the caster wastes the action.", + "Failure": "The creature takes {@damage 4d6} piercing damage from sportlebore bites, can't speak for 1 round, and loses a spell as noted under Success.", + "Critical Failure": "As failure, but the creature is also exposed to sportlebore infestation." + } + } ], - "name": "Pour Down Throat", - "entries_as_xyz": "Ability not found: 'Pour Down Throat As failure, but the creature is also exposed to sportlebore infestation.' in Sportlebore Swarm, p.251" + "name": "Pour Down Throat" } ], "speed": { @@ -53995,6 +53966,14 @@ "tradition": "Primal", "DC": 25, "entry": { + "0": { + "level": 4, + "spells": [ + { + "name": "dancing lights" + } + ] + }, "2": { "spells": [ { @@ -54026,15 +54005,6 @@ } ], "abilitiesBot": [ - { - "traits": [ - "4th" - ], - "entries": [ - "dancing lights." - ], - "name": "Cantrips" - }, { "activity": { "number": 1, @@ -54658,7 +54628,7 @@ "poison" ], "note": "", - "DC": "16", + "DC": 16, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -55348,10 +55318,17 @@ ], "requirements": "The sunflower leshy begins its turn in an area of bright light", "entries": [ - "20 feet; ; The sunflower leshy reflects the sun or another source of bright light from their face. Each creature that ends its turn in the emanation must attempt a DC 16 Will save. Success The creature is unaffected and is temporarily immune to heliotrope for 24 hours. Failure The creature is distracted by the light, becoming {@condition flat‑footed} for 1 round. Critical Failure As failure, but the creature is also {@condition dazzled} for 1 round." + "The sunflower leshy reflects the sun or another source of bright light from their face. Each creature that ends its turn in a 20-foot emanation must attempt a DC 16 Will save.", + { + "type": "successDegree", + "entries": { + "Success": "The creature is unaffected and is temporarily immune to heliotrope for 24 hours.", + "Failure": "The creature is distracted by the light, becoming {@condition flat‑footed} for 1 round.", + "Critical Failure": "As failure, but the creature is also {@condition dazzled} for 1 round." + } + } ], - "name": "Heliotrope", - "entries_as_xyz": "Ability not found: 'Heliotrope As failure, but the creature is also {@condition dazzled} for 1 round.' in Sunflower Leshy, p.160" + "name": "Heliotrope" }, { "traits": [ @@ -56027,10 +56004,17 @@ "DC": 41, "entry": { "constant": { + "8": { + "spells": [ + { + "name": "true seeing" + } + ] + }, "9": { "spells": [ { - "name": "freedom" + "name": "freedom of movement" } ] } @@ -56040,9 +56024,11 @@ ], "abilitiesBot": [ { - "entries": [ - "Primal Innate Spells DC 41; Constant (9th) freedom of movement; (8th) true seeing." - ], + "activity": { + "number": 1, + "unit": "free" + }, + "entries": [], "name": "Improved Grab", "generic": true }, @@ -56440,7 +56426,7 @@ "poison" ], "note": "", - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -57271,6 +57257,17 @@ "tradition": "Occult", "DC": 40, "entry": { + "0": { + "level": 9, + "spells": [ + { + "name": "daze" + }, + { + "name": "detect magic" + } + ] + }, "7": { "spells": [ { @@ -57311,20 +57308,38 @@ "name": "phantasmal calamity" } ] + }, + "constant": { + "4": { + "spells": [ + { + "name": "freedom of movement" + } + ] + }, + "6": { + "spells": [ + { + "name": "true seeing" + } + ] + } } } } ], - "abilitiesBot": [ + "rituals": [ { - "traits": [ - "9th" - ], - "entries": [ - "daze, detect magic; Constant (6th) true seeing, (4th) freedom of movement Rituals DC 40; imprisonment (9th)" - ], - "name": "Cantrips" - }, + "DC": 40, + "rituals": [ + { + "name": "imprisonment", + "level": 9 + } + ] + } + ], + "abilitiesBot": [ { "activity": { "number": 1, @@ -57400,7 +57415,7 @@ "poison" ], "note": "", - "DC": "40", + "DC": 40, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -57641,8 +57656,7 @@ }, { "entries": [ - "A creature that takes damage from a thunderbird's thunderbolt {@action Strike} must succeed at a DC 28 Fortitude save or be knocked {@condition prone} and {@condition deafened} for 1 round.", - "pages 118\u2013119 of the Gamemastery Guide, potential diseases that a." + "A creature that takes damage from a thunderbird's thunderbolt {@action Strike} must succeed at a DC 28 Fortitude save or be knocked {@condition prone} and {@condition deafened} for 1 round." ], "name": "Thunderstrike" } @@ -57918,7 +57932,7 @@ "poison" ], "note": "", - "DC": "28", + "DC": 28, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -58410,7 +58424,7 @@ "disease" ], "note": "", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -59520,12 +59534,9 @@ "negative" ], "entries": [ - "As urdefhan warrior, but DC 21 and {@damage 5d6} negative damage." + "When an urdefhan dies, its {@condition invisible} flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals {@damage 5d6} negative damage to creatures in this area as their flesh curdles and rots as well (DC 21 basic Fortitude save)." ], - "name": "Necrotic Decay", - "entries_as_xyz": [ - "When an urdefhan dies, its {@condition invisible} flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals {@damage 3d6} negative damage to creatures in this area as their flesh curdles and rots as well (DC 17 basic Fortitude save)." - ] + "name": "Necrotic Decay" } ], "speed": { @@ -60048,19 +60059,12 @@ "type": "successDegree", "entries": { "Success": "The creature is unaffected.", - "Failure": "The creature is {@condition drained 1}, and the vampiric mist gains 5 temporary" + "Failure": "The creature is {@condition drained 1}, and the vampiric mist gains 5 temporary Hit Points.", + "Critical Failure": "The creature is {@condition drained 2}. The vampiric mist gains 10 temporary Hit Points and takes on an intense red until the end of its next turn. During this time, it gains a +2 status bonus to AC and saves and is {@condition quickened}. It can use its extra action only to {@action Strike}." } } ], "name": "Blood Siphon" - }, - { - "entries": [ - "Critical Failure The creature is {@condition drained 2}.", - "The vampiric mist gains 10 temporary Hit Points and takes on an intense red until the end of its next turn. During this time, it gains a +2 status bonus to AC and saves and is {@condition quickened}. It can use its extra action only to {@action Strike}.", - "spell‑reflecting plate mail." - ], - "name": "Hit Points." } ], "inflicts": { @@ -60310,12 +60314,9 @@ }, { "entries": [ - "As esobok, but {@dice 2d6}." + "A vanth's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal {@damage 2d6} negative damage to living creatures and {@damage 2d6} positive damage to undead." ], - "name": "Spirit Touch", - "entries_as_xyz": [ - "An esobok's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal {@damage 1d6} negative damage to living creatures and {@damage 1d6} positive damage to undead." - ] + "name": "Spirit Touch" }, { "activity": { @@ -60330,10 +60331,18 @@ ], "frequency": "three times per day", "entries": [ - "The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 25 Will save. Critical Success The target is unaffected and is temporarily immune to Vanth's Curse for 24 hours. Success The target feels a momentary shudder of doom and is {@condition stupefied 1} for 1 minute by the distracting sensation. Failure The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is {@condition stupefied 2}. Each time the target gains the {@condition dying} condition, the {@condition stupefied} condition value increases by 1, to a maximum value of {@condition stupefied 4}. Critical Failure As failure, but the effect is permanent." + "The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 25 Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected and is temporarily immune to Vanth's Curse for 24 hours.", + "Success": "The target feels a momentary shudder of doom and is {@condition stupefied 1} for 1 minute by the distracting sensation.", + "Failure": "The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is {@condition stupefied 2}. Each time the target gains the {@condition dying} condition, the {@condition stupefied} condition value increases by 1, to a maximum value of {@condition stupefied 4}.", + "Critical Failure": "As failure, but the effect is permanent." + } + } ], - "name": "Vanth's Curse", - "entries_as_xyz": "Ability not found: 'Vanth's Curse As failure, but the effect is permanent.' in Vanth, p.210" + "name": "Vanth's Curse" } ], "inflicts": { @@ -61792,12 +61801,9 @@ "visual" ], "entries": [ - "30 feet. As nabasu, but with a DC 38 Fortitude save." + "30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 38 Fortitude save. If it fails, it becomes {@condition drained 1}." ], - "name": "Death-Stealing Gaze", - "entries_as_xyz": [ - "30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 23 Fortitude save. If it fails, it becomes {@condition drained 1}." - ] + "name": "Death-Stealing Gaze" } ], "speed": { @@ -61920,21 +61926,17 @@ "visual" ], "entries": [ - "As nabasu, but the vrolikai does not have starvation vulnerability." - ], - "name": "Consume Death", - "entries_as_xyz": [ - "The nabasu focuses their death-stealing gaze upon a single target they can see within 30 feet. The target must immediately attempt a Fortitude save against death-stealing gaze.", + "The vrolikai focuses their death-stealing gaze upon a single target they can see within 30 feet. The target must immediately attempt a Fortitude save against death-stealing gaze.", { "type": "successDegree", "entries": { - "Critical Success": "The creature is unaffected and the nabasu suffers starvation vulnerability.", "Success": "The creature is unaffected.", - "Failure": "The creature is affected by deathstealing gaze and becomes {@condition drained 1}. If the creature was already {@condition drained 1} by the death-stealing gaze before attempting the save, a failed save increases the value of the {@condition drained} condition by 1, to a maximum of {@condition drained 4}. The nabasu gains 10 temporary Hit Points, and the {@condition drained} creature is temporarily immune until the start of the nabasu's next turn.", + "Failure": "The creature is affected by deathstealing gaze and becomes {@condition drained 1}. If the creature was already {@condition drained 1} by the death-stealing gaze before attempting the save, a failed save increases the value of the {@condition drained} condition by 1, to a maximum of {@condition drained 4}. The vrolikai gains 10 temporary Hit Points, and the {@condition drained} creature is temporarily immune until the start of the vrolikai's next turn.", "Critical Failure": "As failure, but the creature increases the amount of drain by 2." } } - ] + ], + "name": "Consume Death" }, { "activity": { @@ -62284,7 +62286,16 @@ ], "requirements": "The vrykolakas ancient is adjacent to an {@condition unconscious} creature", "entries": [ - "The vrykolakas ancient steals the creature's breath. The {@condition unconscious} creature begins suffocating, can't be awakened for 1 round, and must attempt a DC 33 Fortitude save. If a creature is targeted with this ability in consecutive rounds, the save DC decreases by 2 each round after the first. Critical Success The target immediately awakens and is then temporarily immune to {@action Steal} Breath for 24 hours. Success The target is unaffected. Failure The target takes {@dice 1d10} damage. Critical Failure The target is reduced to 0 HP and becomes {@condition dying 1}." + "The vrykolakas ancient steals the creature's breath. The {@condition unconscious} creature begins suffocating, can't be awakened for 1 round, and must attempt a DC 33 Fortitude save. If a creature is targeted with this ability in consecutive rounds, the save DC decreases by 2 each round after the first.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target immediately awakens and is then temporarily immune to {@action Steal} Breath for 24 hours.", + "Success": "The target is unaffected.", + "Failure": "The target takes {@dice 1d10} damage.", + "Critical Failure": "The target is reduced to 0 HP and becomes {@condition dying 1}." + } + } ], "name": "Steal Breath" } @@ -62815,10 +62826,6 @@ "A water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water. While in this form, a water orm's swim Speed increases to 600 feet, it automatically succeeds at {@skill Athletics} checks to swim, and it gains a +4 circumstance bonus to {@skill Stealth} checks in water. A water orm can remain in this form for 8 hours, but it can't enter salt water when using this ability. A water orm can return to its normal form using a single action which has the {@trait concentrate} trait." ], "name": "Water Travel" - }, - { - "entries": [], - "name": "the Pathfinder Bestiary." } ], "inflicts": { @@ -63111,13 +63118,10 @@ "transmutation" ], "entries": [ - "As onidoshi, but into a storm giant. The yai can also turn into a puddle of water, with the effects of gaseous form except they retain their land Speed, double their swim Speed, and can't fly." + "The water yai takes on the appearance of an {@creature storm giant}. This doesn't change their Speed or {@action Strike} attack and damage. The yai can also turn into a puddle of water, with the effects of gaseous form except they retain their land Speed, double their swim Speed, and can't fly." ], "name": "Change Shape", - "generic": true, - "entries_as_xyz": [ - "The onidoshi takes on the appearance of an ogre. This doesn't change their Speed or {@action Strike} attack and damage." - ] + "generic": true }, { "activity": { @@ -63133,10 +63137,18 @@ ], "requirements": "The water yai's last action was a successful kimono {@action Strike}", "entries": [ - "The water yai extends a portion of their kimono to attempt to envelop a creature within 15 feet. The water yai must attempt a {@skill Performance} check against the creature's Reflex DC. Critical Success The creature takes {@damage 20d6} electricity damage and is {@condition grabbed} until the end of its next turn. Success As critical success, but only {@damage 10d6} electricity damage. Failure The target takes {@damage 5d6} electricity damage but is not {@condition grabbed}. Critical Failure The target is unaffected." + "The water yai extends a portion of their kimono to attempt to envelop a creature within 15 feet. The water yai must attempt a {@skill Performance} check against the creature's Reflex DC.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature takes {@damage 20d6} electricity damage and is {@condition grabbed} until the end of its next turn.", + "Success": "As critical success, but only {@damage 10d6} electricity damage.", + "Failure": "The target takes {@damage 5d6} electricity damage but is not {@condition grabbed}.", + "Critical Failure": "The target is unaffected." + } + } ], - "name": "Enveloping Kimono", - "entries_as_xyz": "Ability not found: 'Enveloping Kimono As critical success, but only {@damage 10d6} electricity damage. Failure The target takes {@damage 5d6} electricity damage but is not {@condition grabbed}. Critical Failure The target is unaffected.' in Water Yai, p.191" + "name": "Enveloping Kimono" } ], "inflicts": { @@ -63365,12 +63377,14 @@ }, { "traits": [ - "of" + "curse", + "necromancy", + "primal" ], "entries": [ - "the Wereboar (curse, necromancy, primal); Saving Throw DC 18 Fortitude." + "Saving Throw DC 18 Fortitude." ], - "name": "Curse" + "name": "Curse of the Wereboar" }, { "traits": [ @@ -63525,7 +63539,7 @@ "curse of the weretiger", "Grab" ], - "damage": "{@damage 2d6+7} piercing plus curse of the weretiger and Grab", + "damage": "{@damage 2d6+7} piercing plus curse of the weretiger and {@ability Grab}", "types": [ "piercing" ] @@ -63538,7 +63552,7 @@ "agile" ], "effects": [], - "damage": "{@damage 2d4+7} slashing", + "damage": "{@damage 2d4+7} slashing and {@ability Grab}", "types": [ "slashing" ] @@ -63550,26 +63564,57 @@ "number": 1, "unit": "action" }, + "traits": [ + "concentrate", + "polymorph", + "primal", + "transmutation" + ], "entries": [ - "Melee claw +14 (agile), Damage {@damage 2d4+7} slashing." + "Human with fist +14 for {@damage 1d4+7} bludgeoning, or tiger with Speed 30 feet and Wrestle (Bestiary page 53)." ], - "name": "and Grab" + "name": "Change Shape", + "generic": true + }, + { + "traits": [ + "curse", + "necromancy", + "primal" + ], + "entries": [ + "Saving Throw DC 21 Fortitude." + ], + "name": "Curse of the Weretiger" }, { - "activity": { - "number": 1, - "unit": "action" - }, "traits": [ - "concentrate", "polymorph", "primal", "transmutation" ], + "entries": [], + "name": "Moon Frenzy" + }, + { + "activity": { + "number": 1, + "unit": "action" + }, "entries": [ - "Human with fist +14 for {@damage 1d4+7} bludgeoning, or tiger with." + "The weretiger {@action Stride||Strides} and makes a {@action Strike} at the end of that movement. If the weretiger began this action hidden, they remain hidden until after this ability's {@action Strike}." ], - "name": "Change Shape", + "name": "Pounce" + }, + { + "activity": { + "number": 1, + "unit": "action" + }, + "entries": [ + "claw" + ], + "name": "Rend", "generic": true } ], @@ -65381,14 +65426,12 @@ "entries": [ { "type": "affliction", - "name": "", "traits": [ "disease" ], - "note": " The {@condition sickened} condition from xill eggs doesn't\nimprove on its own until the disease is cured or runs its\ncourse. It can be cured with a 10-minute operation that\nrequires a successful DC 26 {@skill Medicine} check and deals\n{@damage 4d6} slashing damage to the host", - "DC": "24", + "note": " The {@condition sickened} condition from xill eggs doesn't improve on its own until the disease is cured or runs its course. It can be cured with a 10-minute operation that requires a successful DC 26 {@skill Medicine} check and deals {@damage 4d6} slashing damage to the host", + "DC": 24, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "24 hours", "stages": [ { @@ -65403,21 +65446,19 @@ }, { "stage": 3, - "entry": "{@condition sickened 2} ;", + "entry": "{@condition sickened 2}", "duration": "4 hours" + }, + { + "stage": 3, + "entry": "{@condition sickened 2} and {@damage 2d6} {@condition persistent damage||persistent bleed damage} as larval xills burrow out of the body and immediately fade away into the {@place Ethereal Plane}", + "duration": "1 hour" } ] } ], "name": "Xill Eggs" }, - { - "traits": [ - "1 hour" - ], - "entries": [], - "name": "the Ethereal Plane" - }, { "traits": [ "incapacitation", @@ -65769,12 +65810,9 @@ }, { "entries": [ - "As esobok, but {@dice 3d6}." + "A yamaraj's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal {@damage 3d6} negative damage to living creatures and {@damage 3d6} positive damage to undead." ], - "name": "Spirit Touch", - "entries_as_xyz": [ - "An esobok's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal {@damage 1d6} negative damage to living creatures and {@damage 1d6} positive damage to undead." - ] + "name": "Spirit Touch" }, { "entries": [ @@ -65785,7 +65823,7 @@ "poison" ], "note": " While a creature is {@condition clumsy} from this poison, it is {@condition doomed} with the same value", - "DC": "42", + "DC": 42, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", @@ -65917,12 +65955,9 @@ "aura" ], "entries": [ - "As yellow musk thrall, but DC 15." + "5 feet. Grasping tendrils extend out from the brute. When the brute ends its movement next to a creature, or a creature ends its turn next to the brute, that creature must succeed at a DC 15 Reflex save or be {@condition grabbed} by the tendrils." ], - "name": "Entangling Tendrils", - "entries_as_xyz": [ - "5 feet. Grasping tendrils extend out from the thrall. When the thrall ends its movement next to a creature, or a creature ends its turn next to the thrall, that creature must succeed at a DC 14 Reflex save or be {@condition grabbed} by the tendrils." - ] + "name": "Entangling Tendrils" } ], "speed": { @@ -65952,22 +65987,16 @@ "entry": "{@as F}" }, "entries": [ - "As yellow musk thrall, but the trigger occurs when the yellow musk brute is reduced to 15 HP or fewer." + "Creeper tendrils tear through the brute's limbs, causing its forearms to tear loose. The brute's melee reach increases by 5 feet." ], "name": "Limb Extension", - "trigger": "The yellow musk thrall is reduced to 4 HP or fewer", - "entries_as_xyz": [ - "Creeper tendrils tear through the thrall's limbs, causing its forearms to tear loose. The thrall's melee reach increases by 5 feet." - ] + "trigger": "The yellow musk thrall is reduced to 15 HP or fewer" }, { "entries": [ - "As yellow musk thrall, but DC 15." + "When the brute strikes a creature, that creature is exposed to yellow musk creeper pollen, as Spray Pollen (DC 15). The creature is {@condition fascinated} by the yellow musk creeper that spawned the brute, not by the brute itself." ], - "name": "Pollen Touch", - "entries_as_xyz": [ - "When the thrall strikes a creature, that creature is exposed to yellow musk creeper pollen, as Spray Pollen (DC 14). The creature is {@condition fascinated} by the yellow musk creeper that spawned the thrall, not by the thrall itself." - ] + "name": "Pollen Touch" } ], "inflicts": { @@ -66083,16 +66112,10 @@ "mental" ], "entries": [ - "The creeper bores dozens of tendrils into the brain of a Small, Medium, or Large humanoid creature that's {@condition unconscious}, willing, or {@condition fascinated} by Spray Pollen, and within reach of the creeper's tendrils. The creature must succeed at a DC 18 Fortitude save or become {@condition stupefied 1} ({@condition stupefied 2} on a critical failure). Subsequent failed saves against Bore." + "The creeper bores dozens of tendrils into the brain of a Small, Medium, or Large humanoid creature that's {@condition unconscious}, willing, or {@condition fascinated} by Spray Pollen, and within reach of the creeper's tendrils. The creature must succeed at a DC 18 Fortitude save or become {@condition stupefied 1} ({@condition stupefied 2} on a critical failure). Subsequent failed saves against Bore into Brain increase the {@condition stupefied} value. If the creature reaches {@condition stupefied 5}, it is turned into a yellow musk thrall (see below). Boring into a creature's brain doesn't end fascination caused by Spray Pollen." ], "name": "Bore into Brain" }, - { - "entries": [ - "Brain increase the {@condition stupefied} value. If the creature reaches {@condition stupefied 5}, it is turned into a yellow musk thrall (see below). Boring into a creature's brain doesn't end fascination caused by Spray Pollen." - ], - "name": "into" - }, { "activity": { "number": 2, @@ -68036,7 +68059,7 @@ "virulent" ], "note": "", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": "{@dice 1d4} days", "maxDuration": null, @@ -68274,20 +68297,30 @@ "name": "locate" } ] + }, + "constant": { + "6": { + "spells": [ + { + "name": "true seeing" + } + ] + } } } } ], - "abilitiesBot": [ + "rituals": [ { - "traits": [ - "6th" - ], - "entries": [ - "true seeing Rituals DC 32; geas." - ], - "name": "Constant" - }, + "DC": 32, + "rituals": [ + { + "name": "geas" + } + ] + } + ], + "abilitiesBot": [ { "activity": { "number": 2, diff --git a/data/bestiary/creatures-bst3.json b/data/bestiary/creatures-bst3.json index ed695ead15..c9503a3678 100644 --- a/data/bestiary/creatures-bst3.json +++ b/data/bestiary/creatures-bst3.json @@ -113,10 +113,8 @@ "resistances": [ { "amount": 5, - "name": "all damage" - }, - { - "name": "ghost" + "name": "all damage", + "note": "except force, {@item ghost touch}, or positive; double resistance against non-magical" } ], "abilitiesMid": [ @@ -210,8 +208,7 @@ "abilitiesBot": [ { "entries": [ - "When hit by an abandoned zealot's hand of despair, a creature capable of divine spellcasting or with divinely granted abilities must succeed at a DC 24 Will save or be unable to use those spells or abilities until the end of its next turn.", - "through the Test of the Starstone." + "When hit by an abandoned zealot's hand of despair, a creature capable of divine spellcasting or with divinely granted abilities must succeed at a DC 24 Will save or be unable to use those spells or abilities until the end of its next turn." ], "name": "Rend Faith" } @@ -392,16 +389,10 @@ "necromancy" ], "entries": [ - "When the abrikandilu hits a creature with a jaws {@action Strike}, the creature must succeed at a DC 21 Fortitude save or become physically mutilated. The creature then takes a \u20131 status penalty." + "When the abrikandilu hits a creature with a jaws {@action Strike}, the creature must succeed at a DC 21 Fortitude save or become physically mutilated. The creature then takes a \u20131 status penalty to Charisma-based checks. This penalty is cumulative up to \u20133 and remains even if the wounds are healed. The penalty is reduced by 1 every 24 hours until it reaches 0." ], "name": "Mutilating Bite" }, - { - "entries": [ - "Charisma-based checks. This penalty is cumulative up to \u20133 and remains even if the wounds are healed. The penalty is reduced by 1 every 24 hours until it reaches 0." - ], - "name": "to" - }, { "activity": { "number": 1, @@ -1173,11 +1164,6 @@ ], "abilitiesMid": [ { - "activity": { - "number": 1, - "unit": "reaction", - "entry": "{@as R}" - }, "traits": [ "aura", "emotion", @@ -1185,12 +1171,28 @@ "mental" ], "entries": [ - "90 feet, DC 32 (page 305)", - "Animals, fungi, and plants take a \u20132 circumstance penalty to the save.", - "Fed by Water As young forest dragon, but 35 temporary HP." + "90 feet, DC 32. Animals, fungi, and plants take a \u20132 circumstance penalty to the save." ], "name": "Frightful Presence", "generic": true + }, + { + "activity": { + "number": 1, + "unit": "reaction", + "entry": "{@as R}" + }, + "traits": [ + "healing", + "necromancy", + "primal" + ], + "trigger": "The forest dragon is targeted with a water spell or effect", + "frequency": "once per hour", + "entries": [ + "The forest dragon gains 35 temporary Hit Points." + ], + "name": "Fed by Water" } ], "speed": { @@ -1254,97 +1256,36 @@ "type": "Innate", "tradition": "Primal", "DC": 34, - "entry": { - "4": { - "spells": [ - { - "name": "entangle" - }, - { - "name": "tree shape" - } - ] - } - } - }, - { - "name": "Primal Prepared", - "type": "Prepared", - "tradition": "Primal", - "DC": 29, - "attack": 22, "entry": { "0": { "level": 4, "spells": [ { - "name": "acid splash" - }, - { - "name": "detect magic" - }, - { - "name": "guidance" - }, - { - "name": "read aura" - }, - { - "name": "tanglefoot" - } - ] - }, - "1": { - "spells": [ - { - "name": "create water" - }, - { - "name": "goblin pox" - }, - { - "name": "pest form" - } - ] - }, - "2": { - "spells": [ - { - "name": "animal messenger" - }, - { - "name": "darkness" - }, - { - "name": "water breathing" - } - ] - }, - "3": { - "spells": [ - { - "name": "animal vision" - }, - { - "name": "stinking cloud" - }, - { - "name": "wall of thorns" + "name": "know direction" } ] }, "4": { "spells": [ { - "name": "gaseous form" - }, - { - "name": "hallucinatory terrain" + "name": "entangle" }, { - "name": "solid fog" + "name": "tree shape" } ] + }, + "constant": { + "1": { + "spells": [ + { + "name": "pass without trace", + "notes": [ + "forest terrain only" + ] + } + ] + } } } } @@ -1355,12 +1296,7 @@ "number": 1, "unit": "action" }, - "traits": [ - "page 305" - ], - "entries": [ - "Melee tail +29 (magical, reach 25 feet), Damage {@damage 3d8+13} bludgeoning plus {@ability Grab} Primal Innate Spells DC 34; 4th entangle, tree shape Primal Prepared Spells DC 29, attack +22; 4th gaseous form, hallucinatory terrain, solid fog; 3rd animal vision, stinking cloud, wall of thorns; 2nd animal messenger, darkness, water breathing; 1st create water, goblin pox, pest form; Cantrips (4th) acid splash, detect magic, guidance, read aura, tanglefoot; Rituals DC 29; plant growth Primal Prepared Spells DC 34, dragon, plus 6th baleful polymorph, purple worm sting, tangling creepers; 5th cloudkill, moon frenzy, tree stride; Cantrips (6th) acid splash, detect magic, guidance, read aura, tanglefoot; Rituals DC 34; commune with nature Primal Prepared Spells DC 41, plus 9th implosion, nature's enmity; 8th horrid wilting, polar ray, punishing winds; 7th eclipse burst, prismatic spray, true target; Cantrips (9th) acid splash, detect magic, guidance, read aura, tanglefoot (see forest shape); Cantrips (4th) know direction; Constant (1st) pass without trace (forest terrain only)" - ], + "entries": [], "name": "Grab", "generic": true }, @@ -1374,12 +1310,9 @@ "primal" ], "entries": [ - "As young forest dragon, but {@dice 14d6} damage and 40-foot cone (DC 34)." + "The dragon unleashes a swarm of insects that deals {@damage 14d6} piercing damage in a 40-foot cone (DC 34 basic Reflex save) before dispersing. A creature that critically fails is {@condition stunned 2} from the insects' venom; this is a {@trait poison} effect. The dragon can't use Breath Weapon again for {@dice 1d4} rounds." ], - "name": "Breath Weapon", - "entries_as_xyz": [ - "The dragon unleashes a swarm of insects that deals {@damage 10d6} piercing damage in a 30-foot cone (DC 29 basic Reflex save) before dispersing. A creature that critically fails is {@condition stunned 2} from the insects' venom; this is a {@trait poison} effect. The dragon can't use Breath Weapon again for {@dice 1d4} rounds." - ] + "name": "Breath Weapon" }, { "activity": { @@ -1599,13 +1532,10 @@ "water" ], "entries": [ - "As young sea dragon, but resistance 20." + "The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 20 to fire and to all physical damage." ], "name": "Liquefy", - "trigger": "The dragon is targeted by a {@action Strike} or spell that could deal fire or physical damage to them", - "entries_as_xyz": [ - "The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 15 to fire and to all physical damage." - ] + "trigger": "The dragon is targeted by a {@action Strike} or spell that could deal fire or physical damage to them" } ], "speed": { @@ -1687,20 +1617,33 @@ ] } ] + }, + "constant": { + "2": { + "spells": [ + { + "name": "water walk" + } + ] + } } } } ], - "abilitiesBot": [ + "rituals": [ { - "traits": [ - "2nd" - ], - "entries": [ - "water walk Rituals DC 32; control weather (doesn't require secondary casters)" - ], - "name": "Constant" - }, + "DC": 32, + "rituals": [ + { + "name": "control weather", + "notes": [ + "doesn't require secondary casters" + ] + } + ] + } + ], + "abilitiesBot": [ { "activity": { "number": 2, @@ -1712,13 +1655,9 @@ "water" ], "entries": [ - "As young sea dragon, but {@dice 13d6} damage in a 25-foot burst within 50 feet (DC 32 basic Reflex save)." + "The dragon shoots a ball of water that deals {@damage 13d6} bludgeoning damage in a 25-foot burst within 50 feet (DC 32 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for {@dice 1d4} rounds." ], - "name": "Breath Weapon", - "entries_as_xyz": [ - "The dragon shoots a ball of water that deals {@damage 9d6} bludgeoning damage in a 20-foot burst within 40 feet (DC 26 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for {@dice 1d4} rounds.", - "Arcane Prepared Spells DC 26, attack +19; 3rd feet to fins, haste, wall of wind; 2nd hideous laughter, resist energy, water breathing; 1st air bubble, grease, grim tendrils; Cantrips (3rd) detect magic, message, prestidigitation, read aura, shield Arcane Prepared Spells DC 32, plus 5th mariner's curse, tongues, wall of ice; 4th dimension door, gaseous form, resilient sphere; Cantrips (5th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 32; commune with nature Arcane Prepared Spells DC 38, plus 8th disappearance, discern location, horrid wilting; 7th energy aegis, project image, spell turning; 6th phantasmal calamity, repulsion, true seeing; Cantrips (8th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 38; commune with nature." - ] + "name": "Breath Weapon" }, { "activity": { @@ -1752,12 +1691,9 @@ "water" ], "entries": [ - "As young sea dragon, but DC 32." + "A living creature that takes damage from the sea dragon's jaws {@action Strike} must succeed at a DC 32 Fortitude save or become {@condition sickened 1} as a surge of excess water floods its body." ], - "name": "Hyponatremia", - "entries_as_xyz": [ - "A living creature that takes damage from the sea dragon's jaws {@action Strike} must succeed at a DC 26 Fortitude save or become {@condition sickened 1} as a surge of excess water floods its body." - ] + "name": "Hyponatremia" } ], "inflicts": { @@ -2005,12 +1941,9 @@ "evocation" ], "entries": [ - "As young sky dragon, but {@damage 7d12} electricity, 25-foot burst within 50 feet, and DC 33. See divine lightning below." + "The dragon shoots a ball of electricity that deals {@damage 7d12} electricity damage in a 25-foot burst within 50 feet (DC 33 basic Reflex save). They can't use Breath Weapon again for {@dice 1d4} rounds. See divine lightning below." ], - "name": "Breath Weapon", - "entries_as_xyz": [ - "The dragon shoots a ball of electricity that deals {@damage 5d12} electricity damage in a 20-foot burst within 40 feet (DC 28 basic Reflex save). They can't use Breath Weapon again for {@dice 1d4} rounds." - ] + "name": "Breath Weapon" }, { "activity": { @@ -2320,12 +2253,9 @@ "occult" ], "entries": [ - "As young sovereign dragon, but {@damage 16d6} mental damage and a 40-foot cone (DC 36)." + "The dragon unleashes a roar charged with psychic energy, dealing {@damage 16d6} mental damage in a 40-foot cone (DC 36 basic Will save). The dragon can't use Breath Weapon again for {@dice 1d4} rounds." ], - "name": "Breath Weapon", - "entries_as_xyz": [ - "The dragon unleashes a roar charged with psychic energy, dealing {@damage 12d6} mental damage in a 30-foot cone (DC 30 basic Will save). The dragon can't use Breath Weapon again for {@dice 1d4} rounds." - ] + "name": "Breath Weapon" }, { "entries": [ @@ -2349,7 +2279,7 @@ "unit": "action" }, "entries": [ - "As young sovereign dragon, but resistance 15 and DC 36." + "The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 15 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 36 Fortitude save or be {@condition dazzled}. All these effects last until the end of the dragon's next turn." ], "name": "Gleaming Armor", "traits": [ @@ -2357,10 +2287,7 @@ "light", "occult" ], - "frequency": "once per hour", - "entries_as_xyz": [ - "The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 10 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 30 Fortitude save or be {@condition dazzled}. All these effects last until the end of the dragon's next turn." - ] + "frequency": "once per hour" }, { "activity": { @@ -2639,12 +2566,7 @@ "number": 1, "unit": "action" }, - "traits": [ - "page 305" - ], - "entries": [ - "Melee tail +24 (magical, reach 20 feet), Damage {@damage 2d8+13} bludgeoning plus {@ability Grab} Arcane Innate Spells DC 30, attack +24; 4th continual flame, wall of fire; Cantrips (4th) detect magic." - ], + "entries": [], "name": "Grab", "generic": true }, @@ -2665,12 +2587,9 @@ "fire" ], "entries": [ - "As young underworld dragon, but {@damage 10d6} fire damage in a 25-foot burst within 50 feet (DC 30 basic Reflex save), and {@damage 2d6} {@condition persistent damage ||persistent fire damage}." + "The dragon breathes a blast of fire that explodes in a 25-foot burst within 50 feet, dealing {@damage 10d6} fire damage (DC 30 basic Reflex save). Creatures that fail the save also take {@damage 2d6} {@condition persistent damage ||persistent fire damage}. The dragon can't use Breath Weapon again for {@dice 1d4} rounds." ], - "name": "Breath Weapon", - "entries_as_xyz": [ - "The dragon breathes a blast of fire that explodes in a 20-foot burst within 40 feet, dealing {@damage 7d6} fire damage (DC 25 basic Reflex save). Creatures that fail the save also take {@damage 1d6} {@condition persistent damage ||persistent fire damage}. The dragon can't use Breath Weapon again for {@dice 1d4} rounds." - ] + "name": "Breath Weapon" }, { "entries": [ @@ -3456,7 +3375,7 @@ "poison" ], "note": "", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -3617,11 +3536,6 @@ }, "abilitiesMid": [ { - "activity": { - "number": 1, - "unit": "reaction", - "entry": "{@as R}" - }, "traits": [ "aura", "emotion", @@ -3629,11 +3543,28 @@ "mental" ], "entries": [ - "90 feet, DC 39 (page 305). Animals, fungi, and plants take a \u20132 circumstance penalty to the save.", - "Fed by Water As young forest dragon, but 40 temporary HP." + "90 feet, DC 39. Animals, fungi, and plants take a \u20132 circumstance penalty to the save." ], "name": "Frightful Presence", "generic": true + }, + { + "activity": { + "number": 1, + "unit": "reaction", + "entry": "{@as R}" + }, + "traits": [ + "healing", + "necromancy", + "primal" + ], + "trigger": "The forest dragon is targeted with a water spell or effect", + "frequency": "once per hour", + "entries": [ + "The forest dragon gains 40 temporary Hit Points." + ], + "name": "Fed by Water" } ], "speed": { @@ -3761,12 +3692,9 @@ "primal" ], "entries": [ - "As young forest dragon, but {@dice 20d6} damage and 60-foot cone (DC 41)." + "The dragon unleashes a swarm of insects that deals {@damage 20d6} piercing damage in a 60-foot cone (DC 41 basic Reflex save) before dispersing. A creature that critically fails is {@condition stunned 2} from the insects' venom; this is a {@trait poison} effect. The dragon can't use Breath Weapon again for {@dice 1d4} rounds." ], - "name": "Breath Weapon", - "entries_as_xyz": [ - "The dragon unleashes a swarm of insects that deals {@damage 10d6} piercing damage in a 30-foot cone (DC 29 basic Reflex save) before dispersing. A creature that critically fails is {@condition stunned 2} from the insects' venom; this is a {@trait poison} effect. The dragon can't use Breath Weapon again for {@dice 1d4} rounds." - ] + "name": "Breath Weapon" }, { "activity": { @@ -3790,7 +3718,7 @@ "unit": "action" }, "entries": [ - "As adult forest dragon, but {@dice 9d10} damage (DC 41)." + "The dragon draws moisture from the living creatures surrounding them, using the energy to heal their own wounds. Each living creature in a 30-foot emanation takes {@damage 9d10} negative damage (DC 41 basic Fortitude save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect. In addition, all non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any resulting {@quickref difficult terrain||3|terrain}, cover, and concealment. Water is also consumed in the same way, typically lowering any standing body of water fully within the area by 1 foot." ], "name": "Draining Blight", "traits": [ @@ -3799,10 +3727,7 @@ "negative", "primal" ], - "frequency": "once per day", - "entries_as_xyz": [ - "The dragon draws moisture from the living creatures surrounding them, using the energy to heal their own wounds. Each living creature in a 30-foot emanation takes {@damage 7d10} negative damage (DC 34 basic Fortitude save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect. In addition, all non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any resulting {@quickref difficult terrain||3|terrain}, cover, and concealment. Water is also consumed in the same way, typically lowering any standing body of water fully within the area by 1 foot." - ] + "frequency": "once per day" }, { "entries": [ @@ -4002,13 +3927,10 @@ "water" ], "entries": [ - "As young sea dragon, but resistance 25." + "The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 25 to fire and to all physical damage." ], "name": "Liquefy", - "trigger": "The dragon is targeted by a {@action Strike} or spell that could deal fire or physical damage to them", - "entries_as_xyz": [ - "The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 15 to fire and to all physical damage." - ] + "trigger": "The dragon is targeted by a {@action Strike} or spell that could deal fire or physical damage to them" } ], "speed": { @@ -4122,13 +4044,9 @@ "water" ], "entries": [ - "As young sea dragon, but {@damage 18d6} bludgeoning damage in a 30-foot burst within 60 feet (DC 38 basic Reflex save)." + "The dragon shoots a ball of water that deals {@damage 18d6} bludgeoning damage in a 30-foot burst within 60 feet (DC 38 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for {@dice 1d4} rounds." ], - "name": "Breath Weapon", - "entries_as_xyz": [ - "The dragon shoots a ball of water that deals {@damage 9d6} bludgeoning damage in a 20-foot burst within 40 feet (DC 26 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for {@dice 1d4} rounds.", - "Arcane Prepared Spells DC 26, attack +19; 3rd feet to fins, haste, wall of wind; 2nd hideous laughter, resist energy, water breathing; 1st air bubble, grease, grim tendrils; Cantrips (3rd) detect magic, message, prestidigitation, read aura, shield Arcane Prepared Spells DC 32, plus 5th mariner's curse, tongues, wall of ice; 4th dimension door, gaseous form, resilient sphere; Cantrips (5th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 32; commune with nature Arcane Prepared Spells DC 38, plus 8th disappearance, discern location, horrid wilting; 7th energy aegis, project image, spell turning; 6th phantasmal calamity, repulsion, true seeing; Cantrips (8th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 38; commune with nature." - ] + "name": "Breath Weapon" }, { "activity": { @@ -4162,12 +4080,9 @@ "water" ], "entries": [ - "As young sea dragon, but DC 38 and {@condition sickened 2}." + "A living creature that takes damage from the sea dragon's jaws {@action Strike} must succeed at a DC 38 Fortitude save or become {@condition sickened 2} as a surge of excess water floods its body." ], - "name": "Hyponatremia", - "entries_as_xyz": [ - "A living creature that takes damage from the sea dragon's jaws {@action Strike} must succeed at a DC 26 Fortitude save or become {@condition sickened 1} as a surge of excess water floods its body." - ] + "name": "Hyponatremia" }, { "activity": { @@ -4183,10 +4098,18 @@ "requirements": "The dragon is in a body of water at least as large as they are", "frequency": "once per 10 minutes;", "entries": [ - "The dragon slams their body down, sending a towering wave outward. This wave deals {@damage 10d12} bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 38 Reflex save. Structures and unattended objects in the area take the full amount of damage with no saving throw. Critical Success The creature takes no damage but is pushed 30 feet from the dragon. Success The creature takes half damage and is pushed 60 feet from the dragon. Failure The creature takes full damage, is pushed 120 feet from the dragon, and falls {@condition prone}. Critical Failure As failure, but double damage." + "The dragon slams their body down, sending a towering wave outward. This wave deals {@damage 10d12} bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 38 Reflex save. Structures and unattended objects in the area take the full amount of damage with no saving throw.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature takes no damage but is pushed 30 feet from the dragon.", + "Success": "The creature takes half damage and is pushed 60 feet from the dragon.", + "Failure": "The creature takes full damage, is pushed 120 feet from the dragon, and falls {@condition prone}.", + "Critical Failure": "As failure, but double damage." + } + } ], - "name": "Tidal Wave", - "entries_as_xyz": "Ability not found: 'Tidal Wave As failure, but double damage.' in Ancient Sea Dragon, p.78" + "name": "Tidal Wave" } ], "inflicts": { @@ -4433,12 +4356,9 @@ "evocation" ], "entries": [ - "As young sky dragon, but {@damage 9d12} electricity and {@damage 2d12} sonic damage, 30-foot burst within 60 feet, DC 40. See divine lightning below." + "The dragon shoots a ball of electricity that deals {@damage 9d12} electricity damage and {@damage 2d12} sonic damage in a 30-foot burst within 60 feet (DC 40 basic Reflex save). They can't use Breath Weapon again for {@dice 1d4} rounds. See divine lightning below." ], - "name": "Breath Weapon", - "entries_as_xyz": [ - "The dragon shoots a ball of electricity that deals {@damage 5d12} electricity damage in a 20-foot burst within 40 feet (DC 28 basic Reflex save). They can't use Breath Weapon again for {@dice 1d4} rounds." - ] + "name": "Breath Weapon" }, { "activity": { @@ -4792,12 +4712,9 @@ "occult" ], "entries": [ - "As young sovereign dragon, but {@damage 21d6} mental damage and a 50-foot cone (DC 43)." + "The dragon unleashes a roar charged with psychic energy, dealing {@damage 21d6} mental damage in a 50-foot cone (DC 43 basic Will save). The dragon can't use Breath Weapon again for {@dice 1d4} rounds." ], - "name": "Breath Weapon", - "entries_as_xyz": [ - "The dragon unleashes a roar charged with psychic energy, dealing {@damage 12d6} mental damage in a 30-foot cone (DC 30 basic Will save). The dragon can't use Breath Weapon again for {@dice 1d4} rounds." - ] + "name": "Breath Weapon" }, { "entries": [ @@ -4821,7 +4738,7 @@ "unit": "action" }, "entries": [ - "As young sovereign dragon, but resistance 20 and DC 43." + "The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 20 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 43 Fortitude save or be {@condition dazzled}. All these effects last until the end of the dragon's next turn." ], "name": "Gleaming Armor", "traits": [ @@ -4829,10 +4746,7 @@ "light", "occult" ], - "frequency": "once per hour", - "entries_as_xyz": [ - "The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 10 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 30 Fortitude save or be {@condition dazzled}. All these effects last until the end of the dragon's next turn." - ] + "frequency": "once per hour" }, { "activity": { @@ -4856,13 +4770,10 @@ "occult" ], "entries": [ - "As adult sovereign dragon, but the status bonus is +2." + "The dragon chooses a mortal they've {@condition observed} performing an exceptional act and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site. If the creature agrees, until its next daily preparations, it gains a +2 status bonus to the dragon's choice of attack rolls, AC, or all of the following: {@skill Perception}, Will saves, and Charisma-based skill checks. The dragon can {@action Dismiss} this benefit by spending a single action (that has the {@trait concentrate} trait), which they're swift to do if the mortal dares to defy the dragon's directive." ], "name": "Inspire Envoy", - "frequency": "once per day", - "entries_as_xyz": [ - "The dragon chooses a mortal they've {@condition observed} performing an exceptional act and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site. If the creature agrees, until its next daily preparations, it gains a +1 status bonus to the dragon's choice of attack rolls, AC, or all of the following: {@skill Perception}, Will saves, and Charisma-based skill checks. The dragon can {@action Dismiss} this benefit by spending a single action (that has the {@trait concentrate} trait), which they're swift to do if the mortal dares to defy the dragon's directive." - ] + "frequency": "once per day" } ], "inflicts": { @@ -5021,12 +4932,9 @@ "fire" ], "entries": [ - "10 feet. As adult underworld dragon, but DC 35." + "10 feet. Each creature that ends its turn in the aura must succeed at a DC 35 Fortitude saving throw or become {@condition fatigued} while it remains in the aura." ], - "name": "Sweltering Heat", - "entries_as_xyz": [ - "10 feet. Each creature that ends its turn in the aura must succeed at a DC 28 Fortitude saving throw or become {@condition fatigued} while it remains in the aura." - ] + "name": "Sweltering Heat" } ], "speed": { @@ -5132,12 +5040,9 @@ "fire" ], "entries": [ - "As young underworld dragon, but {@damage 14d6} fire damage in a 30-foot burst within 60 feet (DC 39 basic Reflex save), and {@damage 3d6} {@condition persistent damage ||persistent fire damage}." + "The dragon breathes a blast of fire that explodes in a 30-foot burst within 60 feet, dealing {@damage 14d6} fire damage (DC 39 basic Reflex save). Creatures that fail the save also take {@damage 3d6} {@condition persistent damage ||persistent fire damage}. The dragon can't use Breath Weapon again for {@dice 1d4} rounds." ], - "name": "Breath Weapon", - "entries_as_xyz": [ - "The dragon breathes a blast of fire that explodes in a 20-foot burst within 40 feet, dealing {@damage 7d6} fire damage (DC 25 basic Reflex save). Creatures that fail the save also take {@damage 1d6} {@condition persistent damage ||persistent fire damage}. The dragon can't use Breath Weapon again for {@dice 1d4} rounds." - ] + "name": "Breath Weapon" }, { "entries": [ @@ -5294,20 +5199,10 @@ "abilitiesMid": [ { "entries": [ - "The android takes a \u20131 circumstance penalty." + "The android takes a \u20131 circumstance penalty to Diplomacy and {@skill Performance} checks, and to {@skill Perception} checks to {@action Sense Motive}." ], "name": "Emotionally Unaware" }, - { - "entries": [ - "{@skill Performance} checks, and to {@skill Perception} checks." - ], - "name": "to Diplomacy and" - }, - { - "entries": [], - "name": "to Sense Motive." - }, { "activity": { "number": 1, @@ -5477,21 +5372,11 @@ "entry": "{@as R}" }, "trigger": "A creature makes a melee weapon {@action Strike} against the angazhani and misses", - "requirements": "The angazhani is benefiting from their Defensive", - "entries": [], - "name": "Defensive Disarm" - }, - { - "entries": [ - "The angazhani attempts." - ], - "name": "Slam; Effect" - }, - { + "requirements": "The angazhani is benefiting from their Defensive Slam", "entries": [ - "{@action Disarm} the attacker of the triggering weapon." + "The angazhani attempts to {@action Disarm} the attacker of the triggering weapon." ], - "name": "to" + "name": "Defensive Disarm" } ], "speed": { @@ -5920,13 +5805,9 @@ "abilitiesMid": [ { "entries": [ - "As animated silverware swarm, but reduced to AC 35 when {@condition broken}." + "Like normal objects, an animated colossus has Hardness. This Hardness reduces any damage the swarm takes by an amount equal to the Hardness. Once an animated colossus is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 35." ], - "name": "Construct Armor", - "entries_as_xyz": [ - "Like normal objects, an animated silverware swarm has Hardness. This Hardness reduces any damage the swarm takes by an amount equal to the Hardness.", - "Once an animated silverware swarm is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 12." - ] + "name": "Construct Armor" }, { "entries": [ @@ -6103,13 +5984,9 @@ "abilitiesMid": [ { "entries": [ - "As animated silverware swarm, but reduced to AC 26 when {@condition broken}." + "Like normal objects, an animated furnace has Hardness. This Hardness reduces any damage the furnace takes by an amount equal to the Hardness. Once an animated furnace is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 26." ], - "name": "Construct Armor", - "entries_as_xyz": [ - "Like normal objects, an animated silverware swarm has Hardness. This Hardness reduces any damage the swarm takes by an amount equal to the Hardness.", - "Once an animated silverware swarm is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 12." - ] + "name": "Construct Armor" } ], "speed": { @@ -6408,13 +6285,9 @@ "abilitiesMid": [ { "entries": [ - "As animated silverware swarm, but reduced to AC 32 when {@condition broken}." + "Like normal objects, an animated trebuchet has Hardness. This Hardness reduces any damage the trebuchet takes by an amount equal to the Hardness. Once an animated trebuchet is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 32." ], - "name": "Construct Armor", - "entries_as_xyz": [ - "Like normal objects, an animated silverware swarm has Hardness. This Hardness reduces any damage the swarm takes by an amount equal to the Hardness.", - "Once an animated silverware swarm is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 12." - ] + "name": "Construct Armor" } ], "speed": { @@ -6652,16 +6525,6 @@ } ], "abilitiesBot": [ - { - "activity": { - "number": 1, - "unit": "action" - }, - "entries": [ - "{@damage 1d6+8} piercing Ranged crossbow +14 (range increment 60, reload 1), Damage {@damage 1d8+8} piercing Divine Innate Spells DC 18; 1st true strike." - ], - "name": "S), Damage" - }, { "entries": [ "When the sharpshooter reloads their crossbow, they also calculate the best angle to their target, increasing the damage die from {@dice 1d8} to {@dice 1d10} and gaining a +2 circumstance bonus to their damage roll for their next crossbow {@action Strike}, as long as it occurs before the end of their next turn." @@ -7070,6 +6933,15 @@ "name": "vampiric touch" } ] + }, + "constant": { + "4": { + "spells": [ + { + "name": "speak with plants" + } + ] + } } } } @@ -7080,24 +6952,10 @@ "number": 1, "unit": "action" }, - "traits": [ - "page 305" - ], - "entries": [ - "Ranged thorns +16, Damage {@damage 2d8+5} piercing plus {@damage 1d4} {@condition persistent damage ||persistent bleed} Primal Innate Spells DC 22; 3rd vampiric touch;" - ], + "entries": [], "name": "Knockdown", "generic": true }, - { - "traits": [ - "4th" - ], - "entries": [ - "speak with plants." - ], - "name": "Constant" - }, { "activity": { "number": 2, @@ -7222,14 +7080,13 @@ "abilitiesMid": [ { "entries": [ - "As living graffiti." + "When a creature attempts to {@action Strike} a living rune and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living rune. This might damage the surface or the attacker's weapon, at the GM's discretion." ], - "name": "Backdrop", - "entries_as_xyz": "Ability not found: 'Backdrop As living graffiti.' in Arcane Living Rune, p.163" + "name": "Backdrop" }, { "entries": [ - "As living graffiti, except it takes {@dice 7d6} damage when its surface is destroyed." + "A living rune can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a fireball spell or a wall being smashed), the rune takes {@damage 7d6} damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the rune is destroyed." ], "name": "Surface-Bound" } @@ -7872,7 +7729,7 @@ "abilitiesBot": [ { "entries": [ - "Exposure to the bauble beast's magical stomach fluids enchants the mind. A creature critically hit by the beast's jaws or bile {@action Strike} is subject to a charitable urgeAPG spell (DC 23)." + "Exposure to the bauble beast's magical stomach fluids enchants the mind. A creature critically hit by the beast's jaws or bile {@action Strike} is subject to a {@spell charitable urge|apg} spell (DC 23)." ], "name": "Philanthropic Bile" }, @@ -7883,17 +7740,11 @@ "exploration" ], "entries": [ - "The jeweler beast creates imitation jewelry within its own digestive system. This takes about 4 hours. Determining the jewelry is fake works like detecting a forgery (Core Rulebook 251), using either {@skill Perception} or {@skill Crafting} instead." - ], - "name": "Forge Jewelry" - }, - { - "entries": [ - "{@skill Society}, with a DC of 25.", + "The jeweler beast creates imitation jewelry within its own digestive system. This takes about 4 hours. Determining the jewelry is fake works like detecting a forgery (Core Rulebook 251), using either {@skill Perception} or {@skill Crafting} instead of Perception or {@skill Society}, with a DC of 25.", "The process of creating fake jewelry also places an enchantment inside the item. Anyone who dons the imitation jewelry is targeted with a DC 24 {@spell suggestion} spell with a duration of 1 hour on a failure or 24 hours on a critical failure.", "A creature that fails learns the location where the fake jewelry was created and is compelled to collect their valuable belongings and bring them to that location. Removing the imitation jewelry ends the spell immediately, but the wearer can't take it off voluntarily." ], - "name": "of Perception or" + "name": "Forge Jewelry" } ], "inflicts": { @@ -8112,22 +7963,9 @@ "occult" ], "entries": [ - "The baykok steals life from its victim and leaves listless dread in its place. If a target fails its save against Devour Life, it becomes {@condition drained 1}. Each time the target gets a full night's rest, it must succeed at a DC 26 Fortitude save or its {@condition drained} value increases rather than decreasing. The curse ends if the creature recovers from the {@condition drained} condition, but if the creature would reach {@condition drained 5} from this effect, it dies.", - "(page 236 and Bestiary 298) and zombie (page 302 and Bestiary." + "The baykok steals life from its victim and leaves listless dread in its place. If a target fails its save against Devour Life, it becomes {@condition drained 1}. Each time the target gets a full night's rest, it must succeed at a DC 26 Fortitude save or its {@condition drained} value increases rather than decreasing. The curse ends if the creature recovers from the {@condition drained} condition, but if the creature would reach {@condition drained 5} from this effect, it dies." ], "name": "Wasting Curse" - }, - { - "entries": [ - "2 of the Pathfinder." - ], - "name": "in Chapter" - }, - { - "entries": [ - "Guide to determine." - ], - "name": "Gamemastery" } ], "inflicts": { @@ -8305,15 +8143,9 @@ "trigger": "A bright light source reveals the betobeto-san", "requirements": "The betobeto-san isn't already within an area of bright light", "entries": [ - "The betobeto-san {@action Step||Steps} briefly." + "The betobeto-san Steps briefly into the {@place Shadow Plane} and then back again, appearing up to 30 feet away from where they began." ], "name": "Shadow Step" - }, - { - "entries": [ - "Plane and then back again, appearing up to 30 feet away from where they began." - ], - "name": "into the Shadow" } ], "speed": { @@ -9366,30 +9198,21 @@ { "entries": [ "A brainchild is sustained only by the reputation that precedes them.", - "Mindless creatures are immune to a brainchild and can't perceive them. The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability. A creature can {@action Seek}." - ], - "name": "Urban Legend" - }, - { - "traits": [ - "against the brainchild's Deception DC" - ], - "entries": [ - "to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have.", + "Mindless creatures are immune to a brainchild and can't perceive them. The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability. A creature can {@action Seek} or {@action Sense Motive} to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have.", { "type": "list", "items": [ - "{@bold Tremorsense} (imprecise) 100 feet (page 306)", - "Immunity to one damage type, magic school, or condition", - "Weakness 10 to one damage type other than mental", - "Resistance 10 to physical damage, with an exception for either cold iron or silver", - "{@bold Frightful Presence} (aura, emotion, fear, mental) 100 feet, DC 28", - "{@damage 1d6} Extra Damage on Strikes, of a type one foe believes in", - "{@bold Additional} Spells phantom pain and shadow blast at 6th level" + "{@b {@ability Tremorsense}} (imprecise) 100 feet", + "{@b Immunity} to one damage type, magic school, or condition", + "{@b Weakness} 10 to one damage type other than mental", + "{@b Resistance} 10 to physical damage, with an exception for either cold iron or silver", + "{@b Frightful Presence} (aura, emotion, fear, mental) 100 feet, DC 28", + "{@b {@damage 1d6} Extra Damage} on Strikes, of a type one foe believes in", + "{@b Additional Spells} {@spell phantom pain} and {@spell shadow blast} at 6th level" ] } ], - "name": "or Sense Motive" + "name": "Urban Legend" } ], "ac": { @@ -10444,9 +10267,6 @@ "unit": "reaction", "entry": "{@as R}" }, - "traits": [ - "page 304" - ], "entries": [], "name": "Attack of Opportunity", "generic": true @@ -10503,16 +10323,10 @@ "mental" ], "entries": [ - "Each caligni within 30 feet of the vanguard gains." + "Each caligni within 30 feet of the vanguard gains the Attack of Opportunity reaction until the end of the vanguard's next turn. Once a caligni has used this {@action Attack of Opportunity}, that caligni is temporarily immune to the same vanguard's Call to Arms for 10 minutes." ], "name": "Call to Arms" }, - { - "entries": [ - "Opportunity reaction until the end of the vanguard's next turn. Once a caligni has used this {@action Attack of Opportunity}, that caligni is temporarily immune to the same vanguard's Call to Arms for 10 minutes." - ], - "name": "the Attack of" - }, { "activity": { "number": 2, @@ -10869,16 +10683,9 @@ "unit": "action" }, "entries": [ - "The camel {@action Stride||Strides} twice. It has a +5-foot circumstance bonus to its Speed during these {@action Stride||Strides}, ignoring {@quickref difficult terrain||3|terrain} caused by rubble, sand, and uneven ground made of earth and stone.", - "troop's Hellknight plate (Pathfinder." + "The camel {@action Stride||Strides} twice. It has a +5-foot circumstance bonus to its Speed during these {@action Stride||Strides}, ignoring {@quickref difficult terrain||3|terrain} caused by rubble, sand, and uneven ground made of earth and stone." ], "name": "Sand Stride" - }, - { - "entries": [ - "80)" - ], - "name": "Lost Omens Character Guide" } ], "inflicts": { @@ -11129,10 +10936,17 @@ ], "requirements": "The caulborn's last action was a successful hand {@action Strike}", "entries": [ - "The caulborn steals some of the psychic energy from the creature it hit. The target must attempt a DC 25 Will save; regardless of the outcome, the creature is temporarily immune to Consume Thoughts for 1 minute. Success The target is unaffected. Failure The target becomes {@condition stupefied 2} for 1 minute, and the caulborn regains {@dice 1d12} Hit Points. Critical Failure As failure, but the target is {@condition stupefied 3} for 1 minute and the caulborn regains {@dice 2d12} Hit Points. If the target was already {@condition stupefied} when the caulborn used this ability, the target is also {@condition confused} for 1 round." + "The caulborn steals some of the psychic energy from the creature it hit. The target must attempt a DC 25 Will save; regardless of the outcome, the creature is temporarily immune to Consume Thoughts for 1 minute.", + { + "type": "successDegree", + "entries": { + "Success": "The target is unaffected.", + "Failure": "The target becomes {@condition stupefied 2} for 1 minute, and the caulborn regains {@dice 1d12} Hit Points.", + "Critical Failure": "As failure, but the target is {@condition stupefied 3} for 1 minute and the caulborn regains {@dice 2d12} Hit Points. If the target was already {@condition stupefied} when the caulborn used this ability, the target is also {@condition confused} for 1 round." + } + } ], - "name": "Consume Thoughts", - "entries_as_xyz": "Ability not found: 'Consume Thoughts As failure, but the target is {@condition stupefied 3} for 1 minute and the caulborn regains {@dice 2d12} Hit Points. If the target was already {@condition stupefied} when the caulborn used this ability, the target is also {@condition confused} for 1 round.' in Caulborn, p.94" + "name": "Consume Thoughts" }, { "traits": [ @@ -11490,19 +11304,10 @@ }, "requirements": "The cecaelia is holding a net in two appendages", "entries": [ - "The cecaelia hurls their net, attempting to hamper a foe. The cecaelia makes a ranged {@action Strike} (with a +15 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is {@condition flat-footed} and takes a \u201310-foot circumstance penalty to its Speeds. On a critical hit, the creature is instead {@condition restrained}." + "The cecaelia hurls their net, attempting to hamper a foe. The cecaelia makes a ranged {@action Strike} (with a +15 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is {@condition flat-footed} and takes a \u201310-foot circumstance penalty to its Speeds. On a critical hit, the creature is instead {@condition restrained}. The DC to Escape the net is 16. A creature adjacent to the target can {@action Interact} with the net to remove it from the target." ], "name": "Hurl Net" }, - { - "traits": [ - "the" - ], - "entries": [ - "net is 16. A creature adjacent to the target can {@action Interact} with the net to remove it from the target." - ], - "name": "The DC to Escape" - }, { "activity": { "number": 1, @@ -12156,14 +11961,9 @@ }, { "entries": [ - "City guards ignore {@quickref difficult terrain||3|terrain} (but not {@quickref greater difficult terrain||3|terrain}) caused by crowds or from movement through narrow spaces such as alleyways.", - "text on clockwork design\u2014Glorious." + "City guards ignore {@quickref difficult terrain||3|terrain} (but not {@quickref greater difficult terrain||3|terrain}) caused by crowds or from movement through narrow spaces such as alleyways." ], "name": "Urban Chasers" - }, - { - "entries": [], - "name": "Rhythms in Life and Mechanica." } ], "inflicts": { @@ -13418,7 +13218,7 @@ "poison" ], "note": "", - "DC": "14", + "DC": 14, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -14355,10 +14155,16 @@ ], "abilitiesBot": [ { + "activity": { + "number": 2, + "unit": "action" + }, + "frequency": "once per day", "entries": [ - "While bonded, the spirit guide loses the {@trait incorporeal} and {@trait spirit} traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage." + "The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 10, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies.", + "This bond strengthens the spirit guide's connection to the {@place Material Plane}. While bonded, the spirit guide loses the {@trait incorporeal} and {@trait spirit} traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage." ], - "name": "the Material Plane." + "name": "Bond with Mortal" }, { "activity": { @@ -14509,12 +14315,9 @@ "mental" ], "entries": [ - "100 feet. As Elysian titan, but DC 46." + "100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 46 Will save or its movement toward the titan is movement over {@quickref difficult terrain||3|terrain} ({@quickref greater difficult terrain||3|terrain} on a critical failure) for 1 round." ], - "name": "Impossible Stature", - "entries_as_xyz": [ - "100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 44 Will save or its movement toward the titan is movement over {@quickref difficult terrain||3|terrain} ({@quickref greater difficult terrain||3|terrain} on a critical failure) for 1 round." - ] + "name": "Impossible Stature" }, { "entries": [ @@ -14810,10 +14613,18 @@ }, "trigger": "A creature within 60 feet is targeted by a spell that would restore Hit Points or provide a status bonus (the deimavigga automatically recognizes such effects)", "entries": [ - "The deimavigga whispers disturbing lies, audible only to the target, to shake the target's faith in the spell's caster. The target must attempt a DC 43 Will save. Critical Success The target disbelieves the lies and receives the intended benefit of the spell; the target becomes temporarily immune to Whispers of Discord for 24 hours. Success As critical success, but the target isn't temporarily immune. Failure The spell fails to affect the target. The target refuses all aid from that caster for 1 round and doesn't count as the caster's ally. Critical Failure As failure, but the duration is 1 minute." + "The deimavigga whispers disturbing lies, audible only to the target, to shake the target's faith in the spell's caster. The target must attempt a DC 43 Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target disbelieves the lies and receives the intended benefit of the spell; the target becomes temporarily immune to Whispers of Discord for 24 hours.", + "Success": "As critical success, but the target isn't temporarily immune.", + "Failure": "The spell fails to affect the target. The target refuses all aid from that caster for 1 round and doesn't count as the caster's ally.", + "Critical Failure": "As failure, but the duration is 1 minute." + } + } ], - "name": "Whispers of Discord", - "entries_as_xyz": "Ability not found: 'Whispers of Discord As critical success, but the target isn't temporarily immune. Failure The spell fails to affect the target. The target refuses all aid from that caster for 1 round and doesn't count as the caster's ally. Critical Failure As failure, but the duration is 1 minute.' in Deimavigga, p.66" + "name": "Whispers of Discord" } ], "speed": { @@ -15302,7 +15113,7 @@ "abilitiesBot": [ { "entries": [ - "staff, striking rune." + "{@item staff}, {@item striking||striking rune}." ], "name": "Faithful Weapon" }, @@ -15687,7 +15498,7 @@ "traits": [ "poison" ], - "DC": "16", + "DC": 16, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -15748,7 +15559,8 @@ }, "senses": { "other": [ - "darkvision; true seeing" + "{@ability darkvision}", + "{@spell true seeing}" ] }, "languages": { @@ -16236,10 +16048,17 @@ ], "requirements": "The dramofir is adjacent to an {@condition unconscious} or sleeping creature", "entries": [ - "The dramofir licks the creature's forehead, places their hand in the same spot, and siphons the creature's dreams to incorporate into their robes. If the target is affected by any {@trait mental} effect altering their dreams, such as an animate dream's curse of endless nightmares or a {@spell nightmare} spell, the dramofir attempts to counteract that effect (counteract modifier +26). Otherwise, the dramofir plucks a benign dream from the creature, and the target must attempt a DC 36 Will save. Success The creature is unaffected. Failure The creature is {@condition stupefied 1} until the next time it gets a full night's rest. Critical Failure As failure, but {@condition stupefied 2}, and the dramofir casts a 6th-level {@spell modify memory} spell on the target." + "The dramofir licks the creature's forehead, places their hand in the same spot, and siphons the creature's dreams to incorporate into their robes. If the target is affected by any {@trait mental} effect altering their dreams, such as an animate dream's curse of endless nightmares or a {@spell nightmare} spell, the dramofir attempts to counteract that effect (counteract modifier +26). Otherwise, the dramofir plucks a benign dream from the creature, and the target must attempt a DC 36 Will save.", + { + "type": "successDegree", + "entries": { + "Success": "The creature is unaffected.", + "Failure": "The creature is {@condition stupefied 1} until the next time it gets a full night's rest.", + "Critical Failure": "As failure, but {@condition stupefied 2}, and the dramofir casts a 6th-level {@spell modify memory} spell on the target." + } + } ], - "name": "Pluck Dream", - "entries_as_xyz": "Ability not found: 'Pluck Dream As failure, but {@condition stupefied 2}, and the dramofir casts a 6th-level {@spell modify memory} spell on the target.' in Dramofir, p.86" + "name": "Pluck Dream" } ], "inflicts": { @@ -16840,7 +16659,7 @@ "requirements": "The duende is holding brown or yellow earthen objects, such as ginger or animal dung", "frequency": "once per day;", "entries": [ - "The duende makes the objects look, feel, and smell like gold trinkets of a similar size. A creature that touches or Interacts with an affected object can attempt a DC 18 {@skill Perception} check to disbelieve the illusion, and a successful DC 20 check with {@skill Crafting} or an appropriate {@skill Lore} skill (such as {@skill Lore||Mining Lore}) reveals their true nature. The effect ends if the objects are exposed to sunlight." + "The duende makes the objects look, feel, and smell like gold trinkets of a similar size. A creature that touches or Interacts with an affected object can attempt a DC 18 {@skill Perception} check to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}, and a successful DC 20 check with {@skill Crafting} or an appropriate {@skill Lore} skill (such as {@skill Lore||Mining Lore}) reveals their true nature. The effect ends if the objects are exposed to sunlight." ], "name": "Fool's Gold" } @@ -17133,10 +16952,8 @@ "resistances": [ { "amount": 10, - "name": "all damage" - }, - { - "name": "ghost" + "name": "all damage", + "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical" } ], "abilitiesMid": [ @@ -17386,12 +17203,9 @@ "air" ], "entries": [ - "30 feet. As air wisp, but for the {@trait earth} trait." + "30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the {@trait earth} trait; a creature with the {@trait elemental} and {@trait earth} traits gains this bonus to all attack and damage rolls." ], - "name": "Resonance", - "entries_as_xyz": [ - "30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the {@trait air} trait; a creature with the {@trait elemental} and {@trait air} traits gains this bonus to all attack and damage rolls." - ] + "name": "Resonance" }, { "activity": { @@ -17432,7 +17246,7 @@ "abilitiesBot": [ { "entries": [ - "When an air wisp rolls a critical failure on a check to {@action Aid}, they get a failure instead, and when they roll a success, they get a critical success instead." + "When an earth wisp rolls a critical failure on a check to {@action Aid}, they get a failure instead, and when they roll a success, they get a critical success instead." ], "name": "In Concert" } @@ -17881,16 +17695,37 @@ "name": "Guardian Monolith" }, { + "entries": [ + "When the sphinx casts shape stone, they can shape the stone into a magical duplicate of themself. When they cast {@spell clairaudience}, clairvoyance, locate, or ventriloquism, they can make the effect come from any duplicate, instead of themself. The elder sphinx can concentrate for 1 minute to transfer their consciousness to any duplicate; the sphinx is then in their stone form from Guardian Monolith in that statue. The sphinx can have no more than four duplicate statues at a time. Casting shape stone at that point causes the oldest duplicate to crumble to dust." + ], + "name": "Idols of Stone" + }, + { + "name": "Pose a Riddle", + "traits": [ + "enchantment", + "incapacitation", + "linguistic", + "mental", + "occult" + ], "activity": { "number": 2, "unit": "action" }, - "frequency": "once per 10 minutes; The sphinx recites a riddle and compels up to 10 creatures within 30 feet to answer (DC 37 Will save).", + "frequency": "once per 10 minutes", "entries": [ - "When the sphinx casts shape stone, they can shape the stone into a magical duplicate of themself. When they cast {@spell clairaudience}, clairvoyance, locate, or ventriloquism, they can make the effect come from any duplicate, instead of themself. The elder sphinx can concentrate for 1 minute to transfer their consciousness to any duplicate; the sphinx is then in their stone form from Guardian Monolith in that statue. The sphinx can have no more than four duplicate statues at a time. Casting shape stone at that point causes the oldest duplicate to crumble to dust. Pose a Riddle (enchantment, incapacitation, linguistic, mental, occult) The GM either runs the riddle out of character by timing the players' attempts, or picks an appropriate associated skill for the riddle, such as {@skill Religion} for a riddle involving divine mysteries. The sphinx gains a +2 circumstance bonus to attack rolls and damage rolls against any creature that answers incorrectly even once. This bonus lasts for 1 day. Critical Success The creature is unaffected, but it can choose to try to help solve the riddle.. Success The creature attempts to answer the riddle. Each round spending at least one action attempting a {@action Recall Knowledge} check with the chosen skill (or working on the answer, if using an out of game riddle). This lasts for 1 minute, until the creature successfully answers the riddle, or until an enemy takes a {@condition hostile} action against the creature, whichever comes first. Failure As success but the creature must spend at least two actions each round attempting to answer. Critical Failure As failure, but up to 1 hour." - ], - "name": "Idols of Stone", - "entries_as_xyz": "Ability not found: 'Idols of Stone As success but the creature must spend at least two actions each round attempting to answer.' in Elder Sphinx, p.250" + "The sphinx recites a riddle and compels up to 10 creatures within 30 feet to answer (DC 37 Will save). The GM either runs the riddle out of character by timing the players' attempts, or picks an appropriate associated skill for the riddle, such as {@skill Religion} for a riddle involving divine mysteries. The sphinx gains a +2 circumstance bonus to attack rolls and damage rolls against any creature that answers incorrectly even once. This bonus lasts for 1 day.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected, but it can choose to try to help solve the riddle.", + "Success": "The creature attempts to answer the riddle. Each round spending at least one action attempting a {@action Recall Knowledge} check with the chosen skill (or working on the answer, if using an out of game riddle). This lasts for 1 minute, until the creature successfully answers the riddle, or until an enemy takes a {@condition hostile} action against the creature, whichever comes first.", + "Failure": "As success but the creature must spend at least two actions each round attempting to answer.", + "Critical Failure": "As failure, but up to 1 hour." + } + } + ] }, { "activity": { @@ -18137,17 +17972,13 @@ "unit": "action" }, "entries": [ - "As wyrmwraith, but {@damage 24d6} negative damage, a 90-foot cone, and DC 46." + "The wyrmwraith unleashes a burst of negative energy that deals {@damage 24d6} negative damage to all creatures in a 90-foot cone (DC 46 basic Reflex save). They can't use Breath Weapon again for {@dice 1d4} rounds." ], "name": "Breath Weapon", "traits": [ "divine", "necromancy", "negative" - ], - "entries_as_xyz": [ - "The wyrmwraith unleashes a burst of negative energy that deals {@damage 18d6} negative damage to all creatures in a 60-foot cone (DC 38 basic Reflex save)", - "They can't use Breath Weapon again for {@dice 1d4} rounds." ] }, { @@ -18188,15 +18019,12 @@ }, { "entries": [ - "As wyrmwraith, but 24 temporary Hit Points and DC 46." + "When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw {@action Strike}, the wyrmwraith gains 24 temporary Hit Points, and the creature must succeed at a DC 46 Fortitude save or become {@condition drained 2}. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the {@condition drained} condition by 2 on a failed save, to a maximum of {@condition drained 4}." ], "name": "Drain Life", "traits": [ "divine", "necromancy" - ], - "entries_as_xyz": [ - "When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw {@action Strike}, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude save or become {@condition drained 2}. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the {@condition drained} condition by 2 on a failed save, to a maximum of {@condition drained 4}." ] }, { @@ -18232,8 +18060,7 @@ "divine", "move" ], - "requirements": "The wyrmwraith is in their ectoplasmic form", - "entries_as_xyz": "Ability not found: 'Phase Lurch As the {@action Stride} action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is {@quickref difficult terrain||3|terrain}.' in Wyrmwraith, p.296" + "requirements": "The wyrmwraith is in their ectoplasmic form" } ], "inflicts": { @@ -19779,16 +19606,10 @@ "unit": "action" }, "entries": [ - "The feathered bear {@action Stride||Strides} and makes a {@action Strike} at the end of that movement." + "The feathered bear {@action Stride||Strides} and makes a {@action Strike} at the end of that movement. During the {@action Stride}, the feathered bear ignores {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain}, and they can move across air as easily as solid ground. If the feathered bear doesn't end their movement on solid ground, they fall as soon as the {@action Strike} is completed." ], "name": "Feathered Charge" }, - { - "entries": [ - "{@action Stride}, the feathered bear ignores {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain}, and they can move across air as easily as solid ground. If the feathered bear doesn't end their movement on solid ground, they fall as soon as the {@action Strike} is completed." - ], - "name": "During the" - }, { "activity": { "number": 2, @@ -19949,12 +19770,9 @@ "abilitiesMid": [ { "entries": [ - "As clacking skull swarm, but {@damage 3d12} piercing and {@damage 2d12} negative, DC 32." + "When a feral skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing {@damage 3d12} piercing damage and {@damage 2d12} negative damage (DC 32 basic Reflex save)." ], - "name": "Boneshard Burst", - "entries_as_xyz": [ - "When a clacking skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing {@damage 2d12} piercing damage and {@damage 2d12} negative damage (DC 29 basic Reflex save)." - ] + "name": "Boneshard Burst" } ], "speed": { @@ -20287,12 +20105,9 @@ "air" ], "entries": [ - "30 feet. As air wisp, but for the {@trait fire} trait." + "30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the {@trait fire} trait; a creature with the {@trait elemental} and {@trait fire} traits gains this bonus to all attack and damage rolls." ], - "name": "Resonance", - "entries_as_xyz": [ - "30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the {@trait air} trait; a creature with the {@trait elemental} and {@trait air} traits gains this bonus to all attack and damage rolls." - ] + "name": "Resonance" }, { "activity": { @@ -20334,7 +20149,7 @@ "abilitiesBot": [ { "entries": [ - "When an air wisp rolls a critical failure on a check to {@action Aid}, they get a failure instead, and when they roll a success, they get a critical success instead." + "When an fire wisp rolls a critical failure on a check to {@action Aid}, they get a failure instead, and when they roll a success, they get a critical success instead." ], "name": "In Concert" } @@ -20733,7 +20548,9 @@ }, "resistances": [ { - "name": "all damage" + "amount": 5, + "name": "all damage", + "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical" } ], "abilitiesMid": [ @@ -21520,15 +21337,10 @@ } ], "resistances": [ - { - "name": "acid" - }, - { - "name": "electricity" - }, { "amount": 1, - "name": "or sonic" + "name": "acid, electricity, or sonic", + "note": "chosen randomly each day" } ], "abilitiesMid": [], @@ -22135,7 +21947,15 @@ ], "trigger": "A humanoid enemy damages the ghoran manipulator with a melee attack", "entries": [ - "The ghoran manipulator rearranges its facial petals and wails, mimicking humanoid anguish to engender sympathy. The triggering creature must attempt a DC 20 Will save. Success The target is unaffected and is temporarily immune for 1 hour. Failure The target takes a \u20132 circumstance penalty on attack rolls against the ghoran manipulator until the start of its next turn. Critical Failure As failure, and the target is {@condition stupefied 2} until the start of its next turn." + "The ghoran manipulator rearranges its facial petals and wails, mimicking humanoid anguish to engender sympathy. The triggering creature must attempt a DC 20 Will save.", + { + "type": "successDegree", + "entries": { + "Success": "The target is unaffected and is temporarily immune for 1 hour.", + "Failure": "The target takes a \u20132 circumstance penalty on attack rolls against the ghoran manipulator until the start of its next turn.", + "Critical Failure": "As failure, and the target is {@condition stupefied 2} until the start of its next turn." + } + } ], "name": "Anguished Cry" } @@ -22654,16 +22474,10 @@ }, "trigger": "The opossum is reduced below 15 HP", "entries": [ - "The opossum collapses. It is {@condition flat-footed} and can use actions that require only its mind, but any other action ends the ruse. A successful DC 18 {@skill Perception} check to {@action Seek} or {@skill Medicine} check." + "The opossum collapses. It is {@condition flat-footed} and can use actions that require only its mind, but any other action ends the ruse. A successful DC 18 {@skill Perception} check to {@action Seek} or {@skill Medicine} check to Recall Knowledge is required to determine that the animal is not, in fact, dead." ], "name": "Feign Death" }, - { - "entries": [ - "Knowledge is required to determine that the animal is not, in fact, dead." - ], - "name": "to Recall" - }, { "activity": { "number": 1, @@ -23407,8 +23221,8 @@ "traits": [ "disease" ], - "note": " The {@condition sickened}\ncondition from carrion fever can't be\nreduced while the affliction remains", - "DC": "18", + "note": " The {@condition sickened} condition from carrion fever can't be reduced while the affliction remains", + "DC": 18, "savingThrow": "Fortitude", "onset": "1 day", "maxDuration": null, @@ -23729,7 +23543,7 @@ "poison" ], "note": "", - "DC": "30", + "DC": 30, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -23930,10 +23744,10 @@ "poison" ], "note": "", - "DC": "24", + "DC": 24, "savingThrow": "Fortitude", "onset": null, - "maxDuration": "6\nrounds", + "maxDuration": "6 rounds", "stages": [ { "stage": 1, @@ -24357,8 +24171,7 @@ }, { "entries": [ - "A globster can survive for 1 hour out of the water, after which it risks drowning and suffocation.", - "tools and several bags of holding." + "A globster can survive for 1 hour out of the water, after which it risks drowning and suffocation." ], "name": "Saturated" } @@ -24450,16 +24263,10 @@ "abilitiesTop": [ { "entries": [ - "A green man can communicate with plants, with the effects of speak with plants, and can use." + "A green man can communicate with plants, with the effects of speak with plants, and can use {@skill Diplomacy} to {@action Make an Impression} on plants and {@action Request} things from plants." ], "name": "Green Tongue" }, - { - "entries": [ - "{@action Make an Impression} on plants and {@action Request} things from plants." - ], - "name": "Diplomacy to" - }, { "entries": [ "A green man can sense life force via plants. This allows them to observe a living or undead creature's vital essence within 60 feet of the green man, but they can also use this precise sense to observe any living or undead creature within 60 feet of any plant matter within 120 feet of the green man. This allows the green man to see living things through solid plant matter, as well as seeing through other barriers if there are plants on the other side." @@ -24525,29 +24332,7 @@ "transmutation" ], "entries": [ - "60 feet.", - "Living creatures in the area other than plants slowly transform into non-creature plants. The green man can exclude creatures from this effect, but they must be aware of a creature's presence and location to do so.", - "Edicts discover or create new Anathema allow flagrant abuse." - ], - "name": "Green Caress" - }, - { - "entries": [], - "name": "Follower Alignments NG, N, NE" - }, - { - "entries": [ - "Font heal." - ], - "name": "Divine" - }, - { - "entries": [], - "name": "Divine Skill Nature" - }, - { - "entries": [ - "Weapon sickle Domains healing, might, nature, Cleric Spells 1st: {@spell summon plant or fungus}, 2nd: {@spell entangle}, 6th: {@spell tangling creepers} A non-plant creature in the area must attempt a DC 45 Fortitude save immediately before the start of its turn.", + "60 feet. Living creatures in the area other than plants slowly transform into non-creature plants. The green man can exclude creatures from this effect, but they must be aware of a creature's presence and location to do so. A non-plant creature in the area must attempt a DC 45 Fortitude save immediately before the start of its turn.", { "type": "successDegree", "entries": { @@ -24558,7 +24343,7 @@ } } ], - "name": "Favored" + "name": "Green Caress" }, { "activity": { @@ -24675,6 +24460,28 @@ } } ], + "rituals": [ + { + "DC": 48, + "rituals": [ + { + "name": "awaken animal" + }, + { + "name": "commune with nature" + }, + { + "name": "control weather" + }, + { + "name": "plant growth" + }, + { + "name": "primal call" + } + ] + } + ], "abilitiesBot": [ { "activity": { @@ -24682,13 +24489,13 @@ "unit": "action" }, "entries": [ - "The green man's vines leach away magic and transform it into life essence for the green man. On a successful vine {@action Strike}, the green man attempts to counteract one spell active on the target (typically one vexing the green man, or determined randomly if they aren't aware of specific effects), with a counteract level of 10 and a modifier of +38. If the effect is counteracted, the green man gains 30 temporary Hit Points that last for 10 minutes." + "The green man's vines leach away magic and transform it into life essence for the green man. On a successful vine {@action Strike}, the green man attempts to counteract one spell active on the target (typically one vexing the green man, or determined randomly if they aren't aware of specific effects), with a counteract level of 10 and a modifier of {@dice 1d20+38|+38}. If the effect is counteracted, the green man gains 30 temporary Hit Points that last for 10 minutes." ], "name": "Absorb Magic" }, { "entries": [ - "The green man's thorns embed themselves into any creature they damage, taking root into the ground. A target damaged by a thorn has its Speeds halved, and it can't {@action Step}, {@action Fly}, air walk, or otherwise leave the ground until the thorn is removed. Removing a thorn requires 3 {@action Interact} actions, which don't have to be consecutive. If the creature performing the final action doesn't succeed at a DC 45 {@skill Medicine} check as part of that action, the target takes {@dice 10d6} damage upon the thorn's removal." + "The green man's thorns embed themselves into any creature they damage, taking root into the ground. A target damaged by a thorn has its Speeds halved, and it can't {@action Step}, {@action Fly}, {@spell air walk}, or otherwise leave the ground until the thorn is removed. Removing a thorn requires 3 {@action Interact} actions, which don't have to be consecutive. If the creature performing the final action doesn't succeed at a DC 45 {@skill Medicine} check as part of that action, the target takes {@dice 10d6} damage upon the thorn's removal." ], "name": "Embed" }, @@ -24704,11 +24511,16 @@ }, { "entries": [ - "A green man can use their {@ability Improved Grab} action against a creature of any size.", - "Green Rituals A green man can perform all their rituals without secondary casters, relying on their own primal ties to the vital essence in spirits of nature. A green man's awaken animal and primal call rituals work on plants instead of their usual range of choices. Most green men also know the ritual to create various types of leshys and possibly even magic allowing the creation of arboreals or more powerful plant creatures." + "A green man can use their {@ability Improved Grab} action against a creature of any size." ], "name": "Green Grab" }, + { + "entries": [ + "A green man can perform all their rituals without secondary casters, relying on their own primal ties to the vital essence in spirits of nature. A green man's awaken animal and primal call rituals work on plants instead of their usual range of choices. Most green men also know the ritual to create various types of leshys and possibly even magic allowing the creation of arboreals or more powerful plant creatures." + ], + "name": "Green Rituals" + }, { "activity": { "number": 2, @@ -24718,15 +24530,6 @@ "The green man lashes out with all six vines to attack many opponents. They make up to six vine Strikes, each against a different target; this counts as one attack for their multiple attack penalty, increasing only after all the attacks are made." ], "name": "Vine Forest" - }, - { - "traits": [ - "Bestiary 2 134" - ], - "entries": [ - "and grimples (Bestiary 192) or train giant rats (Bestiary 276) and spider swarms (Bestiary 306) to do their bidding." - ], - "name": "Vexgits" } ], "inflicts": { @@ -25187,30 +24990,17 @@ ], "abilitiesBot": [ { - "traits": [ - "emotion", - "fear", - "mental", - "poison" - ], "entries": [ - "As grioth scout, but DC 20." - ], - "name": "Grioth Venom", - "entries_as_xyz": [ { "type": "affliction", - "name": "", "traits": [ "emotion", "fear", "mental", "poison" ], - "note": "", - "DC": "17", + "DC": 20, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -25230,7 +25020,8 @@ } ] } - ] + ], + "name": "Grioth Venom" }, { "activity": { @@ -25243,13 +25034,9 @@ "occult" ], "entries": [ - "As grioth scout, but {@damage 2d6} mental damage and a DC 20 Will save." + "The grioth scout makes a {@action Strike} with a voidglass weapon. If the {@action Strike} hits, it deals an additional {@damage 2d6} mental damage, and the target must succeed at a DC 20 Will save (this has the {@trait incapacitation} trait) or become {@condition confused} for 1 round." ], - "name": "Shock Mind", - "entries_as_xyz": [ - "The grioth scout makes a {@action Strike} with a voidglass weapon. If the {@action Strike} hits, it deals an additional {@damage 1d6} mental damage, and the target must succeed at a DC 17 Will save (this has the {@trait incapacitation} trait) or become {@condition confused} for 1 round.", - "Occult Innate Spells DC 16, attack +8; 1st phantom pain; Cantrips (1st) daze, detect magic, mage hand, telekinetic projectile." - ] + "name": "Shock Mind" }, { "activity": { @@ -25264,7 +25051,16 @@ ], "frequency": "once per day", "entries": [ - "The grioth cultist waves a hand in a complex pattern to invoke dark powers, dealing {@damage 3d8} mental damage. Each nongrioth creature within 20 feet must attempt a DC 20 Will save. Critical Success The creature is unaffected. Success The creature takes half damage Failure The creature takes full damage and becomes {@condition stupefied 1} for 1 round Critical Failure The creature takes double damage and becomes {@condition stupefied 1} for 1 minute." + "The grioth cultist waves a hand in a complex pattern to invoke dark powers, dealing {@damage 3d8} mental damage. Each nongrioth creature within 20 feet must attempt a DC 20 Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature takes half damage.", + "Failure": "The creature takes full damage and becomes {@condition stupefied 1} for 1 round.", + "Critical Failure": "The creature takes double damage and becomes {@condition stupefied 1} for 1 minute." + } + } ], "name": "Invoke Haunter of the Dark" } @@ -25442,6 +25238,41 @@ ] } ], + "spellcasting": [ + { + "name": "Occult Innate", + "type": "Innate", + "tradition": "Occult", + "DC": 16, + "attack": 8, + "entry": { + "0": { + "level": 1, + "spells": [ + { + "name": "daze" + }, + { + "name": "detect magic" + }, + { + "name": "mage hand" + }, + { + "name": "telekinetic projectile" + } + ] + }, + "1": { + "spells": [ + { + "name": "phantom pain" + } + ] + } + } + } + ], "abilitiesBot": [ { "entries": [ @@ -25455,7 +25286,7 @@ "poison" ], "note": "", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -25491,8 +25322,7 @@ "occult" ], "entries": [ - "The grioth scout makes a {@action Strike} with a voidglass weapon. If the {@action Strike} hits, it deals an additional {@damage 1d6} mental damage, and the target must succeed at a DC 17 Will save (this has the {@trait incapacitation} trait) or become {@condition confused} for 1 round.", - "Occult Innate Spells DC 16, attack +8; 1st phantom pain; Cantrips (1st) daze, detect magic, mage hand, telekinetic projectile." + "The grioth scout makes a {@action Strike} with a voidglass weapon. If the {@action Strike} hits, it deals an additional {@damage 1d6} mental damage, and the target must succeed at a DC 17 Will save (this has the {@trait incapacitation} trait) or become {@condition confused} for 1 round." ], "name": "Shock Mind" } @@ -25609,7 +25439,13 @@ }, "resistances": [ { - "name": "electricity" + "name": "electricity", + "amount": 10 + }, + { + "name": "physical", + "amount": 10, + "note": "except bludgeoning" } ], "abilitiesMid": [], @@ -26409,12 +26245,11 @@ ], "abilitiesBot": [ { - "traits": [ - "page 306" - ], - "entries": [ - "Primal Innate Spells DC 30; Cantrips (4th) detect magic." - ], + "activity": { + "number": 1, + "unit": "action" + }, + "entries": [], "name": "Push", "generic": true }, @@ -26885,11 +26720,20 @@ "unit": "action" }, "frequency": "once per round", + "requirements": "The hatred siktempora has a creature {@condition grabbed}", "entries": [ - "Requirements The hatred siktempora has a creature {@condition grabbed}; The hatred siktempora tightens their garrote, dealing {@damage 5d10} bludgeoning damage to each creature they're Grabbing. Each creature {@condition grabbed} by the siktempora must attempt a DC 40 Fortitude save. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and can't breathe or speak while it remains {@condition grabbed}; it must hold its breath or begin suffocating. Critical Failure As failure, but double damage and the creature becomes {@condition restrained} and can't speak for 1 round after it's no longer {@condition grabbed}." + "The hatred siktempora tightens their garrote, dealing {@damage 5d10} bludgeoning damage to each creature they're Grabbing. Each creature {@condition grabbed} by the siktempora must attempt a DC 40 Fortitude save.", + { + "type": "suceessDegree", + "entries": { + "Critical Success": "The creature takes no damage.", + "Success": "The creature takes half damage.", + "Failure": "The creature takes full damage and can't breathe or speak while it remains {@condition grabbed}; it must hold its breath or begin suffocating.", + "Critical Failure": "As failure, but double damage and the creature becomes {@condition restrained} and can't speak for 1 round after it's no longer {@condition grabbed}." + } + } ], - "name": "Vindictive Crush", - "entries_as_xyz": "Ability not found: 'Vindictive Crush As failure, but double damage and the creature becomes {@condition restrained} and can't speak for 1 round after it's no longer {@condition grabbed}.' in Hatred Siktempora, p.235" + "name": "Vindictive Crush" } ], "inflicts": { @@ -27505,9 +27349,6 @@ "number": 1, "unit": "action" }, - "traits": [ - "page 305" - ], "entries": [], "name": "Form Up" }, @@ -27521,6 +27362,12 @@ ], "name": "Lance Charge" }, + { + "entries": [ + "Effects that target only animals or only humanoids may not work on the cavalry brigade, subject to the GM's discretion." + ], + "name": "Mounted Troop" + }, { "activity": { "number": 1, @@ -27528,11 +27375,19 @@ "entry": "{@as 1} to {@as 3}" }, "entries": [ - "s that target only animals or only humanoids may not work on the cavalry brigade, subject to the GM's discretion.", - "Swing from the Saddle Frequency once per round; The brigade engages in a coordinated melee attack against each enemy within 10 feet (DC 23 basic Reflex save). The damage depends on the number of actions.", - "{@as 1} {@damage 2d6} slashing damage {@as 2} {@damage 2d6+10} slashing damage {@as 3} {@damage 3d6+13} slashing damage." + "The brigade engages in a coordinated melee attack against each enemy within 10 feet (DC 23 basic Reflex save). The damage depends on the number of actions.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@as 1} {@damage 2d6} slashing damage", + "{@as 2} {@damage 2d6+10} slashing damage", + "{@as 3} {@damage 3d6+13} slashing damage." + ] + } ], - "name": "Mounted Troop" + "frequency": "once per round", + "name": "Swing from the Saddle" }, { "entries": [ @@ -27688,7 +27543,7 @@ "poison" ], "note": "", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -29452,15 +29307,9 @@ "occult" ], "entries": [ - "The hyakume reaches out with their mind and attempts to steal memories from a creature within 30 feet. The target must succeed at a DC 40 Will saving throw or become {@condition stupefied 2} and have some of its memories stolen. The hyakume learns some of the target's memories (chosen by." + "The hyakume reaches out with their mind and attempts to steal memories from a creature within 30 feet. The target must succeed at a DC 40 Will saving throw or become {@condition stupefied 2} and have some of its memories stolen. The hyakume learns some of the target's memories (chosen by the GM), which are then lost to the target." ], "name": "Steal Memories" - }, - { - "entries": [ - "GM), which are then lost to the target." - ], - "name": "the" } ], "inflicts": { @@ -29602,17 +29451,10 @@ "entries": [ "An incutilis drives tendrils into a Small or Medium living creature that's {@condition unconscious} or {@condition restrained} by the incutilis. It attaches and injects the unfortunate host with enzymes to take over control of the creature's nervous system, turning the host into a puppet {@condition controlled} by the incutilis.", "The puppet becomes {@condition dying 2} and is {@condition controlled} by the incutilis. If the puppet dies, its body remains under the control of the incutilis until it's destroyed or the incutilis Abandons the Puppet. If the puppet recovers from the {@condition dying} condition, the incutilis immediately Abandons the Puppet.", - "While controlling a puppet, the incutilis is attached to the puppet's head (or elsewhere, if its brain is in an unconventional location) and moves along with it. The puppet uses its own AC, Hit Points, Fortitude." + "While controlling a puppet, the incutilis is attached to the puppet's head (or elsewhere, if its brain is in an unconventional location) and moves along with it. The puppet uses its own AC, Hit Points, Fortitude and Reflex saves, and physical Strikes, but it uses the incutilis's Will save. The puppet can perform only basic actions and untrained uses of the {@skill Athletics} and {@skill Stealth} skills while {@condition controlled}.", + "Any attack that deals damage to the puppet also deals 1 mental damage to the incutilis. Area effects are applied to both the incutilis and puppet. The incutilis always has lesser cover while in control of a puppet." ], "name": "Puppetmaster" - }, - { - "entries": [ - "Reflex saves, and physical Strikes, but it uses the incutilis's Will save. The puppet can perform only basic actions and untrained uses of the {@skill Athletics} and {@skill Stealth} skills while {@condition controlled}.", - "Any attack that deals damage to the puppet also deals 1 mental damage to the incutilis. Area effects are applied to both the incutilis and puppet.", - "The incutilis always has lesser cover while in control of a puppet." - ], - "name": "and" } ], "inflicts": { @@ -29731,10 +29573,8 @@ "resistances": [ { "amount": 2, - "name": "all damage" - }, - { - "name": "ghost" + "name": "all damage", + "note": "except force, {@item ghost touch}, or mental; double resistance vs. non-magical" } ], "abilitiesMid": [], @@ -29792,7 +29632,6 @@ ], "entries": [ "While a creature is taking {@condition persistent damage ||persistent mental damage} from the ioton, the ioton takes the shape of a creature familiar to the target, such as an acquaintance, pet, or common animal, though the appearance is imperfect and grants no benefit to {@action Impersonate} an individual.", - "floating disk ability.", "While transformed, the ioton loses its {@trait incorporeal} trait, immunities, and resistances, but it gains an unarmed melee {@action Strike} with a +6 attack modifier that deals {@damage 1d8+2} bludgeoning damage. The ioton immediately returns to its original form once no creature is taking {@condition persistent damage ||persistent mental damage} from it." ], "name": "Leech Thought" @@ -30200,7 +30039,15 @@ ], "frequency": "once per round", "entries": [ - "The japalisura whispers misleading words and falsehoods to one adjacent creature, attempting a {@skill Deception} check against the target's {@skill Perception} DC. Critical Success For 1 minute, the target believes that one creature of the japalisura's choice is its mortal foe, spending all its actions to reach and attack that creature. At the end of each of its turns, the target can attempt a DC 32 Will save to end the effect early. Success As critical success except the effect ends at the end of the creature's first turn, without the need for a Will save. Failure The target sees through the japalisura's attempts at misdirection and is temporarily immune to False Foe for 1 day. Innate Divine Spells DC 32; 6th illusory disguise, read omens (at will), augury (at will); Constant (6th) magic aura (self only), nondetection (self only), see invisibility." + "The japalisura whispers misleading words and falsehoods to one adjacent creature, attempting a {@skill Deception} check against the target's {@skill Perception} DC.", + { + "type": "successDegree", + "entries": { + "Critical Success": "For 1 minute, the target believes that one creature of the japalisura's choice is its mortal foe, spending all its actions to reach and attack that creature. At the end of each of its turns, the target can attempt a DC 32 Will save to end the effect early.", + "Success": "As critical success except the effect ends at the end of the creature's first turn, without the need for a Will save.", + "Failure": "The target sees through the japalisura's attempts at misdirection and is temporarily immune to False Foe for 1 day." + } + } ], "name": "False Foe" }, @@ -30326,21 +30173,12 @@ "unit": "reaction", "entry": "{@as R}" }, - "requirements": "The jorogumo has their spider legs extended or has", - "entries": [], - "name": "Darting Legs" - }, - { - "entries": [ - "The jorogumo is targeted with an attack; The jorogumo raises a leg, gaining a +2 circumstance bonus." - ], - "name": "Changed Shape; Trigger" - }, - { + "requirements": "The jorogumo has their spider legs extended or has Changed Shape", "entries": [ - "AC against the triggering attack." + "The jorogumo raises a leg, gaining a +2 circumstance bonus to AC against the triggering attack." ], - "name": "to" + "trigger": "The jorogumo is targeted with an attack", + "name": "Darting Legs" } ], "speed": { @@ -30884,13 +30722,10 @@ "entry": "{@as R}" }, "entries": [ - "As giant opossum, but 70 HP." + "The khravgodon collapses. It is {@condition flat-footed} and can use actions that require only its mind, but any other action ends the ruse. A successful DC 18 {@skill Perception} check to {@action Seek} or {@skill Medicine} check to {@action Recall Knowledge} is required to determine that the animal is not, in fact, dead." ], "name": "Feign Death", - "trigger": "The opossum is reduced below 15 HP", - "entries_as_xyz": [ - "The opossum collapses. It is {@condition flat-footed} and can use actions that require only its mind, but any other action ends the ruse. A successful DC 18 {@skill Perception} check to {@action Seek} or {@skill Medicine} check." - ] + "trigger": "The opossum is reduced below 70 HP" }, { "activity": { @@ -30968,12 +30803,9 @@ }, { "entries": [ - "As giant opossum, but can drag Large or smaller creatures." + "A khravgodon can drag a Large or smaller creature it has {@condition grabbed} with its tail along with it when it {@action Stride||Strides}." ], - "name": "Grasping Tail", - "entries_as_xyz": [ - "A giant opossum can drag a Small or Tiny creature it has {@condition grabbed} with its tail along with it when it {@action Stride||Strides}." - ] + "name": "Grasping Tail" } ], "inflicts": { @@ -32055,16 +31887,13 @@ "abilitiesTop": [ { "entries": [ - "As shikigami, but a kodama's ward is a specific tree." + "Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the {@trait concentrate} trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.", + "A kodama's ward is a specific tree." ], "name": "Ward", "traits": [ "abjuration", "divine" - ], - "entries_as_xyz": [ - "Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the {@trait concentrate} trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.", - "A shikigami's ward is typically a minor work of art or symbol of civilization, such as a milestone, trail sign, personal garden, or tiny statue." ] } ], @@ -32798,7 +32627,8 @@ "name": "obscuring mist" }, { - "name": "pummeling rubbleAPG" + "name": "pummeling rubble", + "source": "apg" } ] }, @@ -32830,7 +32660,7 @@ "abilitiesBot": [ { "entries": [ - "Once per day, the kovintus can cast a 3rd-level primal innate spell. They can do so only if a spell with a corresponding trait was cast within 10 feet of the kovintus since the start of their last turn (including if the kovintus {@action Cast a Spell||Cast the Spell}). The traits and the spells they grant are as follows: {@spell wall of wind} for air, {@spell meld into stone} for earth, {@spell wall of thorns} for plant, and {@spell crashing wave|APG}APG for water." + "Once per day, the kovintus can cast a 3rd-level primal innate spell. They can do so only if a spell with a corresponding trait was cast within 10 feet of the kovintus since the start of their last turn (including if the kovintus {@action Cast a Spell||Cast the Spell}). The traits and the spells they grant are as follows: {@spell wall of wind} for {@trait air}, {@spell meld into stone} for {@trait earth}, {@spell wall of thorns} for {@trait plant}, and {@spell crashing wave|apg} for {@trait water}." ], "name": "Nature's Chosen" } @@ -33087,7 +32917,13 @@ "9": { "spells": [ { - "name": "air" + "name": "air walk" + }, + { + "name": "see invisibility" + }, + { + "name": "tongues" } ] } @@ -33101,12 +32937,7 @@ "number": 1, "unit": "action" }, - "traits": [ - "page 305" - ], - "entries": [ - "Melee horn +41 (magical), Damage {@damage 4d10+25} piercing Primal Innate Spells DC 42, attack +34; 9th baleful polymorph (×2), cone of cold (×2), wall of ice; Cantrips (10th) dancing lights, ray of frost, sigil, tanglefoot; Constant (9th) air walk, see invisibility, tongues." - ], + "entries": [], "name": "Improved Grab", "generic": true }, @@ -33120,29 +32951,12 @@ ], "requirements": "Krampus has a Medium or smaller creature {@condition grabbed}", "entries": [ - "Krampus attempts to stuff the {@condition grabbed} creature into his basket, attempting an {@skill Athletics} check against the target's Reflex." + "Krampus attempts to stuff the {@condition grabbed} creature into his basket, attempting an {@skill Athletics} check against the target's Reflex DC. If he succeeds, the creature is shoved into Krampus's basket and Krampus's spiked chain or claw is freed for future Strikes.", + "The captured creature is {@condition grabbed}, {@condition slowed 1}, and subjected to Krampus's regression ability (see below) at the start of each round it is captured. If the victim {@action Escape||Escapes} (DC 48), it climbs out of the basket. A captured creature can attack the interior of the basket, but only with unarmed attacks or weapons of light Bulk or less, against an AC of 40. If the captured creature deals 40 slashing or piercing damage, the basket is {@condition broken} and all the creatures inside spill out. A creature that gets free by either Escaping or by someone breaking the basket is deposited in a square of their choosing adjacent to Krampus.", + "The basket is an extradimensional space, so the weight of the creatures within doesn't count against Krampus's Bulk limit. Up to four Small creatures or two Medium creatures can fit in the basket at one time. Krampus can {@action Repair} the basket as a 2-action activity that doesn't require tools. If the basket is lost or destroyed, Krampus can create a new one with 1 hour of work. The basket functions as a normal sack if used by anyone other than Krampus." ], "name": "Capture" }, - { - "entries": [ - "If he succeeds, the creature is shoved into Krampus's basket and Krampus's spiked chain or claw is freed for future Strikes.", - "The captured creature is {@condition grabbed}, {@condition slowed 1}, and subjected to Krampus's regression ability (see below) at the start of each round it is captured. If the victim {@action Escape||Escapes} (DC 48), it climbs out of the basket. A captured creature can attack the interior of the basket, but only with unarmed attacks or weapons of light Bulk or less, against an AC of 40. If the captured creature deals 40 slashing or piercing damage, the basket is {@condition broken} and all the creatures inside spill out. A creature that gets free by either Escaping or by someone breaking the basket is deposited in a square of their choosing adjacent." - ], - "name": "DC." - }, - { - "entries": [ - "The basket is an extradimensional space, so the weight of the creatures within doesn't count against." - ], - "name": "to Krampus." - }, - { - "entries": [ - "Bulk limit. Up to four Small creatures or two Medium creatures can fit in the basket at one time. Krampus can {@action Repair} the basket as a 2-action activity that doesn't require tools. If the basket is lost or destroyed, Krampus can create a new one with 1 hour of work. The basket functions as a normal sack if used by anyone other than Krampus." - ], - "name": "Krampus's" - }, { "activity": { "number": 1, @@ -33152,16 +32966,10 @@ "concentrate" ], "entries": [ - "Krampus designates a single target he can see as \"naughty.\" He gains a +2 circumstance bonus to {@skill Perception} checks when he Seeks the naughty target and a +2 circumstance bonus." + "Krampus designates a single target he can see as \"naughty.\" He gains a +2 circumstance bonus to {@skill Perception} checks when he Seeks the naughty target and a +2 circumstance bonus to {@skill Survival} checks to {@action Track} the naughty target. On melee attacks against the naughty target, Krampus's spiked chain gains the {@trait agile} trait. In addition, when Krampus Grabs the naughty target, he can attempt to Capture them as a free action. Krampus can have only one naughty target at a time." ], "name": "Punish the Naughty" }, - { - "entries": [ - "{@skill Survival} checks to {@action Track} the naughty target. On melee attacks against the naughty target, Krampus's spiked chain gains the {@trait agile} trait. In addition, when Krampus Grabs the naughty target, he can attempt to Capture them as a free action. Krampus can have only one naughty target at a time." - ], - "name": "to" - }, { "traits": [ "curse", @@ -33317,11 +33125,8 @@ "number": 1, "unit": "action" }, - "traits": [ - "silver" - ], "entries": [ - "scissors (page 306)" + "silver scissors" ], "name": "Rend", "generic": true @@ -33474,8 +33279,8 @@ "traits": [ "disease" ], - "note": " The target can't recover from the {@condition fatigued} condition\ncaused by black apoxia until the disease is cured", - "DC": "24", + "note": " The target can't recover from the {@condition fatigued} condition caused by black apoxia until the disease is cured", + "DC": 24, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -33528,7 +33333,16 @@ ], "requirements": "The kurobozu is adjacent to a living creature that is {@condition paralyzed}, {@condition slowed}, {@condition stunned}, or {@condition unconscious}", "entries": [ - "The kurobozu leans over and sucks the breath from the target, who must attempt a DC 22 Fortitude save. Regardless of the result, the creature is exposed to black apoxia and its breath reeks of carrion for 1 minute. Critical Success The creature is unaffected. Success The creature can't speak for 1 minute. Failure The creature becomes {@condition sickened 2} and can't speak for 1 minute. Critical Failure As failure, plus the creature falls {@condition unconscious} and begins suffocating." + "The kurobozu leans over and sucks the breath from the target, who must attempt a DC 22 Fortitude save. Regardless of the result, the creature is exposed to black apoxia and its breath reeks of carrion for 1 minute.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature can't speak for 1 minute.", + "Failure": "The creature becomes {@condition sickened 2} and can't speak for 1 minute.", + "Critical Failure": "As failure, plus the creature falls {@condition unconscious} and begins suffocating." + } + } ], "name": "Steal Breath" }, @@ -33970,7 +33784,8 @@ "amount": "at will" }, { - "name": "pummeling rubbleAPG" + "name": "pummeling rubble", + "source": "apg" } ] }, @@ -34854,7 +34669,7 @@ "disease" ], "note": "", - "DC": "28", + "DC": 28, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -35502,16 +35317,10 @@ "concentrate" ], "entries": [ - "The locathah hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The hunter gains a +2 circumstance bonus to {@skill Perception} checks." + "The locathah hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The hunter gains a +2 circumstance bonus to {@skill Perception} checks to {@action Seek} the prey and to {@skill Survival} checks to {@action Track} the prey. The first time the locathah hits their designated prey in a round, they deal an additional {@damage 1d8} precision damage. These effects last until the hunter uses Hunt Prey again." ], "name": "Hunt Prey" }, - { - "entries": [ - "{@action Seek} the prey and to {@skill Survival} checks to {@action Track} the prey. The first time the locathah hits their designated prey in a round, they deal an additional {@damage 1d8} precision damage. These effects last until the hunter uses {@action Hunt Prey} again." - ], - "name": "to" - }, { "entries": [ "The hunter's Strikes deal an additional {@dice 1d8} damage to creatures within reach of at least two of the hunter's allies." @@ -35724,20 +35533,47 @@ "name": "blink" } ] + }, + "constant": { + "8": { + "spells": [ + { + "name": "air walk" + } + ] + } + } + } + }, + { + "name": "Bard Composition", + "type": "Focus", + "tradition": null, + "fp": 3, + "DC": 37, + "entry": { + "0": { + "level": 8, + "spells": [ + { + "name": "inspire courage" + }, + { + "name": "inspire defense" + } + ] + }, + "8": { + "spells": [ + { + "name": "lingering composition" + } + ] } } } ], "abilitiesBot": [ - { - "traits": [ - "8th" - ], - "entries": [ - "air walk Bard Composition Spells 3 Focus Points, DC 37; 8th lingering composition (Core Rulebook 387); Cantrips (8th level) inspire courage (Core Rulebook 386), inspire defense (Core Rulebook 386)" - ], - "name": "Constant" - }, { "traits": [ "emotion", @@ -35969,14 +35805,26 @@ } } ], + "rituals": [ + { + "DC": 21, + "rituals": [ + { + "name": "create undead", + "notes": [ + "doesn't require secondary casters" + ] + } + ] + } + ], "abilitiesBot": [ { - "traits": [ - "page 305" - ], - "entries": [ - "Occult Innate Spells DC 21; 2nd fear (×3), illusory creature (at will), illusory object (at will), invisibility; Cantrips (2nd) ghost sound, mage hand Rituals DC 21; create undead (doesn't require secondary casters)" - ], + "activity": { + "number": 1, + "unit": "action" + }, + "entries": [], "name": "Grab", "generic": true }, @@ -37416,16 +37264,10 @@ }, "trigger": "The mezlan succeeds at a saving throw against a single-target spell", "entries": [ - "The mezlan absorbs the spell, nullifying its effect and storing it for later. They can {@action Cast a Spell||Cast the Spell} using the original caster's spell attack modifier and." + "The mezlan absorbs the spell, nullifying its effect and storing it for later. They can {@action Cast a Spell||Cast the Spell} using the original caster's spell attack modifier and DC. They can store only one spell at a time, but they can absorb a new spell to replace the spell they currently have stored. A willing caster can allow the mezlan to Absorb a Spell without requiring a save." ], "name": "Absorb Spell" }, - { - "entries": [ - "They can store only one spell at a time, but they can absorb a new spell to replace the spell they currently have stored. A willing caster can allow the mezlan to Absorb a Spell without requiring a save." - ], - "name": "DC." - }, { "entries": [ "When the mezlan is reduced to 0 Hit Points, their body dissolves into colorless slime and begins seeping into nearby cracks or porous surfaces. If this material is not immediately contained or destroyed, the mezlan will eventually re-form, though they may lie dormant for years or even decades before doing so." @@ -37496,15 +37338,9 @@ }, { "entries": [ - "A creature hit by the mezlan's ooze globule takes a \u201315-foot circumstance penalty to all Speeds for 1 minute. On a critical hit, a target standing on a solid surface also becomes {@condition immobilized}, while a target Flying via wings falls to the ground and becomes unable." + "A creature hit by the mezlan's ooze globule takes a \u201315-foot circumstance penalty to all Speeds for 1 minute. On a critical hit, a target standing on a solid surface also becomes {@condition immobilized}, while a target Flying via wings falls to the ground and becomes unable to Fly. A target can end all effects by Escaping (DC 32) or spending a total of 3 {@action Interact} actions to free itself." ], "name": "Viscous Trap" - }, - { - "entries": [ - "A target can end all effects by Escaping (DC 32) or spending a total of 3 {@action Interact} actions to free itself." - ], - "name": "to Fly." } ], "inflicts": { @@ -37523,7 +37359,7 @@ "hasImages": true }, { - "name": "Mi-go", + "name": "Mi-Go", "isNpc": false, "source": "Bst3", "page": 168, @@ -37591,14 +37427,7 @@ "Wis": 4, "Cha": 2 }, - "abilitiesTop": [ - { - "entries": [ - "+17, {@skill Occultism} +15, {@skill Religion} +14, {@skill Stealth} +13, {@skill Thievery} +13 Str +2, Dex +5, Con +3, Int +5, Wis +4, Cha +2." - ], - "name": "to Impersonate), Medicine" - } - ], + "abilitiesTop": [], "ac": { "default": 24, "abilities": null @@ -37981,15 +37810,9 @@ "abilitiesTop": [ { "entries": [ - "A siktempora can always roll Dimension." + "A siktempora can always roll {@skill Lore||Dimension of Time Lore} for initiative. When it does, it gains a +2 circumstance bonus to the roll." ], "name": "Temporal Sense" - }, - { - "entries": [ - "{@skill Lore} for initiative. When it does, it gains a +2 circumstance bonus to the roll." - ], - "name": "of Time" } ], "ac": { @@ -38123,12 +37946,19 @@ "mental", "occult" ], - "requirements": "The misery siktempora's last action was a claw", + "requirements": "The misery siktempora's last action was a claw {@action Strike} that damaged the target", "entries": [ - "{@action Strike} that damaged the target; The misery siktempora fills the target's thoughts with abject despair. The target must attempt a DC 32 Will save. Regardless of outcome, the target is then immune to Inflict Misery for 1 minute. Success The target is unaffected. Failure The target is {@condition clumsy 2}, {@condition enfeebled 2}, and {@condition stupefied 2} for 1 round. Critical Failure As failure, but for 1 minute." + "The misery siktempora fills the target's thoughts with abject despair. The target must attempt a DC 32 Will save. Regardless of outcome, the target is then immune to Inflict Misery for 1 minute.", + { + "type": "successDegree", + "entries": { + "Success": "The target is unaffected.", + "Failure": "The target is {@condition clumsy 2}, {@condition enfeebled 2}, and {@condition stupefied 2} for 1 round.", + "Critical Failure": "As failure, but for 1 minute." + } + } ], - "name": "Inflict Misery", - "entries_as_xyz": "Ability not found: 'Inflict Misery As failure, but for 1 minute.' in Misery Siktempora, p.232" + "name": "Inflict Misery" }, { "activity": { @@ -38589,8 +38419,8 @@ "traits": [ "poison" ], - "note": " A mix couatl's venom deals\ngood damage rather than poison damage to fiends", - "DC": "26", + "note": " A mix couatl's venom deals good damage rather than poison damage to fiends", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -40010,7 +39840,7 @@ }, "trigger": "A foe within reach moves away from the munagola", "entries": [ - "s The munagola {@action Stride||Strides} or Flies up to their Speed, following the retreating foe and keeping it in reach until the foe stops moving or the munagola has moved their full Speed." + "The munagola {@action Stride||Strides} or Flies up to their Speed, following the retreating foe and keeping it in reach until the foe stops moving or the munagola has moved their full Speed." ], "name": "No Escape" } @@ -40415,7 +40245,7 @@ "disease" ], "note": " Myceloids are immune", - "DC": "20", + "DC": 20, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": null, @@ -40693,15 +40523,9 @@ "abilitiesTop": [ { "entries": [ - "While the namorrodor is on the Shadow Plane, its lifesense extends." + "While the namorrodor is on the Shadow Plane, its lifesense extends to the {@place Material Plane} as a vague sense with a 100-foot range." ], "name": "Interplanar Lifesense" - }, - { - "entries": [ - "Plane as a vague sense with a 100-foot range." - ], - "name": "to the Material" } ], "ac": { @@ -40763,25 +40587,12 @@ "conjuration", "teleportation" ], - "requirements": "The namorrodor is on the", - "entries": [], - "name": "Material Leap" - }, - { - "entries": [ - "A creature the namorrodor can sense with its lifesense." - ], - "name": "Shadow Plane; Trigger" - }, - { + "requirements": "The namorrodor is on the Shadow Plane", + "trigger": "A creature the namorrodor can sense with its lifesense on the {@place Material Plane} dies.", "entries": [ - "Plane dies; The namorrodor leaps between planes, appearing on the Material Plane within 100 feet of the triggering creature. It remains on the Material Plane for 24 hours, after which it is recalled to its original location on." + "The namorrodor leaps between planes, appearing on the Material Plane within 100 feet of the triggering creature. It remains on the Material Plane for 24 hours, after which it is recalled to its original location on the Shadow Plane." ], - "name": "on the Material" - }, - { - "entries": [], - "name": "the Shadow Plane." + "name": "Material Leap" } ], "speed": { @@ -41641,14 +41452,11 @@ "name": "Missile Volley" }, { - "traits": [ - "nightmarchers" - ], "entries": [ - "{@action Stride}, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move.", + "Whenever the nightmarchers {@action Stride}, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move.", "This works just like a Gargantuan creature moving; for instance, if any of the nightmarchers' squares enter {@quickref difficult terrain||3|terrain}, the extra movement cost applies to the whole group." ], - "name": "Troop Movement Whenever the" + "name": "Troop Movement" } ], "inflicts": { @@ -41764,7 +41572,7 @@ ], "entries": [ "A nikaramsa is in fact a Medium creature, but appears as a Large creature due to the force of their personality. A creature interacting with the nikaramsa can attempt a DC 36 Will save to see the nikaramsa as they truly are.", - "If the creature succeeds, the reach of nikaramsa's attacks against that foe decrease to 5 feet (10 feet for their tongue). If all creatures in the nikaramsa's vicinity successfully disbelieve this illusion, the nikaramsa becomes Medium and {@condition enfeebled 2} for as long as everyone sees their true form." + "If the creature succeeds, the reach of nikaramsa's attacks against that foe decrease to 5 feet (10 feet for their tongue). If all creatures in the nikaramsa's vicinity successfully {@quickref disbelieve this illusion|CRB|2|disbelieving illusions|0}, the nikaramsa becomes Medium and {@condition enfeebled 2} for as long as everyone sees their true form." ], "name": "Towering Stance" }, @@ -42716,7 +42524,7 @@ "mental" ], "note": "", - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": null, @@ -43038,8 +42846,7 @@ }, { "entries": [ - "A living graffiti can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a {@spell fireball} spell or a wall being smashed), the graffiti takes {@dice 2d6} damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the graffiti is destroyed.", - "of setting up glyphs of warding as." + "A living graffiti can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a {@spell fireball} spell or a wall being smashed), the graffiti takes {@dice 2d6} damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the graffiti is destroyed." ], "name": "Surface-Bound" } @@ -43790,8 +43597,8 @@ "primal", "transmutation" ], - "note": " The regenerative and transmutative properties of ouroboros blood\nregenerate and mutate a creature's body into ouroboros-like snakes. A creature\nalready affected by regenerative blood is immune to additional exposure.", - "DC": "42", + "note": " The regenerative and transmutative properties of ouroboros blood regenerate and mutate a creature's body into ouroboros-like snakes. A creature already affected by regenerative blood is immune to additional exposure.", + "DC": 42, "savingThrow": "Fortitude", "onset": null, "maxDuration": "24 hours", @@ -44179,13 +43986,57 @@ "DC": 23, "attack": 15, "entry": { - "7": { + "0": { + "level": 3, "spells": [ { - "name": "plane shift" + "name": "chill touch" + }, + { + "name": "daze" + }, + { + "name": "read aura" + }, + { + "name": "shield" + } + ] + }, + "3": { + "spells": [ + { + "name": "mind reading", + "amount": "at will" + } + ] + }, + "4": { + "spells": [ + { + "name": "darkness", + "amount": "at will" }, { - "name": "to or from the" + "name": "invisibility" + } + ] + }, + "5": { + "spells": [ + { + "name": "shadow blast" + }, + { + "name": "shadow walk" + } + ] + }, + "7": { + "spells": [ + { + "name": "plane shift", + "notes": "to or from the {@place Shadow Plane} only" } ] } @@ -44193,12 +44044,6 @@ } ], "abilitiesBot": [ - { - "entries": [ - "Plane only) 5th shadow blast, shadow walk; 4th darkness (at will), invisibility; 3rd mind reading (at will); Cantrips (3rd) chill touch, daze, read aura, shield." - ], - "name": "Shadow" - }, { "activity": { "number": 1, @@ -44211,76 +44056,10 @@ "occult" ], "entries": [ - "The owb inflicts a curse on." + "The owb inflicts a curse on one creature taking persistent cold damage from their burning cold Strike, stealing the victim's vibrancy. The creature must attempt a DC 23 Fortitude save. On a failure, the creature gains light blindness and its coloration turns to washed out shades of gray, along with all equipment it carries, wields, or wears. These effects have an unlimited duration. Regardless of the result of its save, the creature is temporarily immune for 1 minute.", + "If the owb uses this ability on a caligni, the curse can't be removed short of {@spell wish} or similar powerful magic." ], "name": "Curse of Darkness" - }, - { - "entries": [ - "Spell phantom pain (4th, at will);" - ], - "name": "Enkaar, the Malformed Prisoner:" - }, - { - "entries": [ - "Weapon spiked chain." - ], - "name": "Favored" - }, - { - "entries": [ - "This strange strangers. Ability lifesense 120 feet (page 305); Favored Weapon dagger." - ], - "name": "Eyes That Watch:" - }, - { - "entries": [ - "A beautiful form parasites, and reckless lust. Spell charm (4th, at will); Favored Weapon shortsword." - ], - "name": "Grasping Iovett:" - }, - { - "entries": [ - "This androgynous creature is loneliness, and narcissism. Spell silence (4th, at will); Favored Weapon shortsword." - ], - "name": "Husk:" - }, - { - "entries": [ - "This stern magistrate Spell weapon storm (4th, at will);" - ], - "name": "Lady Razor:" - }, - { - "entries": [ - "Weapon dagger." - ], - "name": "Favored" - }, - { - "traits": [ - "unexpected" - ], - "entries": [ - "violence. Spell modify memory (4th, at will); Favored Weapon morningstar." - ], - "name": "Reshmit of the Heavy Voice: Taking" - }, - { - "traits": [ - "time" - ], - "entries": [ - ". Spell slow (4th, at will);" - ], - "name": "Thalaphyrr Martyr-Minder: The" - }, - { - "entries": [ - "Weapon spear one creature taking {@condition persistent damage ||persistent cold damage} from their burning cold {@action Strike}, stealing the victim's vibrancy. The creature must attempt a DC 23 Fortitude save. On a failure, the creature gains light blindness and its coloration turns to washed out shades of gray, along with all equipment it carries, wields, or wears. These effects have an unlimited duration. Regardless of the result of its save, the creature is temporarily immune for 1 minute.", - "If the owb uses this ability on a caligni, the curse can't be removed short of wish or similar powerful magic." - ], - "name": "Favored" } ], "inflicts": { @@ -44546,19 +44325,17 @@ "number": 1, "unit": "action" }, - "entries": [ - "As owb, but DC 32." - ], - "name": "Curse of Darkness", "traits": [ "curse", "darkness", "evocation", "occult" ], - "entries_as_xyz": [ - "The owb inflicts a curse on." - ] + "entries": [ + "The owb inflicts a curse on one creature taking persistent cold damage from their burning cold Strike, stealing the victim's vibrancy. The creature must attempt a DC 32 Fortitude save. On a failure, the creature gains light blindness and its coloration turns to washed out shades of gray, along with all equipment it carries, wields, or wears. These effects have an unlimited duration. Regardless of the result of its save, the creature is temporarily immune for 1 minute.", + "If the owb uses this ability on a caligni, the curse can't be removed short of {@spell wish} or similar powerful magic." + ], + "name": "Curse of Darkness" }, { "entries": [ @@ -44772,8 +44549,8 @@ "traits": [ "disease" ], - "note": " A creature can't\nremove the {@condition fatigued} condition while\ninfected", - "DC": "23", + "note": " A creature can't remove the {@condition fatigued} condition while infected", + "DC": 23, "savingThrow": "Fortitude", "onset": "1 day", "maxDuration": null, @@ -45098,8 +44875,8 @@ "mental", "poison" ], - "note": " A creature affected by betrayal\ntoxin hears whispers of incessant doubt in their head and can't treat any creature\nas their ally", - "DC": "28", + "note": " A creature affected by betrayal toxin hears whispers of incessant doubt in their head and can't treat any creature as their ally", + "DC": 28, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -45266,7 +45043,16 @@ ], "trigger": "The skelm hears a creature speak within 30 feet", "entries": [ - "The skelm sows paranoia by putting treacherous words on another's lips. The skelm whispers up to 12 words and attempts a {@skill Deception} check against the {@skill Perception} DC of a creature other than the triggering creature within 30 feet. Critical Success The target hears the skelm's words as if they were spoken by the triggering creature. This can alter {@trait linguistic} effects. The skelm also casts paranoia or suggestion on the target, if he likes. Success As critical success, except the skelm can't cast {@spell paranoia} or suggestion. Failure The target doesn't hear the skelm's words, and they have no effect. Critical Failure The target hears the skelm speak the words." + "The skelm sows paranoia by putting treacherous words on another's lips. The skelm whispers up to 12 words and attempts a {@skill Deception} check against the {@skill Perception} DC of a creature other than the triggering creature within 30 feet.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target hears the skelm's words as if they were spoken by the triggering creature. This can alter {@trait linguistic} effects. The skelm also casts paranoia or suggestion on the target, if he likes.", + "Success": "As critical success, except the skelm can't cast {@spell paranoia} or suggestion.", + "Failure": "The target doesn't hear the skelm's words, and they have no effect.", + "Critical Failure": "The target hears the skelm speak the words." + } + } ], "name": "Corrupt Speech" } @@ -45400,7 +45186,15 @@ ], "frequency": "once per day", "entries": [ - "The skelm gives an impassioned speech calling for his followers to act upon their convictions. Each creature within 30 feet must attempt a DC 24 Will save. Critical Success The creature can immediately {@action Strike} an adjacent creature of its choosing. Success The creature is unaffected. Failure The creature immediately Strikes an adjacent creature; if multiple creatures are adjacent, the skelm chooses the target. If no creatures are adjacent, the creature is {@condition flat-footed} and {@condition fascinated} with the skelm until the start of its next turn." + "The skelm gives an impassioned speech calling for his followers to act upon their convictions. Each creature within 30 feet must attempt a DC 24 Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature can immediately {@action Strike} an adjacent creature of its choosing.", + "Success": "The creature is unaffected.", + "Failure": "The creature immediately Strikes an adjacent creature; if multiple creatures are adjacent, the skelm chooses the target. If no creatures are adjacent, the creature is {@condition flat-footed} and {@condition fascinated} with the skelm until the start of its next turn." + } + } ], "name": "Incite Violence" } @@ -45574,8 +45368,8 @@ "traits": [ "disease" ], - "note": " Rest\ndoesn't decrease the {@condition drained} value\nfrom penanggalan bile", - "DC": "19", + "note": " Rest doesn't decrease the {@condition drained} value from penanggalan bile", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -46590,7 +46384,7 @@ "necromancy" ], "note": "", - "DC": "34", + "DC": 34, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -46978,7 +46772,8 @@ "6": { "spells": [ { - "name": "animated assaultAPG" + "name": "animated assault", + "source": "apg" }, { "name": "dominate" @@ -47449,7 +47244,7 @@ "poison" ], "note": "", - "DC": "16", + "DC": 16, "savingThrow": "Fortitude", "onset": null, "maxDuration": "24 hours", @@ -47722,7 +47517,7 @@ "poison" ], "note": "", - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -48213,7 +48008,7 @@ "poison" ], "note": "", - "DC": "16", + "DC": 16, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -48878,10 +48673,18 @@ ], "requirements": "The rhu-chalik has successfully affected the target with mind probe, mind reading, or Project Terror in the last minute", "entries": [ - "The rhu-chalik creates nightmarish visions in the target's mind. The target must attempt a DC 24 Will save. Critical Success The target creature is unaffected and temporarily immune to Project Terror for 1 minute. Success The target is unaffected. Failure The target becomes {@condition frightened 2}. Failing additional saves against this effect increases the {@condition frightened} condition value by 2; if this would increase the target's {@condition frightened} value beyond {@condition frightened 4}, the target is {@condition fleeing} for 1 round and {@condition frightened 4}. Critical Failure As failure, but the target becomes {@condition unconscious} for 30 minutes instead of {@condition fleeing}." + "The rhu-chalik creates nightmarish visions in the target's mind. The target must attempt a DC 24 Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target creature is unaffected and temporarily immune to Project Terror for 1 minute.", + "Success": "The target is unaffected.", + "Failure": "The target becomes {@condition frightened 2}. Failing additional saves against this effect increases the {@condition frightened} condition value by 2; if this would increase the target's {@condition frightened} value beyond {@condition frightened 4}, the target is {@condition fleeing} for 1 round and {@condition frightened 4}.", + "Critical Failure": "As failure, but the target becomes {@condition unconscious} for 30 minutes instead of {@condition fleeing}." + } + } ], - "name": "Project Terror", - "entries_as_xyz": "Ability not found: 'Project Terror As failure, but the target becomes {@condition unconscious} for 30 minutes instead of {@condition fleeing}.' in Rhu-chalik, p.214" + "name": "Project Terror" }, { "traits": [ @@ -49396,15 +49199,9 @@ "unit": "action" }, "entries": [ - "Requirements The rokurokubi's neck is not currently extended; The rokurokubi's head comes within an inch of their target's face before striking. They Extend their Neck, attempt." + "Requirements The rokurokubi's neck is not currently extended; The rokurokubi's head comes within an inch of their target's face before striking. They Extend their Neck, attempt to {@action Demoralize} one opponent within 20 feet, and then make a jaws {@action Strike} against that opponent. Their {@action Demoralize} check is a visual rather than {@trait auditory} effect, and they don't take a penalty if the target doesn't understand their language." ], "name": "Threatening Lunge" - }, - { - "entries": [ - "{@action Demoralize} one opponent within 20 feet, and then make a jaws {@action Strike} against that opponent. Their {@action Demoralize} check is a visual rather than {@trait auditory} effect, and they don't take a penalty if the target doesn't understand their language." - ], - "name": "to" } ], "inflicts": { @@ -49550,10 +49347,9 @@ "unit": "action" }, "entries": [ - "As ram." + "The ram {@action Stride||Strides} twice in a straight line and then makes a horn {@action Strike} with a +1 circumstance bonus to its attack roll." ], - "name": "Ram Charge", - "entries_as_xyz": "Ability not found: 'Ram Charge As ram.' in Rosethorn Ram, p.212" + "name": "Ram Charge" } ], "inflicts": { @@ -50076,15 +49872,9 @@ }, "trigger": "The sasquatch is in forest terrain and rolls {@skill Stealth} for Initiative", "entries": [ - "The sasquatch {@action Stride||Strides} up to half their Speed, after which they attempt." + "The sasquatch {@action Stride||Strides} up to half their Speed, after which they attempt to {@action Demoralize} a single creature within 15 feet." ], "name": "Emerge From Undergrowth" - }, - { - "entries": [ - "{@action Demoralize} a single creature within 15 feet." - ], - "name": "to" } ], "speed": { @@ -50227,15 +50017,9 @@ "abilitiesTop": [ { "entries": [ - "After performing a 1-hour ritual, a scalescribe can bond with one willing creature capable of Casting Spells. The scalescribe can {@action Aid} their bonded caster." + "After performing a 1-hour ritual, a scalescribe can bond with one willing creature capable of Casting Spells. The scalescribe can {@action Aid} their bonded caster in {@skill Crafting} a scroll, and they can make their Transcribed spell available to the caster so long as the spell is of the caster's tradition. A bonded prepared caster can prepare the spell. A bonded spontaneous caster can add the spell to their spell repertoire during their daily preparations, and it remains as long as the Transcribed scroll exists." ], "name": "Mage Bond" - }, - { - "entries": [ - "{@skill Crafting} a scroll, and they can make their Transcribed spell available to the caster so long as the spell is of the caster's tradition. A bonded prepared caster can prepare the spell. A bonded spontaneous caster can add the spell to their spell repertoire during their daily preparations, and it remains as long as the Transcribed scroll exists." - ], - "name": "in" } ], "ac": { @@ -50270,10 +50054,18 @@ }, "trigger": "Another creature targets the scalescribe with a spell requiring verbal components", "entries": [ - "The scalescribe attempts to copy the incantation onto a scroll by attempting a counteract check (counteract level 2, counteract modifier +10) with the following effects instead of the normal effects of counteracting. The spell still affects the scalescribe, regardless of the results of this check. The scalescribe can {@action Cast a Spell} from any scroll they Transcribe as if it were on their spell list. Transcribing a new scroll renders any previously Transcribed scroll inert. Critical Success If the triggering spell's level was no more than 3 higher than the scalescribe's counteract level, the scalescribe captures a copy of the spell in a scroll that appears in their hand. This scroll can be used normally but fades after 24 hours if not used before then. Success As critical success, but only if the spell's level is no more than 1 higher than the scalescribe's counteract level. Failure As critical success, but only if the spell's level is lower than the scalescribe's counteract level. Critical Failure The scalescribe fails to copy the spell." + "The scalescribe attempts to copy the incantation onto a scroll by attempting a counteract check (counteract level 2, counteract modifier +10) with the following effects instead of the normal effects of counteracting. The spell still affects the scalescribe, regardless of the results of this check. The scalescribe can {@action Cast a Spell} from any scroll they Transcribe as if it were on their spell list. Transcribing a new scroll renders any previously Transcribed scroll inert.", + { + "type": "successDegree", + "entries": { + "Critical Success": "If the triggering spell's level was no more than 3 higher than the scalescribe's counteract level, the scalescribe captures a copy of the spell in a scroll that appears in their hand. This scroll can be used normally but fades after 24 hours if not used before then.", + "Success": "As critical success, but only if the spell's level is no more than 1 higher than the scalescribe's counteract level.", + "Failure": "As critical success, but only if the spell's level is lower than the scalescribe's counteract level.", + "Critical Failure": "The scalescribe fails to copy the spell." + } + } ], - "name": "Transcribe", - "entries_as_xyz": "Ability not found: 'Transcribe As critical success, but only if the spell's level is no more than 1 higher than the scalescribe's counteract level. Failure As critical success, but only if the spell's level is lower than the scalescribe's counteract level. Critical Failure The scalescribe fails to copy the spell.' in Scalescribe, p.226" + "name": "Transcribe" } ], "speed": { @@ -50368,10 +50160,6 @@ "When the scalescribe deals damage to a creature with their fountain pen, the creature takes {@damage 1d4} {@condition persistent damage ||persistent poison damage}. When a creature taking this damage attempts to take an action with the {@trait concentrate} trait, it must succeed at a DC {@flatDC 5} flat check or the action is disrupted." ], "name": "Inkstain" - }, - { - "entries": [], - "name": "Seahorse" } ], "inflicts": { @@ -50781,20 +50569,20 @@ "amount": 3 } ] + }, + "constant": { + "6": { + "spells": [ + { + "name": "tongues" + } + ] + } } } } ], "abilitiesBot": [ - { - "traits": [ - "6th" - ], - "entries": [ - "tongues." - ], - "name": "Constant" - }, { "activity": { "number": 2, @@ -50802,8 +50590,7 @@ }, "entries": [ "The seething spirit attempts to possess an adjacent corporeal creature. This has the same effect as a {@spell possession} spell (DC 30), except since the spirit doesn't have a physical body, they're not {@condition unconscious} and {@condition paralyzed} when the effect ends. The spirit can't {@action Dismiss} the possession.", - "The creature gains 12 temporary Hit Points that are lost when the possession ends. During the possession, the creature has the pulse of rage aura. Each time the possessed creature makes a melee {@action Strike}, the spirit can substitute their ephemeral claw attack modifier, damage amount, or both in place of the creature's own statistics.", - "called sovereign shabti to create a the royal's death, the sovereign." + "The creature gains 12 temporary Hit Points that are lost when the possession ends. During the possession, the creature has the pulse of rage aura. Each time the possessed creature makes a melee {@action Strike}, the spirit can substitute their ephemeral claw attack modifier, damage amount, or both in place of the creature's own statistics." ], "name": "Furious Possession" } @@ -51410,9 +51197,9 @@ "type": "Focus", "tradition": null, "DC": 19, + "fp": 2, "entry": { "2": { - "fp": "(2 Focus Points)", "spells": [ { "name": "lay on hands" @@ -52192,10 +51979,10 @@ "poison" ], "note": "", - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, - "maxDuration": "6\nrounds", + "maxDuration": "6 rounds", "stages": [ { "stage": 1, @@ -52817,7 +52604,7 @@ "traits": [ "occult" ], - "trigger": "The shulsaga's last action was a successful melee {@action Strike} against an astral form created by the astral projectionAPG ritual or a similar effect", + "trigger": "The shulsaga's last action was a successful melee {@action Strike} against an astral form created by the {@ritual astral projection|apg} ritual or a similar effect", "frequency": "once per minute;", "entries": [ "The shulsaga attempts to counteract the effect projecting the creature onto the Astral Plane, with the effects of a 5th-level {@spell dispel magic} spell (counteract modifier +18)." @@ -53487,15 +53274,9 @@ }, "trigger": "The skull peeler is using Perfect Camouflage and a creature moves into a space within 15 feet of it", "entries": [ - "The skull peeler Leaps toward the triggering creature." + "The skull peeler Leaps toward the triggering creature and Strikes with its tongue. If this {@action Strike} is successful, the skull peeler automatically {@ability Grab||Grabs} the target with its tongue." ], "name": "Snatch Skull" - }, - { - "entries": [ - "Strikes with its tongue. If this {@action Strike} is successful, the skull peeler automatically Grabs (page 305) the target with its tongue." - ], - "name": "and" } ], "speed": { @@ -53945,12 +53726,9 @@ "abilitiesMid": [ { "entries": [ - "As clacking skull swarm, but {@damage 3d12} piercing and {@damage 3d12} negative, DC 34." + "When a sorcerous skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing {@damage 3d12} piercing damage and {@damage 3d12} negative damage (DC 34 basic Reflex save)." ], - "name": "Boneshard Burst", - "entries_as_xyz": [ - "When a clacking skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing {@damage 2d12} piercing damage and {@damage 2d12} negative damage (DC 29 basic Reflex save)." - ] + "name": "Boneshard Burst" }, { "activity": { @@ -54262,12 +54040,7 @@ ], "abilitiesBot": [ { - "traits": [ - "page 305" - ], - "entries": [ - "Occult Innate Spells DC 29; 7th plane shift (self only; Astral or Material Plane only); 5th harm, illusory creature, mind probe, modify memory; 4th dimension door (at will); 2nd invisibility (at will), silence (at will)" - ], + "entries": [], "name": "Knockdown", "generic": true }, @@ -54315,16 +54088,9 @@ "occult" ], "entries": [ - "The soul skelm makes a melee {@action Strike} trailing a wave of shadowy illusions. The skelm is {@condition flat-footed} until the start of his next turn." + "The soul skelm makes a melee {@action Strike} trailing a wave of shadowy illusions. The skelm is {@condition flat-footed} until the start of his next turn. If the {@action Strike} is successful, the skelm increases the number of damage dice by one, and the target must attempt a DC 29 Will save. On a failure, the target becomes {@condition invisible}, inaudible, and otherwise imperceptible to its allies for 4 rounds, and it likewise can't see, hear, or otherwise perceive those allies. Regardless of the outcome, the creature is temporarily immune to Isolating Lash for 24 hours." ], "name": "Isolating Lash" - }, - { - "entries": [ - "{@action Strike} is successful, the skelm increases the number of damage dice by one, and the target must attempt a DC 29 Will save. On a failure, the target becomes {@condition invisible}, inaudible, and otherwise imperceptible to its allies for 4 rounds, and it likewise can't see, hear, or otherwise perceive those allies.", - "Regardless of the outcome, the creature is temporarily immune to Isolating Lash for 24 hours." - ], - "name": "If the" } ], "inflicts": { @@ -55122,12 +54888,9 @@ "abilitiesMid": [ { "entries": [ - "As stone lion cub, but 50 Hit Points (BT 25)." + "The condition of a stone lions's vessel dictates the cub's maximum Hit Point value. Undamaged, the vessel is an object with 50 Hit Points (BT 25). When the lions is in spirit form, damaging it doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the cub. When the lions Inhabits its Vessel, they're a single target, and damage reduces the Hit Points of both the lions and the vessel. If the vessel is {@condition broken}, the lions can still fight normally while inhabiting it and suffers no ill effect, but if the vessel is ever destroyed, the lions is instantly slain and can't reconstitute." ], - "name": "Bonded Vessel", - "entries_as_xyz": [ - "The condition of a stone cub's vessel dictates the cub's maximum Hit Point value. Undamaged, the vessel is an object with 28 Hit Points (BT 14). When the cub is in spirit form, damaging it doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the cub. When the cub Inhabits its Vessel, they're a single target, and damage reduces the Hit Points of both the cub and the vessel. If the vessel is {@condition broken}, the cub can still fight normally while inhabiting it and suffers no ill effect, but if the vessel is ever destroyed, the cub is instantly slain and can't reconstitute." - ] + "name": "Bonded Vessel" }, { "traits": [ @@ -55212,7 +54975,7 @@ "manipulate" ], "entries": [ - "As stone lion cub, but Resistances physical 5 (except bludgeoning), Speed 30 feet, and it gains the following Strikes.", + "The lion touches and melds with its bonded vessel, bringing the statue to life. It can cease Inhabiting its Vessel by spending a single action, which has the {@trait concentrate} trait. While Inhabiting the Vessel, it loses its fly Speed and gains Immunities healing, nonlethal; Resistances physical 5 (except bludgeoning); Speed 30 feet; and the following {@action Strike||Strikes}.", { "type": "list", "items": [ @@ -55221,25 +54984,13 @@ ] } ], - "name": "Inhabit Vessel", - "entries_as_xyz": [ - "The cub touches and melds with its bonded vessel, bringing the statue to life. It can cease Inhabiting its Vessel by spending a single action, which has the {@trait concentrate} trait. While Inhabiting the Vessel, it loses its fly Speed and gains Immunities healing, nonlethal; Resistances physical 3 (except bludgeoning); Speed 20 feet; and the following {@action Strike}.", - { - "type": "list", - "items": [ - "{@bold Melee} {@as 1} jaws +10 (agile), Damage {@damage 1d6+5} bludgeoning plus {@ability Grab}" - ] - } - ] + "name": "Inhabit Vessel" }, { "entries": [ - "As stone lion cub, but resistance 5." + "When not Inhabiting its Vessel, the lion is incorporeal and gains resistance 5 to all damage (except force damage and damage from Strikes with the ghost touch property rune; double resistance against non-magical)." ], - "name": "Spirit Body", - "entries_as_xyz": [ - "When not Inhabiting its Vessel, the cub is incorporeal and gains resistance 3 to all damage (except force damage and damage from Strikes with the ghost touch property rune; double resistance against non-magical)." - ] + "name": "Spirit Body" } ], "inflicts": { @@ -56033,9 +55784,25 @@ "abilitiesBot": [ { "entries": [ - "Strikes they make against the triggering enemy." + "Strix kinmates are tightly bonded to one another, adept at teamwork and supporting each other's attacks. If an enemy is within reach of both the kinmate and one other strix, that enemy is {@condition flat-footed} to all strix." ], - "name": "on" + "name": "Strix Camaraderie" + }, + { + "activity": { + "number": 1, + "unit": "free" + }, + "traits": [ + "emotion", + "mental" + ], + "frequency": "once per 10 minutes", + "trigger": "The kinmate or a strix ally they can see is damaged by an enemy's critical hit", + "entries": [ + "Until the end of their next turn, the kinmate gains a {@damage 1d6|+1d6} status bonus to damage rolls on Strikes they make against the triggering enemy." + ], + "name": "Strix Vengeance" } ], "inflicts": { @@ -56110,13 +55877,10 @@ }, { "entries": [ - "As cobbleswarm, but precise to 120 feet and imprecise to 240 feet." + "A sturzstromer's tremorsense is a precise sense out to 120 feet and an imprecise sense out to 240 feet. A sturzstromer can't sense anything beyond the range of its tremorsense." ], "name": "Tremorsense", - "generic": true, - "entries_as_xyz": [ - "A cobbleswarm's tremorsense is a precise sense out to 40 feet and an imprecise sense out to 80 feet. A cobbleswarm can't sense anything beyond the range of its tremorsense." - ] + "generic": true } ], "ac": { @@ -56200,19 +55964,16 @@ "attack" ], "entries": [ - "As cobbleswarm, but on a success the creature is {@condition grabbed}, and on a critical success the creature is {@condition restrained}." - ], - "name": "Grasping Bites", - "entries_as_xyz": [ - "The cobbleswarm attempts an {@skill Athletics} check and compares the result to the Fortitude DC of each creature in its space. This counts as two attacks for the cobbleswarm's multiple attack penalty.", + "The sturzstromer attempts an {@skill Athletics} check and compares the result to the Fortitude DC of each creature in its space. This counts as two attacks for the sturzstromer's multiple attack penalty.", { "type": "successDegree", "entries": { - "Critical Success": "The creature falls {@condition prone}, takes {@damage 1d6} bludgeoning damage, and is {@condition grabbed} by the cobbleswarm until the end of the cobbleswarm's next turn.", - "Success": "The creature falls {@condition prone}." + "Critical Success": "The creature falls {@condition prone}, takes {@damage 1d6} bludgeoning damage, and is {@condition restrained} by the sturzstromer until the end of the sturzstromer's next turn.", + "Success": "The creature falls {@condition prone}, and is {@condition grabbed} by the sturzstromer until the end of the sturzstromer's next turn." } } - ] + ], + "name": "Grasping Bites" }, { "activity": { @@ -56232,13 +55993,9 @@ "unit": "action" }, "entries": [ - "As cobbleswarm, but {@damage 4d10} bludgeoning damage and DC 41.", - "thundering weapon rune, but it." + "Each foe in the sturzstromer's space takes {@damage 4d10} bludgeoning damage (DC 41 basic Reflex save)." ], - "name": "Pummeling Assault", - "entries_as_xyz": [ - "Each foe in the cobbleswarm's space takes {@damage 2d4} bludgeoning damage (DC 17 basic Reflex save)." - ] + "name": "Pummeling Assault" } ], "inflicts": { @@ -57781,12 +57538,9 @@ "mental" ], "entries": [ - "100 feet. As Elysian titan, but DC 45." + "100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 45 Will save or its movement toward the titan is movement over {@quickref difficult terrain||3|terrain} ({@quickref greater difficult terrain||3|terrain} on a critical failure) for 1 round." ], - "name": "Impossible Stature", - "entries_as_xyz": [ - "100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 44 Will save or its movement toward the titan is movement over {@quickref difficult terrain||3|terrain} ({@quickref greater difficult terrain||3|terrain} on a critical failure) for 1 round." - ] + "name": "Impossible Stature" }, { "activity": { @@ -57951,10 +57705,18 @@ ], "trigger": "The titan damages a creature capable of using divine spells or abilities", "entries": [ - "The creature must attempt a DC 45 Will save. Critical Success The creature is unaffected. Success The creature can't use divine spells or abilities for 1 round and is {@condition frightened 2}. Only powerful non-divine magic, such as wish, can undo this effect. Failure As success, but the duration is 1 minute. Critical Failure As success, but the duration is unlimited." + "The creature must attempt a DC 45 Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature can't use divine spells or abilities for 1 round and is {@condition frightened 2}. Only powerful non-divine magic, such as wish, can undo this effect.", + "Failure": "As success, but the duration is 1 minute.", + "Critical Failure": "As success, but the duration is unlimited." + } + } ], - "name": "Godslayer", - "entries_as_xyz": "Ability not found: 'Godslayer As success, but the duration is 1 minute. Critical Failure As success, but the duration is unlimited.' in Thanatotic Titan, p.269" + "name": "Godslayer" }, { "activity": { @@ -58479,14 +58241,10 @@ ], "requirements": "The tidehawk is within 120 feet of a body of water at least as large as it is", "entries": [ - "The tidehawk draws water to itself, wrapping its feathers like a suit of armor. The tidehawk gains a +2 circumstance bonus to AC until the start of its next turn. If the tidehawk takes damage from a melee {@action Strike} while under this effect, this water armor explodes outward, dealing {@damage 4d8} bludgeoning damage (DC 32 basic Reflex save) to the attacking creature and ending the circumstance bonus." + "The tidehawk draws water to itself, wrapping its feathers like a suit of armor. The tidehawk gains a +2 circumstance bonus to AC until the start of its next turn. If the tidehawk takes damage from a melee {@action Strike} while under this effect, this water armor explodes outward, dealing {@damage 4d8} bludgeoning damage (DC 32 basic Reflex save) to the attacking creature and ending the circumstance bonus to AC." ], "name": "Oceanic Armor" }, - { - "entries": [], - "name": "to AC." - }, { "activity": { "number": 2, @@ -58887,7 +58645,8 @@ "2": { "spells": [ { - "name": "sudden blightAPG", + "name": "sudden blight", + "source": "apg", "amount": "at will" } ] @@ -59440,12 +59199,9 @@ "abilitiesMid": [ { "entries": [ - "As tooth fairy, but 15 feet and DC 20." + "When killed, a tooth fairy swarm bursts into sticky, foul-smelling white dust. Each creature with 15 feet must succeed at a DC 20 Fortitude save or become {@condition sickened 1} ({@condition sickened 2} on a critical failure)." ], - "name": "Plaque Burst", - "entries_as_xyz": [ - "When killed, a tooth fairy bursts into sticky, foul-smelling white dust. Each creature with 5 feet must succeed at a DC 16 Fortitude save or become {@condition sickened 1} ({@condition sickened 2} on a critical failure)." - ] + "name": "Plaque Burst" } ], "speed": { @@ -59554,16 +59310,13 @@ "abilitiesTop": [ { "entries": [ - "As shikigami, but a toshigami's ward is a specific cherry tree." + "Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the {@trait concentrate} trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.", + "A toshigami's ward is a specific cherry tree." ], "name": "Ward", "traits": [ "abjuration", "divine" - ], - "entries_as_xyz": [ - "Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the {@trait concentrate} trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.", - "A shikigami's ward is typically a minor work of art or symbol of civilization, such as a milestone, trail sign, personal garden, or tiny statue." ] } ], @@ -60335,6 +60088,15 @@ "name": "blink" } ] + }, + "constant": { + "7": { + "spells": [ + { + "name": "air walk" + } + ] + } } } } @@ -60345,19 +60107,10 @@ "number": 2, "unit": "action" }, - "traits": [ - "7th" - ], - "entries": [ - "air walk Vie for Victory The triumph siktempora pushes themself beyond their limits to secure victory over a chosen foe. They choose one target they can see and reach with a single {@action Stride} action. They attempt to {@action Demoralize} that target, ignoring the typical limitations on distance and with no penalty for not sharing a language with the target. They then {@action Stride} and attempt one {@skill Athletics} attack action (such as." - ], - "name": "Constant" - }, - { "entries": [ - "{@action Disarm}) against the target." + "The triumph siktempora pushes themself beyond their limits to secure victory over a chosen foe. They choose one target they can see and reach with a single {@action Stride} action. They attempt to {@action Demoralize} that target, ignoring the typical limitations on distance and with no penalty for not sharing a language with the target. They then {@action Stride} and attempt one {@skill Athletics} attack action (such as {@action Grapple} or {@action Disarm}) against the target." ], - "name": "Grapple or" + "name": "Vie for Victory" }, { "activity": { @@ -61339,7 +61092,7 @@ "poison" ], "note": "", - "DC": "24", + "DC": 24, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -62619,14 +62372,10 @@ }, { "entries": [ - "The vishkanya infiltrator is adept at dealing with tight situations. They have a +1 circumstance bonus to checks." + "The vishkanya infiltrator is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to {@action Escape}." ], "name": "Flexible" }, - { - "entries": [], - "name": "to Escape." - }, { "entries": [ "The vishkanya infiltrator doesn't lose the poison on a weapon due to a critically failed {@action Strike}." @@ -62644,15 +62393,12 @@ "entries": [ { "type": "affliction", - "name": "", "traits": [ "injury", "poison" ], - "note": "", - "DC": "20", + "DC": 20, "savingThrow": "Fortitude", - "onset": null, "maxDuration": "6 rounds", "stages": [ { @@ -62662,20 +62408,18 @@ }, { "stage": 2, - "entry": "{@damage 1d4} poison damage and {@condition flat-footed} ;", + "entry": "{@damage 1d4} poison damage and {@condition flat-footed}", + "duration": "1 round" + }, + { + "stage": 3, + "entry": "{@damage 1d4} poison damage, {@condition flat-footed}, and a \u20135-foot penalty to Speed", "duration": "1 round" } ] } ], "name": "Vishkanyan Venom" - }, - { - "traits": [ - "1 round" - ], - "entries": [], - "name": "to Speed" } ], "inflicts": { @@ -63025,12 +62769,9 @@ "air" ], "entries": [ - "30 feet. As air wisp, but for the {@trait water} trait." + "30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the {@trait water} trait; a creature with the {@trait elemental} and {@trait water} traits gains this bonus to all attack and damage rolls." ], - "name": "Resonance", - "entries_as_xyz": [ - "30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the {@trait air} trait; a creature with the {@trait elemental} and {@trait air} traits gains this bonus to all attack and damage rolls." - ] + "name": "Resonance" }, { "activity": { @@ -63086,7 +62827,7 @@ }, { "entries": [ - "When an air wisp rolls a critical failure on a check to {@action Aid}, they get a failure instead, and when they roll a success, they get a critical success instead." + "When an water wisp rolls a critical failure on a check to {@action Aid}, they get a failure instead, and when they roll a success, they get a critical success instead." ], "name": "In Concert" } @@ -63594,12 +63335,14 @@ }, { "traits": [ - "of" + "curse", + "necromancy", + "primal" ], "entries": [ - "the Werebat (curse, necromancy, primal) Saving Throw DC 15 Fortitude." + "Saving Throw DC 15 Fortitude." ], - "name": "Curse" + "name": "Curse of the Werebat" }, { "traits": [ @@ -63790,19 +63533,6 @@ } ], "abilitiesBot": [ - { - "activity": { - "number": 1, - "unit": "action" - }, - "traits": [ - "page 305" - ], - "entries": [ - "Melee tail +10 (agile), Damage {@damage 1d6+4} bludgeoning Melee {@as 1} hatchet +10 (agile, sweep), Damage {@damage 1d6+4} slashing Ranged {@as 1} hatchet +7 (agile, sweep, thrown 10 feet), Damage {@damage 1d6+4} slashing." - ], - "name": "and Grab" - }, { "activity": { "number": 1, @@ -63833,12 +63563,14 @@ }, { "traits": [ - "of" + "curse", + "necromancy", + "primal" ], "entries": [ - "the Werecrocodile (curse, necromancy, primal) Saving Throw DC 15 Fortitude." + "Saving Throw DC 15 Fortitude." ], - "name": "Curse" + "name": "Curse of the Werecrocodile" }, { "traits": [ @@ -64289,23 +64021,27 @@ "amount": "at will" }, { - "name": "ice stormAPG" + "name": "ice storm", + "source": "apg" } ] + }, + "constant": { + "4": { + "spells": [ + { + "name": "pass without trace" + }, + { + "name": "see invisibility" + } + ] + } } } } ], "abilitiesBot": [ - { - "traits": [ - "4th" - ], - "entries": [ - "pass without trace, see invisibility." - ], - "name": "Constant" - }, { "traits": [ "cold", @@ -64425,7 +64161,12 @@ ], "resistances": [ { - "name": "piercing" + "name": "piercing", + "amount": 5 + }, + { + "name": "slashing", + "amount": 5 } ], "abilitiesMid": [ @@ -64960,8 +64701,7 @@ "entries": [ "As the {@action Stride} action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is {@quickref difficult terrain||3|terrain}." ], - "name": "Phase Lurch", - "entries_as_xyz": "Ability not found: 'Phase Lurch As the {@action Stride} action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is {@quickref difficult terrain||3|terrain}.' in Wyrmwraith, p.296" + "name": "Phase Lurch" } ], "inflicts": { @@ -65372,8 +65112,8 @@ "traits": [ "disease" ], - "note": " A ximtal's withering attacks cause a debilitating disease\ntargeting the senses", - "DC": "36", + "note": " A ximtal's withering attacks cause a debilitating disease targeting the senses", + "DC": 36, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -65735,8 +65475,8 @@ "traits": [ "poison" ], - "note": " A xiuh couatl's poison deals good\ndamage rather than poison damage to fiends", - "DC": "32", + "note": " A xiuh couatl's poison deals good damage rather than poison damage to fiends", + "DC": 32, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -66082,13 +65822,29 @@ "fear", "mental" ], - "trigger": "The forest dragon is targeted with a water spell or effect", - "frequency": "once per hour;", "entries": [ - "90 feet, DC 27 (page 305). Animals, fungi, and plants take a \u20132 circumstance penalty to the save. Fed by Water (healing, necromancy, primal) ; The forest dragon gains 30 temporary Hit Points." + "90 feet, DC 27. Animals, fungi, and plants take a \u20132 circumstance penalty to the save." ], "name": "Frightful Presence", "generic": true + }, + { + "activity": { + "number": 1, + "unit": "reaction", + "entry": "{@as R}" + }, + "traits": [ + "healing", + "necromancy", + "primal" + ], + "trigger": "The forest dragon is targeted with a water spell or effect", + "frequency": "once per hour", + "entries": [ + "The forest dragon gains 30 temporary Hit Points." + ], + "name": "Fed by Water" } ], "speed": { @@ -66367,9 +66123,19 @@ "abilitiesMid": [ { "entries": [ - "AC until the start of their next turn." + "If the sea dragon is targeted with an earth spell or flesh to stone, they lose Liquefy until the end of their next turn." + ], + "name": "Countered by Earth" + }, + { + "traits": [ + "arcane", + "transmutation" + ], + "entries": [ + "When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn." ], - "name": "to" + "name": "Fed by Metal" }, { "traits": [ @@ -66481,88 +66247,20 @@ ] } ] - } - } - }, - { - "name": "Arcane Prepared", - "type": "Prepared", - "tradition": "Arcane", - "DC": 26, - "attack": 19, - "entry": { - "0": { - "level": 3, - "spells": [ - { - "name": "detect magic" - }, - { - "name": "message" - }, - { - "name": "prestidigitation" - }, - { - "name": "read aura" - }, - { - "name": "shield" - } - ] - }, - "1": { - "spells": [ - { - "name": "air bubble" - }, - { - "name": "grease" - }, - { - "name": "grim tendrils" - } - ] - }, - "2": { - "spells": [ - { - "name": "hideous laughter" - }, - { - "name": "resist energy" - }, - { - "name": "water breathing" - } - ] }, - "3": { - "spells": [ - { - "name": "feet to fins" - }, - { - "name": "haste" - }, - { - "name": "wall of wind" - } - ] + "constant": { + "2": { + "spells": [ + { + "name": "water walk" + } + ] + } } } } ], "abilitiesBot": [ - { - "traits": [ - "2nd" - ], - "entries": [ - "water walk." - ], - "name": "Constant" - }, { "activity": { "number": 2, @@ -66574,8 +66272,7 @@ "water" ], "entries": [ - "The dragon shoots a ball of water that deals {@damage 9d6} bludgeoning damage in a 20-foot burst within 40 feet (DC 26 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for {@dice 1d4} rounds.", - "Arcane Prepared Spells DC 26, attack +19; 3rd feet to fins, haste, wall of wind; 2nd hideous laughter, resist energy, water breathing; 1st air bubble, grease, grim tendrils; Cantrips (3rd) detect magic, message, prestidigitation, read aura, shield Arcane Prepared Spells DC 32, plus 5th mariner's curse, tongues, wall of ice; 4th dimension door, gaseous form, resilient sphere; Cantrips (5th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 32; commune with nature Arcane Prepared Spells DC 38, plus 8th disappearance, discern location, horrid wilting; 7th energy aegis, project image, spell turning; 6th phantasmal calamity, repulsion, true seeing; Cantrips (8th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 38; commune with nature." + "The dragon shoots a ball of water that deals {@damage 9d6} bludgeoning damage in a 20-foot burst within 40 feet (DC 26 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for {@dice 1d4} rounds." ], "name": "Breath Weapon" }, @@ -67107,7 +66804,7 @@ "mental" ], "entries": [ - "90 feet, DC 28 (page 305) Occult Prepared Spells DC 29, attack +23; 4th calm emotions, detect scrying, silence; 3rd enthrall, heroism, hypnotic pattern; 2nd comprehend language, remove fear, status; 1st command, illusory disguise, true strike; Cantrips (4th) daze, detect magic, prestidigitation, read aura, shield Occult Prepared Spells DC 36, dragon, plus 6th dominate, feeblemind, zealous conviction; 5th dreaming potential, subconscious suggestion, tongues; Cantrips (6th) daze, detect magic, prestidigitation, read aura, shield Occult Prepared Spells DC 43, dragon, plus 9th foresight, overwhelming presence, telepathic demand; 8th disappearance, dream council, maze; 7th dimensional lock, magnificent mansion, true target; Cantrips (9th) daze, detect magic, prestidigitation, read aura, shield." + "90 feet, DC 28." ], "name": "Frightful Presence", "generic": true @@ -68059,16 +67756,13 @@ "abilitiesTop": [ { "entries": [ - "As shikigami, but a zuishin's ward is a specific gate, doorway, or shrine." + "Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the {@trait concentrate} trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.", + "A zuishin's ward is a specific gate, doorway, or shrine." ], "name": "Ward", "traits": [ "abjuration", "divine" - ], - "entries_as_xyz": [ - "Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the {@trait concentrate} trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.", - "A shikigami's ward is typically a minor work of art or symbol of civilization, such as a milestone, trail sign, personal garden, or tiny statue." ] } ], diff --git a/data/bestiary/creatures-ec1.json b/data/bestiary/creatures-ec1.json index 19101fbf7d..5f45718261 100644 --- a/data/bestiary/creatures-ec1.json +++ b/data/bestiary/creatures-ec1.json @@ -3376,7 +3376,7 @@ "disease" ], "note": "", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -4341,7 +4341,7 @@ "poison" ], "note": "", - "DC": "16", + "DC": 16, "savingThrow": "Fortitude", "onset": null, "maxDuration": "1 hour", diff --git a/data/bestiary/creatures-ec3.json b/data/bestiary/creatures-ec3.json index dea5bb707c..6928dd3b98 100644 --- a/data/bestiary/creatures-ec3.json +++ b/data/bestiary/creatures-ec3.json @@ -3020,7 +3020,7 @@ "disease" ], "note": " A creature can't recover from the\n{@condition drained} condition until Abyssal plague is cured", - "DC": "33", + "DC": 33, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, diff --git a/data/bestiary/creatures-ec4.json b/data/bestiary/creatures-ec4.json index 42f150b14a..42bd72ae86 100644 --- a/data/bestiary/creatures-ec4.json +++ b/data/bestiary/creatures-ec4.json @@ -252,7 +252,7 @@ "disease" ], "note": " This affliction can't\nbe reduced below stage 1, nor the damage from it healed,\nuntil successfully treated with remove curse or a similar\neffect; the affliction can then be removed as normal for\na disease.", - "DC": "27", + "DC": 27, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, diff --git a/data/bestiary/creatures-ec5.json b/data/bestiary/creatures-ec5.json index a2d80865da..d6193e2b96 100644 --- a/data/bestiary/creatures-ec5.json +++ b/data/bestiary/creatures-ec5.json @@ -732,7 +732,7 @@ "poison" ], "note": " The {@condition drained} condition\npersists after the poison's duration ends", - "DC": "32", + "DC": 32, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -1258,7 +1258,7 @@ "necromancy" ], "note": "\nThis disease and damage from it can't be healed until the\ncurse is removed. A creature killed by this curse turns\nto sand and can't be resurrected except by a 9th-level\nresurrect ritual or similar magic", - "DC": "39", + "DC": 39, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -2700,7 +2700,7 @@ "abilitiesMid": [ { "entries": [ - "Mind Qormintur automatically disbelieves all illusions of 8th level or lower." + "Mind Qormintur automatically {@quickref disbelieves all illusions|CRB|2|disbelieving illusions|0} of 8th level or lower." ], "name": "Iron" }, @@ -5194,7 +5194,7 @@ "poison" ], "note": "", - "DC": "35", + "DC": 35, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", diff --git a/data/bestiary/creatures-frp1.json b/data/bestiary/creatures-frp1.json index 6df3042830..8582b285f4 100644 --- a/data/bestiary/creatures-frp1.json +++ b/data/bestiary/creatures-frp1.json @@ -3796,9 +3796,9 @@ "tradition": null, "DC": 32, "attack": 25, + "fp": 3, "entry": { "7": { - "fp": "(3 Focus Points)", "spells": [ { "name": "abundant step", @@ -3969,7 +3969,7 @@ }, "items": [ "+2 greater striking greatclub", - "+2 resilient half-plate" + "+2 resilient half plate" ], "abilitiesTop": [], "ac": { @@ -5512,9 +5512,9 @@ "type": "Focus", "tradition": "Divine", "DC": 32, + "fp": 2, "entry": { "7": { - "fp": "(2 Focus Points)", "spells": [ { "name": "athletic rush", @@ -7377,9 +7377,9 @@ "type": "Focus", "tradition": null, "DC": 24, + "fp": 3, "entry": { "5": { - "fp": "(3 Focus Points)", "spells": [ { "name": "ki blast" @@ -8660,9 +8660,9 @@ "type": "Focus", "tradition": null, "DC": 27, + "fp": 2, "entry": { "5": { - "fp": "(2 Focus Points)", "spells": [ { "name": "dragon breath", diff --git a/data/bestiary/creatures-frp2.json b/data/bestiary/creatures-frp2.json index fbf270b7cc..86f96db294 100644 --- a/data/bestiary/creatures-frp2.json +++ b/data/bestiary/creatures-frp2.json @@ -7459,9 +7459,9 @@ "type": "Focus", "tradition": null, "DC": 35, + "fp": 3, "entry": { "7": { - "fp": "(3 Focus Points)", "spells": [ { "name": "elemental blast", @@ -8687,9 +8687,9 @@ "type": "Focus", "tradition": null, "DC": 30, + "fp": 3, "entry": { "7": { - "fp": "(3 focus points)", "spells": [ { "name": "ki blast" @@ -9694,9 +9694,9 @@ "type": "Focus", "tradition": null, "DC": 32, + "fp": 3, "entry": { "7": { - "fp": "(3 Focus Points)", "spells": [ { "name": "dragon breath", @@ -9731,7 +9731,7 @@ "poison" ], "note": "", - "DC": "30", + "DC": 30, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", diff --git a/data/bestiary/creatures-gmg.json b/data/bestiary/creatures-gmg.json index 2bdb369e14..ade844b12e 100644 --- a/data/bestiary/creatures-gmg.json +++ b/data/bestiary/creatures-gmg.json @@ -12,6 +12,24 @@ "traits": [ "Human" ], + "spellcasting": [ + { + "name": "Cleric Domain", + "type": "Focus", + "tradition": null, + "DC": 17, + "fp": 1, + "entry": { + "1": { + "spells": [ + { + "name": "cry of destruction" + } + ] + } + } + } + ], "creatureType": [ "Humanoid" ], @@ -50,10 +68,10 @@ "Cha": 1 }, "items": [ - "crossbow (10 bolts)", - "religious symbol of Nethys", - "religious text of Nethys", - "staff" + "{@item crossbow} ({@item bolt||10 bolts})", + "{@item religious symbol} of {@deity Nethys}", + "{@item religious text} of {@deity Nethys}", + "{@item staff}" ], "abilitiesTop": [], "ac": { @@ -454,14 +472,30 @@ ] } ], - "abilitiesBot": [ + "spellcasting": [ { - "entries": [ - "DC 14; Cantrips (1st) daze, detect magic, mage hand." - ], - "name": "Occult Spells Known" + "name": "Occult Spells Known", + "tradition": "Occult", + "DC": 14, + "entry": { + "0": { + "level": 1, + "spells": [ + { + "name": "daze" + }, + { + "name": "detect magic" + }, + { + "name": "mage hand" + } + ] + } + } } ], + "abilitiesBot": [], "inflicts": { "damage": [ "bludgeoning" @@ -747,6 +781,25 @@ "Wis": 1, "Cha": 3 }, + "spellcasting": [ + { + "name": "Champion Devotion", + "type": "Focus", + "tradition": null, + "DC": 20, + "fp": 1, + "entry": { + "3": { + "spells": [ + { + "name": "touch of corruption", + "source": "APG" + } + ] + } + } + } + ], "items": [ "lesser cheetah's elixir", "greataxe", @@ -1378,15 +1431,9 @@ }, "trigger": "The assassin is targeted with a melee or ranged attack by an attacker they can see", "entries": [ - "The assassin gains a +2 circumstance bonus." + "The assassin gains a +2 circumstance bonus to AC against the triggering attack." ], "name": "Nimble Dodge" - }, - { - "entries": [ - "AC against the triggering attack." - ], - "name": "to" } ], "speed": { @@ -2025,15 +2072,9 @@ }, { "entries": [ - "A barrister gains a +2 circumstance bonus." + "A barrister gains a +2 circumstance bonus to {@skill Diplomacy} checks to {@action Make an Impression} or {@action Request} something of the deciding members within a courtroom. If the barrister successfully Performs against a DC of 20 during the 20 minutes prior to the check, they increase the circumstance bonus to +4." ], "name": "Sway the Judge and Jury" - }, - { - "entries": [ - "{@skill Diplomacy} checks to {@action Make an Impression} or {@action Request} something of the deciding members within a courtroom. If the barrister successfully Performs against a DC of 20 during the 20 minutes prior to the check, they increase the circumstance bonus to +4." - ], - "name": "to" } ], "ac": { @@ -2415,10 +2456,14 @@ ], "abilitiesBot": [ { + "activity": { + "number": 2, + "unit": "action" + }, "entries": [ - "AC during those actions." + "The beggar Strides three times and gains a +2 circumstance bonus to AC during those actions." ], - "name": "to" + "name": "Beat a Retreat" } ], "inflicts": { @@ -3071,15 +3116,9 @@ }, { "entries": [ - "On the first round of combat, if the burglar rolls {@skill Deception}." + "On the first round of combat, if the burglar rolls {@skill Deception} or {@skill Stealth} for initiative, creatures that haven't acted are {@condition flat-footed} to them." ], "name": "Surprise Attack" - }, - { - "entries": [ - "{@skill Stealth} for initiative, creatures that haven't acted are {@condition flat-footed} to them." - ], - "name": "or" } ], "inflicts": { @@ -3434,6 +3473,26 @@ "DC": 20, "attack": 10, "entry": { + "0": { + "level": 2, + "spells": [ + { + "name": "daze" + }, + { + "name": "ghost sound" + }, + { + "name": "mage hand" + }, + { + "name": "message" + }, + { + "name": "prestidigitation" + } + ] + }, "1": { "slots": 3, "spells": [ @@ -3466,18 +3525,32 @@ ] } } + }, + { + "name": "Bard Composition", + "type": "Focus", + "DC": 19, + "attack": 10, + "entry": { + "0": { + "level": 1, + "spells": [ + { + "name": "inspire courage" + } + ] + }, + "1": { + "spells": [ + { + "name": "counter performance" + } + ] + } + } } ], "abilitiesBot": [ - { - "traits": [ - "2nd" - ], - "entries": [ - "daze, ghost sound, mage hand, message, prestidigitation Bard Composition Spells 1 Focus Point, DC 19; 1st counter performance (Core Rulebook 386); Cantrips (1st) inspire courage (Core Rulebook 386)" - ], - "name": "Cantrips" - }, { "entries": [ "The charlatan deals an extra {@damage 1d6} precision damage to {@condition flat-footed} creatures." @@ -3827,16 +3900,6 @@ "When three or more commoners are adjacent to each other, each commoner gets a +1 circumstance bonus to Athletic checks to {@action Shove}, attack rolls, and damage rolls." ], "name": "Power of the Mob" - }, - { - "entries": [ - "A mob is a violent crowd (Core Rulebook 514) that works as {@quickref greater difficult terrain||3|terrain} and hazardous terrain, dealing {@dice 1d4} damage for each square entered. A creature can spend a single action to attempt a DC 16 {@skill Intimidation} check, clearing the mob from all squares adjacent to them on a success (or all squares within 10 feet on a critical success). This action has the concentrate, emotion, {@trait manipulate}, and {@trait mental} traits." - ], - "name": "BRAVING THE MOB" - }, - { - "entries": [], - "name": "BEGGAR" } ], "inflicts": { @@ -5154,15 +5217,9 @@ ], "requirements": "The drunkard is drunk, and isn't {@condition fatigued} or raging", "entries": [ - "Something sets the drunkard off, causing them to fly into a drunken rage. They gain 6 temporary Hit Points that last until the drunken rage ends. While raging, they deal 4 additional damage with melee attacks and take a \u20131 penalty to AC. The drunkard can't use concentrate actions except {@action Seek} and rage actions. The rage lasts for 1 minute or until the drunkard falls {@condition unconscious} or sobers up. The drunkard can't voluntarily stop the Drunken." + "Something sets the drunkard off, causing them to fly into a drunken rage. They gain 6 temporary Hit Points that last until the drunken rage ends. While raging, they deal 4 additional damage with melee attacks and take a \u20131 penalty to AC. The drunkard can't use concentrate actions except {@action Seek} and {@trait rage} actions. The rage lasts for 1 minute or until the drunkard falls {@condition unconscious} or sobers up. The drunkard can't voluntarily stop the Drunken Rage. Once the rage ends, the drunkard can't {@action Rage} again for 1 minute." ], "name": "Drunken Rage" - }, - { - "entries": [ - "Once the rage ends, the drunkard can't {@action Rage} again for 1 minute." - ], - "name": "Rage." } ], "inflicts": { @@ -5441,16 +5498,10 @@ "abilitiesBot": [ { "entries": [ - "On the first round of combat, if the false priest rolls {@skill Deception}." + "On the first round of combat, if the false priest rolls {@skill Deception} or {@skill Performance} for initiative, creatures that haven't acted yet are {@condition flat-footed} to the false priest." ], "name": "Deceiver's Surprise" }, - { - "entries": [ - "{@skill Performance} for initiative, creatures that haven't acted yet are {@condition flat-footed} to the false priest." - ], - "name": "or" - }, { "activity": { "number": 1, @@ -5461,16 +5512,10 @@ "mental" ], "entries": [ - "The false priest convinces someone of their omnipotence by attempting a {@skill Deception} check compared to the creature's Will." + "The false priest convinces someone of their omnipotence by attempting a {@skill Deception} check compared to the creature's Will DC. If successful, the target gains {@dice 1d8+4} temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first." ], "name": "Fickle Prophecy" }, - { - "entries": [ - "If successful, the target gains {@dice 1d8+4} temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first." - ], - "name": "DC." - }, { "entries": [ "The false priest deals an extra {@damage 1d6} precision damage to {@condition flat-footed} creatures. This increases to {@dice 2d6} against creatures {@condition flat-footed} due to the false priest's {@action Feint} or deceiver's surprise." @@ -5484,16 +5529,12 @@ "unit": "reaction", "entry": "{@as R}" }, - "trigger": "The false priest critically fails a", + "trigger": "The false priest critically fails a {@skill Deception} or {@skill Performance} check", "frequency": "once per hour;", - "entries": [], - "name": "The Jig Is Up" - }, - { "entries": [ - "{@skill Performance} check; The false priest {@action Stride||Strides}." + "The false priest {@action Stride||Strides}." ], - "name": "Deception or" + "name": "The Jig Is Up" } ], "inflicts": { @@ -5951,16 +5992,10 @@ }, { "entries": [ - "On the first round of combat, if the gang leader rolls." + "On the first round of combat, if the gang leader rolls {@skill Deception} or {@skill Stealth} for initiative, creatures who haven't acted are {@condition flat‑footed} to the gang leader." ], "name": "Surprise Attack" }, - { - "entries": [ - "{@skill Stealth} for initiative, creatures who haven't acted are {@condition flat‑footed} to the gang leader." - ], - "name": "Deception or" - }, { "activity": { "number": 1, @@ -8934,11 +8969,13 @@ "Wis": 3, "Cha": -1 }, + "items": [ + "light mace", + "hooded robe", + "scroll of spectral hand", + "spellbook (Abominable Missives of the Atrophied)" + ], "abilitiesTop": [ - { - "entries": [], - "name": "of the Atrophied)" - }, { "traits": [ "arcane", @@ -9844,6 +9881,26 @@ "tradition": "Divine", "DC": 23, "entry": { + "0": { + "level": 3, + "spells": [ + { + "name": "guidance" + }, + { + "name": "light" + }, + { + "name": "message" + }, + { + "name": "sigil" + }, + { + "name": "stabilize" + } + ] + }, "1": { "spells": [ { @@ -9883,18 +9940,24 @@ ] } } + }, + { + "name": "Cleric Domain", + "type": "Focus", + "DC": 23, + "fp": 1, + "entry": { + "3": { + "spells": [ + { + "name": "healer's blessing" + } + ] + } + } } ], "abilitiesBot": [ - { - "traits": [ - "3rd" - ], - "entries": [ - "guidance, light, message, sigil, stabilize Cleric Domain Spells 1 Focus Point, DC 23; 3rd healer's blessing (Core Rulebook 393)" - ], - "name": "Cantrips" - }, { "entries": [ "When the plague doctor casts heal, they roll d10s instead of d8s." @@ -10505,13 +10568,8 @@ "Wis": 3, "Cha": 4 }, - "abilitiesTop": [ - { - "entries": [ - "+7, {@skill Survival} +7 Str +2, Dex +1, Con +0, Int +1, Wis +3, Cha +4 Items flail, manifesto (functions as religious text), pouch of rocks, robes." - ], - "name": "Religion" - } + "items": [ + "{@item flail}, manifesto (functions as {@item religious text}), pouch of rocks, robes" ], "ac": { "default": 17, @@ -10637,6 +10695,22 @@ ] } } + }, + { + "name": "Cleric Domain", + "type": "Focus", + "tradition": null, + "DC": 18, + "fp": 1, + "entry": { + "1": { + "spells": [ + { + "name": "read fate" + } + ] + } + } } ], "abilitiesBot": [], @@ -10817,7 +10891,16 @@ ], "requirements": "The reckless scientist is holding a bomb or elixir", "entries": [ - "The reckless scientist combines the bomb with another bomb or the elixir with another elixir. They can {@action Interact} to draw a second bomb or elixir if necessary as part of this action. They attempt a DC 28 {@skill Crafting} check, destroying both component items to create one new item. If a viable resulting item isn't used by the end of the scientist's next turn, it explodes as described under critical failure. Critical Success The new item has the full effect of both component items when used. Success The new item combines both items, but halves the effect of each. (This halves damage for bombs, the amount of healing of elixirs of life, or the duration for effects that can't have their value halved. Details are determined by the GM.) Failure The new item is inert. Critical Failure The new item immediately explodes, dealing {@damage 3d6} piercing damage to the reckless scientist." + "The reckless scientist combines the bomb with another bomb or the elixir with another elixir. They can {@action Interact} to draw a second bomb or elixir if necessary as part of this action. They attempt a DC 28 {@skill Crafting} check, destroying both component items to create one new item. If a viable resulting item isn't used by the end of the scientist's next turn, it explodes as described under critical failure.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The new item has the full effect of both component items when used.", + "Success": "The new item combines both items, but halves the effect of each. (This halves damage for bombs, the amount of healing of elixirs of life, or the duration for effects that can't have their value halved. Details are determined by the GM.)", + "Failure": "The new item is inert.", + "Critical Failure": "The new item immediately explodes, dealing {@damage 3d6} piercing damage to the reckless scientist." + } + } ], "name": "Reckless Alchemy" } @@ -11305,21 +11388,9 @@ "concentrate" ], "entries": [ - "The sage studies a creature, attempting an." + "The sage studies a creature, attempting an {@skill Arcana}, {@skill Nature}, {@skill Occultism}, {@skill Religion}, or {@skill Society} check against the creature's {@action Recall Knowledge} DC. On a success, the sage gains a +2 circumstance bonus to attack rolls and AC against that creature and deals an additional {@dice 2d6} damage to the creature with weapon attacks. These benefits last for 1 minute or until the sage uses this ability again." ], "name": "Sage's Analysis" - }, - { - "entries": [ - "{@skill Society} check against the creature's." - ], - "name": "Arcana, Nature, Occultism, Religion, or" - }, - { - "entries": [ - "On a success, the sage gains a +2 circumstance bonus to attack rolls and AC against that creature and deals an additional {@dice 2d6} damage to the creature with weapon attacks. These benefits last for 1 minute or until the sage uses this ability again." - ], - "name": "Recall Knowledge DC." } ], "inflicts": { @@ -11745,16 +11816,10 @@ "unit": "action" }, "entries": [ - "The captain makes two Strikes, one with their rapier and one with their main‑gauche (in either order). If both Strikes hit, the ship captain can attempt." + "The captain makes two Strikes, one with their rapier and one with their main‑gauche (in either order). If both Strikes hit, the ship captain can attempt to {@action Disarm} the target. Their multiple attack penalty increases only after all the attacks are made." ], "name": "Dual Disarm" }, - { - "entries": [ - "{@action Disarm} the target. Their multiple attack penalty increases only after all the attacks are made." - ], - "name": "to" - }, { "activity": { "number": 1, @@ -13695,11 +13760,10 @@ "Cha": 2 }, "items": [ - "composite shortbow (20 arrows)", - "half plate", - "mace", - "steel shield (Hardness 5", - "HP 20" + "{@item composite shortbow} (20 arrows)", + "{@item half plate}", + "{@item mace}", + "{@item steel shield} (Hardness 5, HP 20, BT 10)" ], "abilitiesTop": [], "ac": { diff --git a/data/bestiary/creatures-lome.json b/data/bestiary/creatures-lome.json index e82d6845a5..2697b6d557 100644 --- a/data/bestiary/creatures-lome.json +++ b/data/bestiary/creatures-lome.json @@ -57,15 +57,9 @@ }, { "entries": [ - "If an aigamuxa takes damage from {@action Stride||Striding}." + "If an aigamuxa takes damage from {@action Stride||Striding} or {@action Step||Stepping} into hazardous terrain or a square with similar grounded hazards (such as caltrops), they can't {@action Seek} until the end of their next turn." ], "name": "Weak Feet" - }, - { - "entries": [ - "Stepping into hazardous terrain or a square with similar grounded hazards (such as caltrops), they can't {@action Seek} until the end of their next turn." - ], - "name": "or" } ], "ac": { @@ -402,7 +396,7 @@ "poison" ], "note": "", - "DC": "22", + "DC": 22, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -610,7 +604,7 @@ "poison" ], "note": "", - "DC": "15", + "DC": 15, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -854,7 +848,7 @@ "poison" ], "note": "", - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -1249,21 +1243,9 @@ "unit": "action" }, "entries": [ - "The veteran makes a melee {@action Strike} and compares the attack roll result." + "The veteran makes a melee {@action Strike} and compares the attack roll result to the AC of up to two foes, each of whom must be within their melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the biloko veteran's multiple attack penalty." ], "name": "Swipe" - }, - { - "entries": [ - "AC of up to two foes, each of whom must be within their melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit." - ], - "name": "to the" - }, - { - "entries": [ - "Swipe counts as two attacks for the biloko veteran's multiple attack penalty." - ], - "name": "A" } ], "inflicts": { @@ -2208,20 +2190,7 @@ "Wis": 4, "Cha": 1 }, - "abilitiesTop": [ - { - "entries": [ - "+13, {@skill Deception} +15, {@skill Nature} +13, {@skill Stealth} +16, {@skill Survival} +13 Str +6, Dex +5, Con +1, Int +0," - ], - "name": "Crafting" - }, - { - "entries": [ - "+4, Cha +1 Items blowgun (10 poisoned darts), +1 dagger." - ], - "name": "Wis" - } - ], + "abilitiesTop": [], "ac": { "default": 25, "abilities": null @@ -2350,14 +2319,10 @@ "transmutation" ], "entries": [ - "The eloko is affected by a 4th-level {@spell enlarge} spell. This lasts for 1 minute, and the eloko can {@action Dismiss}." + "The eloko is affected by a 4th-level {@spell enlarge} spell. This lasts for 1 minute, and the eloko can {@action Dismiss} the Spell." ], "name": "Size Alteration" }, - { - "entries": [], - "name": "the Spell." - }, { "traits": [ "precision" @@ -2367,23 +2332,6 @@ ], "name": "Sneak Attack", "generic": true - }, - { - "entries": [ - "Legend tells that charau-ka share ancestry with the demon lord Angazhan, who transformed the dead bodies of humans who waged war against his cult, causing them to rise as the first of the mandrill-like humanoids.", - "Though long unproven, rumors persist that charau-ka priests have perfected a hideous ritual that forces the slain to reincarnate as new charau-ka in honor of this ancient tale. Other stories say that powerful altars devoted to Angazhan contain this power, and that conducting ritual sacrifices before these magical artifacts causes the spirits of the dead to return to life as violent devotees of Angazhan, the master of those who revel in savagery and destruction.", - "The largest charau-ka stronghold in the Mwangi Expanse is the city." - ], - "name": "CHARAU-KA" - }, - { - "traits": [ - "page 266" - ], - "entries": [ - ", located on the shores of Lake Ocota. Though the death of their Gorilla King has led to political turmoil, the charau-ka will happily unite to kidnap or murder any outsiders in the area." - ], - "name": "of Usaro" } ], "inflicts": { @@ -2404,7 +2352,7 @@ ] }, { - "name": "Goluo", + "name": "Sié Goluo", "isNpc": false, "source": "LOME", "page": 306, @@ -2588,24 +2536,9 @@ }, { "entries": [ - "Sié Goluo ignores {@quickref difficult terrain||3|terrain} and doesn't trigger traps with his movement.", - "Primal Innate Spells DC 34; 3rd humanoid form (at will); Constant (1st) pass without trace." + "Sié Goluo ignores {@quickref difficult terrain||3|terrain} and doesn't trigger traps with his movement." ], "name": "Spirit Steps" - }, - { - "entries": [ - "Scholars who know of Atreia, the elemental lord of fire, suspect solar ibises might be related to the imprisoned demigod; Atreia is said to take the form of a three-headed ibis and was known for his holy, purifying flame. That this is mere coincidence seems too implausible to consider, but solar ibis don't acknowledge any connection to the demigod, leaving some to wonder if Atreia's imprisonment caused the sun birds to unconsciously forget their origins." - ], - "name": "A Severed Connection" - }, - { - "entries": [ - "Solar ibis are beings of light sometimes called sun birds, or \"winged luminaries\" by the more scholarly inclined. They're tasked with guarding sacred places or items, although they sometimes also protect the living from places of incredible danger. Their appearance is always preceded by numerous small purple-winged birds with a splash of yellow on their crowns; these are avatars of the ibis that nest and congregate in areas it protects. The presence of these avatars is often the only way to track these reclusive and solitary creatures. Should the solar ibis choose to appear, these little birds scatter like wild fowl. The sun bird then manifests and bathes the area in a brilliant shower of light that can blind and startle unwary and unprepared creatures in its presence.", - "The solar ibis appears as a magnificent, large bird surrounded by a halo of brilliant light. Its black feathers shimmer with all the colors of the spectrum, casting glossy rainbows across its plumage. It has a keen sense of insight, which it uses to pass judgment as a whole on whether those before it are worthy to access what it guards. It punishes those it finds unworthy with its cleansing might.", - "Though considered sacred by most within the Mwangi Expanse, there are still some who hunt these glorious creatures; some seek the treasures that the ibis keep, while others seek the ibis themselves, dead or alive. Some believe that the feathers of a solar ibis, when burned, create an incense that can grant holy power to those that inhale it. Others believe that its bones and feet can be ground into a powder that can destroy demons and purify the undead." - ], - "name": "SOLAR IBIS" } ], "inflicts": { @@ -2821,11 +2754,8 @@ "number": 1, "unit": "action" }, - "traits": [ - "tail" - ], "entries": [ - "only, {@damage 2d12+12} bludgeoning, DC 34." + "tail only, {@damage 2d12+12} bludgeoning, DC 34." ], "name": "Greater Constrict", "generic": true @@ -2835,11 +2765,8 @@ "number": 1, "unit": "action" }, - "traits": [ - "jaws" - ], "entries": [ - "only, Huge, {@damage 3d12+10} bludgeoning, Rupture 37." + "jaws only, Huge, {@damage 3d12+10} bludgeoning, Rupture 37." ], "name": "Swallow Whole", "generic": true @@ -3011,12 +2938,6 @@ "The k'nonna {@action Stride||Strides} and makes a {@action Strike} at the end of that movement. If the k'nonna began this action {@condition hidden}, they remain {@condition hidden} until after this ability's {@action Strike}." ], "name": "Pounce" - }, - { - "entries": [ - "Kaava are stealthy, jungle-dwelling humanoids with short down feathers that can easily be mistaken for fur from a distance. Kaava have tough scales beneath these feathers. Both the scales and feathers have mutable pigmentation that allows a kaava to blend into surrounding foliage like a chameleon." - ], - "name": "KAAVA" } ], "inflicts": { @@ -3342,7 +3263,7 @@ "disease" ], "note": "", - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -3379,54 +3300,6 @@ "The karina mimics a voice and mocks a creature within 30 feet. They attempt a {@skill Deception} check to {@action Demoralize} the creature. Regardless of whether the check succeeds, the target creature is temporarily immune to the karina's Mocking Cry for 1 hour." ], "name": "Mocking Cry" - }, - { - "entries": [], - "name": "MWANGI" - }, - { - "entries": [], - "name": "EXPANSE" - }, - { - "entries": [], - "name": "RECLAIMING" - }, - { - "entries": [], - "name": "THE EXPANSE" - }, - { - "entries": [], - "name": "HISTORY" - }, - { - "entries": [], - "name": "PEOPLE OF THE" - }, - { - "entries": [], - "name": "MWANGI" - }, - { - "entries": [], - "name": "RELIGION" - }, - { - "entries": [], - "name": "GEOGRAPHY" - }, - { - "entries": [], - "name": "BESTIARY" - }, - { - "entries": [], - "name": "GLOSSARY AND" - }, - { - "entries": [], - "name": "INDEX" } ], "inflicts": { @@ -3662,7 +3535,22 @@ } ] }, - "constant": {} + "constant": { + "7": { + "spells": [ + { + "name": "true seeing" + } + ] + }, + "8": { + "spells": [ + { + "name": "freedom of movement" + } + ] + } + } } } ], @@ -3672,9 +3560,7 @@ "number": 1, "unit": "action" }, - "entries": [ - "Melee foot +35 (agile, magical, reach 20 feet), Damage {@damage 3d10+17} bludgeoning Primal Innate Spells DC 38, attack +30; 9th wall of fire (×3), wall of stone (×3); 8th fire shield, volcanic eruption; 4th air walk, gaseous form; Cantrips (9th) detect magic, produce flame; Constant (8th) freedom of movement; (7th) true seeing." - ], + "entries": [], "name": "Improved Grab", "generic": true }, @@ -4192,7 +4078,7 @@ "disease" ], "note": "The target can't reduce its {@condition sickened} condition while affected by rompo chills", - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": "1 day", "maxDuration": null, @@ -4589,7 +4475,7 @@ "poison" ], "note": "", - "DC": "29", + "DC": 29, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", diff --git a/data/bestiary/creatures-sli.json b/data/bestiary/creatures-sli.json index b1b30ffd0a..10213da8d6 100644 --- a/data/bestiary/creatures-sli.json +++ b/data/bestiary/creatures-sli.json @@ -757,7 +757,7 @@ "poison" ], "note": "", - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -1868,6 +1868,7 @@ "type": "Focus", "tradition": null, "DC": 28, + "fp": 2, "entry": { "0": { "level": 5, @@ -1881,7 +1882,6 @@ ] }, "5": { - "fp": "(2 Focus Points)", "spells": [ { "name": "counter performance" diff --git a/data/bestiary/creatures-sot1.json b/data/bestiary/creatures-sot1.json index e727bb4b55..276e88553d 100644 --- a/data/bestiary/creatures-sot1.json +++ b/data/bestiary/creatures-sot1.json @@ -455,7 +455,7 @@ "poison" ], "note": "", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4\nrounds", @@ -700,7 +700,7 @@ "poison" ], "note": "", - "DC": "15", + "DC": 15, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -1259,7 +1259,7 @@ "disease" ], "note": "", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": null, @@ -2047,7 +2047,7 @@ "poison" ], "note": " A scrit's fingers are perpetually\ncovered in smeared ink from the writing it's\ndestroyed. This ink mixes with its skin oils to\ncreate a disgusting, sticky poison.", - "DC": "14", + "DC": 14, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -3233,7 +3233,7 @@ "disease" ], "note": " Myceloids are immune", - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": null, diff --git a/data/bestiary/creatures-sot2.json b/data/bestiary/creatures-sot2.json index 2532ce4709..16b88bcb91 100644 --- a/data/bestiary/creatures-sot2.json +++ b/data/bestiary/creatures-sot2.json @@ -1477,7 +1477,7 @@ "poison" ], "note": "", - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", diff --git a/data/bestiary/fluff-creatures-bst.json b/data/bestiary/fluff-creatures-bst.json index 058a00c95d..2f5f95f5f3 100644 --- a/data/bestiary/fluff-creatures-bst.json +++ b/data/bestiary/fluff-creatures-bst.json @@ -13159,7 +13159,7 @@ }, "While drake hides aren't any more valuable than those of other, similarly sized creatures, drake eggs are prized commodities. While they are used as components in powerful spells as well as eaten by various cultures, the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.", "A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.", - "A drake egg has Hardness 3, 5 HP, and BT 5. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a DC 20 Nature check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.", + "A drake egg has Hardness 3, 5 HP, and BT 5. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a DC 20 {@skill Nature} check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.", "Once a drake hatches, it imprints on the first creature that it sees. A creature imprinted on in this way gains a +5 bonus to Nature checks to train or command that drake. The market price of a drake egg varies depending on the region, the type of drake, and the exact purpose the buyer has in mind, but typically depends on the level of the drake. Because drakes are evil, dangerous, and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.", "It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges due to cruelty, overconfidence, or general lack of skill." ] diff --git a/data/bestiary/fluff-creatures-gmg.json b/data/bestiary/fluff-creatures-gmg.json index 998d7e0246..0fcff57654 100644 --- a/data/bestiary/fluff-creatures-gmg.json +++ b/data/bestiary/fluff-creatures-gmg.json @@ -1,419 +1,2826 @@ { + "_meta": { + "internalCopies": [ + "creatureFluff" + ] + }, "creatureFluff": [ + { + "name": "Villains", + "source": "GMG", + "page": 246, + "entries": [ + { + "type": "pf2-h2", + "name": "Villains", + "collapsible": true, + "source": "GMG", + "page": 246, + "entries": [ + "Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way." + ] + } + ] + }, + { + "name": "Tradespeople", + "source": "GMG", + "page": 244, + "entries": [ + { + "type": "pf2-h2", + "name": "Tradespeople", + "collapsible": true, + "source": "GMG", + "page": 244, + "entries": [ + { + "type": "pf2-sidebar", + "name": "COMMON ARTISAN GUILD", + "source": "GMG", + "page": 244, + "entries": [ + "Cartographers", + "Cobblers", + "Cooks and bakers", + "Glassblowers", + "Herbalists", + "Jewelers and gem cutters", + "Leatherworkers", + "Locksmiths", + "Magecrafters", + "Masons and stonecutters", + "Painters and sign makers", + "Physicians and apothecaries", + "Potion brewers", + "Potters", + "Scroll keepers", + "Shipwrights and sailmakers", + "Skinners and tanners", + "Wagonmakers and wheelwrights", + "Weaponsmiths", + "Wandcrafters", + "Weavers", + "Woodcarvers and coopers" + ] + }, + "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." + ] + } + ] + }, + { + "name": "Seafarers", + "source": "GMG", + "page": 242, + "entries": [ + { + "type": "pf2-h2", + "name": "Seafarers", + "collapsible": true, + "source": "GMG", + "page": 242, + "entries": [ + { + "type": "pf2-sidebar", + "name": "SHIPBOARD SPELLS", + "source": "GMG", + "page": 242, + "entries": [ + "The captain can gain all these spells in place of Dual Disarm. The bosun can exchange Pike and Strike to gain the cantrips and 1st-level spells.", + "{@b Primal Prepared Spells} DC 24 (DC 18 bosun), attack +16 (+10 bosun); {@b 2nd} {@spell summon elemental}, {@spell water breathing}, {@spell water walk}; {@b 1st} {@spell feather fall}, {@spell gust of wind} (×2); {@b Cantrips (2nd, 1st for bosun)} {@spell electric arc}, {@spell guidance}, {@spell know direction}, {@spell light}, {@spell tanglefoot}" + ] + }, + { + "type": "pf2-sidebar", + "name": "NAUTICAL SUPERSTITIONS", + "source": "GMG", + "page": 243, + "entries": [ + { + "type": "list", + "items": [ + "Never use phrases like \"good luck,\" \"drowned,\" or \"goodbye.\"", + "No whistling onboard.", + "Never kill certain creatures, such as albatrosses or dolphins.", + "Never change the name of a vessel without protective rites.", + "Never set sail on certain days of the week.", + "Tengus absorb bad luck into themselves to create good luck." + ] + } + ] + }, + "Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements." + ] + } + ] + }, + { + "name": "Scholars", + "source": "GMG", + "page": 240, + "entries": [ + { + "type": "pf2-h2", + "name": "Scholars", + "collapsible": true, + "source": "GMG", + "page": 240, + "entries": [ + { + "type": "pf2-sidebar", + "name": "UNCOMMON SCHOLASTIC DISCIPLINES", + "source": "GMG", + "page": 240, + "entries": [ + "Beside the life and natural sciences such as arcana, biology, botany, geology, oceanography, and zoology, demand is increasing in cities for more modern disciplines, like anthropology, economics, sociology, urban planning, and even art curation and forensic investigation." + ] + }, + { + "type": "pf2-sidebar", + "name": "CENTERS OF LEARNING", + "source": "GMG", + "page": 241, + "entries": [ + "{@b Kitharodian Academy (Taldor):} Famed bardic college teaching students of all social classes.", + "{@b Magaambya (Nantambu):} Ancient school with some of the world's greatest stores of arcane knowledge.", + "{@b University of Lepidstadt (Ustalav):} School primarily focusing on alchemy, medicine, and scientific study" + ] + }, + "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." + ] + } + ] + }, + { + "name": "Publicans", + "source": "GMG", + "page": 238, + "entries": [ + { + "type": "pf2-h2", + "name": "Publicans", + "collapsible": true, + "source": "GMG", + "page": 238, + "entries": [ + { + "type": "pf2-sidebar", + "name": "TAP LIST", + "source": "GMG", + "page": 238, + "entries": [ + "{@b Ale:} Andoren beer, Boulderhead bock, Cheerful Delver stout, Liquid Ghosts, Luglurch ale, Thileu lager.", + "{@b Cider and Mead:} Hardroot cider, Qadiran cider, Two Knight Brewery mead, Wineberry mead.", + "{@b Wine:} Irrisen icewine, sarain, syrinelle, Whiterose Abbey wine", + "{@b Spirits:} Daggermark drip, dragon punch whiskey, Old Erebus, vjarik." + ] + }, + { + "type": "pf2-sidebar", + "name": "BAR FIGHT!", + "source": "GMG", + "page": 239, + "entries": [ + "Bar fights work better without a grid. Use the stat blocks here or in the Downtrodden section for notable participants, everyone else attacking nonlethally with fists or improvised weapons. Roll one or two attacks at the end of each round against each PC in the fight ({@hit +4} attack modifier, {@damage 1d4+2} bludgeoning damage). {@item Alcohol|GMG} rules can be found {@quickref here|gmg|4|drugs}." + ] + }, + "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." + ] + } + ] + }, + { + "name": "Performers", + "source": "GMG", + "page": 236, + "entries": [ + { + "type": "pf2-h2", + "name": "Performers", + "collapsible": true, + "source": "GMG", + "page": 236, + "entries": [ + { + "type": "pf2-sidebar", + "name": "LET'S SEE A SHOW", + "source": "GMG", + "page": 237, + "entries": [ + "Prices for a night's entertainment are per head and can be far higher for world-class performers. {@b Circus} 1 sp; {@b Dance} 2 cp social, 6 cp stage performance, 1 gp high-society ball; {@b Stage Play} 6 cp small theater, 1 sp major theater; {@b Opera} 5 gp general admission, 20 gp box seats; {@b Music} 5 cp troubadours, 2 sp orchestra; {@b Street Performance} tips of 1\u20132 cp." + ] + }, + "Performances can serve as entertainment, expressions of beauty, or part of a shared culture." + ] + } + ] + }, + { + "name": "Officers", + "source": "GMG", + "page": 232, + "entries": [ + { + "type": "pf2-h2", + "name": "Officers", + "collapsible": true, + "source": "GMG", + "page": 232, + "entries": [ + { + "type": "pf2-sidebar", + "name": "DEPLOYING THE WATCH", + "source": "GMG", + "page": 232, + "entries": [ + "If no guard is present, it takes at least 1\u20132 rounds for a civilian to find a guard to sound an alarm whistle. If a guard was on the scene, they sound the alarm immediately. Reinforcements typically arrive 2\u20133 rounds later." + ] + }, + { + "type": "pf2-sidebar", + "name": "RAISE THE ALARM!", + "source": "GMG", + "page": 233, + "entries": [ + "In a settlement with an alarm, brawls or other major disruptions trigger an alarm 1 round after the watch is alerted. Guards start to arrive after about 5 rounds, usually in patrols of 2 or 3 members, with larger groups of 8\u201312 near important locations." + ] + }, + { + "type": "pf2-sidebar", + "name": "JAILBREAK!", + "source": "GMG", + "page": 234, + "entries": [ + "If a PC or ally gets imprisoned, the group might plot a jailbreak. For a complex jail or penitentiary, this might require use of the {@variantrule infiltration} subsystem. With a smaller town or city jail with a simple structure and small staff, it could require just a bit of force. The jailbreak might just be the beginning, leading to additional adventure!" + ] + }, + { + "type": "pf2-sidebar", + "name": "UNUSUAL MISDEMEANORS", + "source": "GMG", + "page": 235, + "entries": [ + { + "type": "list", + "items": [ + "Altering the weather without a permit", + "Consuming (or refusing to consume) intoxicating substances on celebration days", + "Failing to clean up after animal companions", + "Flying within city limits", + "Selling potions without a license" + ] + } + ] + }, + "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." + ] + } + ] + }, + { + "name": "Mystics", + "source": "GMG", + "page": 228, + "entries": [ + { + "type": "pf2-h2", + "name": "Mystics", + "collapsible": true, + "source": "GMG", + "page": 228, + "entries": [ + { + "type": "pf2-sidebar", + "name": "MYSTIC CADRES", + "source": "GMG", + "page": 228, + "entries": [ + "Golarion has several mystic groups. {@b The Church of Razmir} offers a plan of 31 steps to divinity. {@b The Esoteric Order of the Palatine Eye} seeks celestial truths said to be granted by an ancient angel. {@b Knights of the Aeon Star} search for secret lore. Followers of {@b Rivethun}, dwarven animism, reach out to spirits to gain knowledge and earn favors." + ] + }, + { + "type": "pf2-sidebar", + "name": "MYSTIC RITUALS", + "source": "GMG", + "page": 229, + "entries": [ + "The following are rituals sometimes cast by mystic groups. Those from the Bestiary are available only to appropriate celestials and fiends within the organizations.", + { + "type": "list", + "items": [ + "{@ritual abyssal pact|Bst}", + "{@ritual angelic messenger|BSt}", + "{@ritual call spirit}", + "{@ritual commune}", + "{@ritual infernal pact|Bst}", + "{@ritual legend lore}", + "{@ritual planar ally}", + "{@ritual planar binding}" + ] + } + ] + }, + { + "type": "pf2-sidebar", + "name": "FORMS OF FORTUNE-TELLING", + "source": "GMG", + "page": 230, + "entries": [ + "{@b Anthomancy:} Flowers.", + "{@b Astrology:} The cosmic caravan.", + "{@b Demonomancy:} Asking demons.", + "{@b Harrowing:} Harrow card readings.", + "{@b Haruspicy:} Entrails.", + "{@b Ichthyomancy:} The next fish caught.", + "{@b Mazomancy:} A nursing babe.", + "{@b Oneiromancy:} Dreams.", + "{@b Tyromancy:} Coagulation of cheese." + ] + }, + { + "type": "pf2-sidebar", + "name": "DARK RITUALS", + "source": "GMG", + "page": 231, + "entries": [ + "Most rituals have a simple gp cost and skills. But what if a desperate NPC is willing to offer something darker, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost." + ] + }, + "Those initiated into the hidden truths and forbidden secrets of the world are forever transformed\u2014or 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." + ] + } + ] + }, + { + "name": "Mercenaries", + "source": "GMG", + "page": 226, + "entries": [ + { + "type": "pf2-h2", + "name": "Mercenaries", + "collapsible": true, + "source": "GMG", + "page": 226, + "entries": [ + { + "type": "pf2-sidebar", + "name": "BRIBING MERCENARIES", + "source": "GMG", + "page": 226, + "entries": [ + "Unless a mercenary prides themself on their name or reputation, the PCs might be able to bribe them to switch sides, or at least stand aside. You can estimate a bribe by taking {@dice 0.05*#$prompt_number:min=1,title=Enter a Number!,default=40$#|roughly 5%} of the Party Currency value from the row corresponding to the NPC's level on {@table PARTY TREASURE BY LEVEL||Table 10\u20139}." + ] + }, + { + "type": "pf2-sidebar", + "name": "MERCENARY BANTER", + "source": "GMG", + "page": 227, + "entries": [ + "Here's some parlance commonly used by mercenaries.", + "{@b Crackster:} Someone adept at breaking locks or safes.", + "{@b Diving:} Theft or smuggling below ground, often through tunnels.", + "{@b Foxing:} To play at being asleep, usually for an ambush.", + "{@b Medic:} A healer.", + "{@b Ram:} A hard-hitting warrior.", + "{@b Slinger:} A spellcaster.", + "{@b Sway of Coin:} Swearing allegiance to whoever pays the most.", + "{@b Waterline:} A mercenary troupe's money: \"Take time in town while the waterline's high, everyone.\"", + "{@b Whisperstep:} Anyone who can move stealthily." + ] + }, + { + "type": "pf2-sidebar", + "name": "AT YOUR SERVICE", + "source": "GMG", + "page": 227, + "entries": [ + "Magistrates can conscript others into service in a variety of positions.", + "{@b {@creature Harbormaster|GMG}:} {@creature Bosun|GMG}, {@creature dockhand|GMG}, {@creature guard|GMG}, {@creature ship captain|GMG}", + "{@b {@creature Judge|GMG}:} {@creature Captain of the guard|GMG}, {@creature executioner|GMG}, {@creature guard|GMG}, {@creature jailer|GMG}", + "{@b {@creature Tax Collector|gmg}:} {@creature Captain of the guard|GMG}, {@creature guard|GMG}, {@creature jailer|GMG}, {@creature watch officer|GMG}" + ] + }, + "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." + ] + } + ] + }, + { + "name": "Magistrates", + "source": "GMG", + "page": 224, + "entries": [ + { + "type": "pf2-h2", + "name": "Magistrates", + "collapsible": true, + "source": "GMG", + "page": 224, + "entries": [ + { + "type": "pf2-sidebar", + "name": "DELAYING TACTICS", + "source": "GMG", + "page": 224, + "entries": [ + "A magistrate can weaponize the bureaucracy. A judge might enforce an archaic law generally ignored yet still on the books. A tax collector could ask for the seal of a lord who is out of the region. The harbormaster could require all fees in local coin, fully aware money changers won't be open for days." + ] + }, + { + "type": "pf2-sidebar", + "name": "AT YOUR SERVICE", + "source": "GMG", + "page": 225, + "entries": [ + "Magistrates can conscript others into service in a variety of positions.", + "{@b {@creature Harbormaster|GMG}:} {@creature Bosun|GMG}, {@creature dockhand|GMG}, {@creature guard|GMG}, {@creature ship captain|GMG}", + "{@b {@creature Judge|GMG}:} {@creature Captain of the guard|GMG}, {@creature executioner|GMG}, {@creature guard|GMG}, {@creature jailer|GMG}", + "{@b {@creature Tax Collector|gmg}:} {@creature Captain of the guard|GMG}, {@creature guard|GMG}, {@creature jailer|GMG}, {@creature watch officer|GMG}" + ] + }, + "Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo." + ] + } + ] + }, + { + "name": "Laborers", + "source": "GMG", + "page": 222, + "entries": [ + { + "type": "pf2-h2", + "name": "Laborers", + "collapsible": true, + "source": "GMG", + "page": 222, + "entries": [ + { + "type": "pf2-sidebar", + "name": "LABORER GAMES", + "source": "GMG", + "page": 222, + "entries": [ + "Laborers tend to play games when the work is slow or while on break. Common games include Gremlin Row, which involves rolling dice and trying to match them, as well as Fishing with Fire, in which players try to get all the cards of one type from a deck without losing all of their own cards and getting \"burned.\"" + ] + }, + { + "type": "pf2-sidebar", + "name": "FORCED LABOR", + "source": "GMG", + "page": 223, + "entries": [ + "Many creatures and societies still practice forced labor, whether through full enslavement or indebted labor to pay a society for their crimes. The dockhand, farmer, miner, and servant could also be forced laborers. Forced laborers could become allies or at least informants to PCs who free them." + ] + }, + "Every day, laborers perform backbreaking physical work." + ] + } + ] + }, + { + "name": "Healers", + "source": "GMG", + "page": 220, + "entries": [ + { + "type": "pf2-h2", + "name": "Healers", + "collapsible": true, + "source": "GMG", + "page": 220, + "entries": [ + { + "type": "pf2-sidebar", + "name": "AILMENTS", + "source": "GMG", + "page": 221, + "entries": [ + "Common diseases appear {@filter here|afflictions||Rarity=Common|Type=Disease|Source=GMG}. These can be treated by most healers, though they may have longer-term physiological impacts. For unusual conditions, like {@disease ghoul fever} or {@disease mummy rot}, you might impose penalties on a normal healer attempting to remedy them." + ] + }, + { + "type": "pf2-sidebar", + "name": "MEDICAL SERVICE PRICES", + "source": "GMG", + "page": 220, + "entries": [ + "The {@creature physician|gmg} and {@creature surgeon|GMG} are masters of {@skill Medicine}; the {@creature apothecary|GMG} and {@creature plague doctor|GMG} are experts. {@creature Plague doctor|GMG|Plague doctors} charge five times this rate, and {@creature surgeons|GMg} 10 times.", + { + "type": "list", + "items": [ + "{@b Identify Affliction:} 1 sp.", + "{@b {@action Treat Wounds}:} 2 sp.", + "{@b {@action Treat Disease}:} 1 gp.", + "{@b First Aid or {@action Treat Poison||Treating a Poison}:} 1 sp." + ] + } + ] + }, + "The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others." + ] + } + ] + }, + { + "name": "Foresters", + "source": "GMG", + "page": 218, + "entries": [ + { + "type": "pf2-h2", + "name": "Foresters", + "collapsible": true, + "source": "GMG", + "page": 218, + "entries": [ + { + "type": "pf2-sidebar", + "name": "PENALTIES FOR POACHING", + "source": "GMG", + "page": 218, + "entries": [ + "Punishment for poaching on noble land can be vicious. Maiming poachers by removing fingers is a common practice. Crueler punishments include snaring poachers in their own traps and leaving them helpless, or binding them in the bloody skins of their catch and setting dogs to chase them through the woods." + ] + }, + { + "type": "pf2-sidebar", + "name": "FAMED FORESTS", + "source": "GMG", + "page": 219, + "entries": [ + "The {@b Verduran Forest} is the largest woodland on the continent of Avistan; the druids and rangers of the Wildwood Lodge earned the forest great autonomy through a thousand-year treaty.", + "The {@b Forest of Spirits} stretches over a thousand miles of Tian Xia and is the primeval birthplace of the nature spirits known as kami.", + "The {@b Fangwood} in Nirmathas and the Gravelands is home to a secret village of druids, named Crystalhurst, and to one of the most powerful green dragons in the world. The terrible Darkblight devastated the 7,000-year-old fey court that once guarded the wood. The {@b Fierani Forest} covers the majority of the elven nation of Kyonin and borders Tanglebriar, home to the Fierani rangers' great nemesis, the demon {@deity Treerazer}." + ] + }, + "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." + ] + } + ] + }, + { + "name": "Explorers", + "source": "GMG", + "page": 216, + "entries": [ + { + "type": "pf2-h2", + "name": "Explorers", + "collapsible": true, + "source": "GMG", + "page": 216, + "entries": [ + { + "type": "pf2-sidebar", + "name": "TIPS FROM THE GUIDE", + "source": "GMG", + "page": 216, + "entries": [ + "You might allow PCs who Follow the Expert when led by a guide to continue to add their level to the skill check for some time afterward: 1 hour if the guide is an expert, 1 day for master, or 1 week for legendary. (The guide here has expert {@skill Athletics}, {@skill Lore||Scouting Lore}, and {@skill Survival}.) A character can have this benefit for only one skill at a time." + ] + }, + { + "type": "pf2-sidebar", + "name": "PATHFINDER CHRONICLES", + "source": "GMG", + "page": 217, + "entries": [ + "The Pathfinder Society's quarterly compilation includes outlandish tales like the following.", + { + "type": "list", + "items": [ + "A mount gleams of silver, its inhabitants beings born of metal.", + "A hedge maze extends to faraway nations and distant worlds.", + "In faraway chasms, the haunted clockwork wails in a thousand voices." + ] + } + ] + }, + "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." + ] + } + ] + }, + { + "name": "Devotees", + "source": "GMG", + "page": 212, + "entries": [ + { + "type": "pf2-h2", + "name": "Devotees", + "collapsible": true, + "source": "GMG", + "page": 212, + "entries": [ + { + "type": "pf2-sidebar", + "name": "SWAPPING DEITIES", + "source": "GMG", + "page": 212, + "entries": [ + "Customize an {@creature acolyte|GMG} or {@creature priest|GMG} by matching their deity's alignment and favored weapon, adding the deity's divine skill at +14 (or +7), and swapping spells. An {@creature acolyte of nethys|gmg|example} appears on the facing page. (An acolyte gains only the 1st-level spells, domain spell, and cantrips, and has two 1st-level heal spells instead of three 3rd-level heal spells.) If you swap harm spells for heal, replace {@feat Healing Hands} with the {@feat Selective Energy} cleric feat." + ] + }, + { + "type": "pf2-sidebar", + "name": "SPELL SWAP EXAMPLE", + "source": "GMG", + "page": 213, + "entries": [ + "To make a NE acolyte or priest of Urgathoa, you can use these spells. {@b 3rd} {@spell bind undead}, {@spell circle of protection}, {@spell harm} (×3), {@spell vampiric touch}; {@b 2nd} {@spell dispel magic}, {@spell false life}, {@spell ghoulish cravings}; {@b 1st} {@spell bane}, {@spell fear}, {@spell ray of enfeeblement}; {@b Cantrips} {@spell chill touch}, {@spell detect magic}, {@spell divine lance}, {@spell guidance}, {@spell shield}; {@b Cleric Domain Spell} {@spell undeath's blessing}" + ] + }, + "Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives." + ] + } + ] + }, + { + "name": "Criminals", + "source": "GMG", + "page": 208, + "entries": [ + { + "type": "pf2-h2", + "name": "Criminals", + "collapsible": true, + "source": "GMG", + "page": 208, + "entries": [ + { + "type": "pf2-sidebar", + "name": "CRIMINAL SCAMS", + "source": "GMG", + "page": 208, + "entries": [ + "Common scams criminals run include sending fake collectors for nonexistent charities to seek donations for the diseased and downtrodden; rigged games of chance at local fairs offering worthless prizes, and flashy sideshows concealing the work of pickpockets in the audience; and plants who offer to help travelers find accommodations but lead them to inns with exorbitant prices." + ] + }, + { + "type": "pf2-sidebar", + "name": "MORE SCAMS", + "source": "GMG", + "page": 209, + "entries": [ + { + "type": "list", + "items": [ + "Fraudsters sell fake alchemical items, medicines, charms, talismans, or other minor magics.", + "Unscrupulous moneylenders take advantage of lax business regulations to employ predatory repayment terms.", + "Phony fortune-tellers and mediums use cold-reading techniques to lull gullible marks." + ] + } + ] + }, + { + "type": "pf2-sidebar", + "name": "FANTASY CRIMES", + "source": "GMG", + "page": 210, + "entries": [ + "While many crimes in Pathfinder are similar to crimes in the real world, certain crimes are possible only in a world of magic. These include using magic to win a wager, malicious uses of curses, violating autonomy with enchantment magic, falsifying divinations, violating privacy with divinations, or trespassing via teleportation." + ] + }, + { + "type": "pf2-sidebar", + "name": "PROTECTION MONEY", + "source": "GMG", + "page": 211, + "entries": [ + "Criminal organizations often find it easier to demand protection money from locals than go to the trouble of stealing it. \"Protection\" includes an implicit assumption that those who pay up are safe from those criminals, and some also promise retribution against other criminals." + ] + }, + "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." + ] + } + ] + }, + { + "name": "Courtiers", + "source": "GMG", + "page": 206, + "entries": [ + { + "type": "pf2-h2", + "name": "Courtiers", + "collapsible": true, + "source": "GMG", + "page": 206, + "entries": [ + { + "type": "pf2-sidebar", + "name": "RANKS OF NOBILITY", + "source": "GMG", + "page": 206, + "entries": [ + "Some noble ranks, from highest to lowest: king/queen, grand duke/grand duchess, duke/duchess, marquess, count/countess, landgrave, viscount/viscountess, baron/baroness, baronet/ baronetess, tribune, lord/lady, knight" + ] + }, + { + "type": "pf2-sidebar", + "name": "INTRIGUING PLOT", + "source": "GMG", + "page": 207, + "entries": [ + "The royal court is filled with intrigue! Here are some examples of who might be scheming.", + { + "type": "list", + "items": [ + "The monarch's spouse or children", + "The royal pet (a druid in disguise)", + "The grand vizier", + "Visiting ambassadors or nobles", + "Palace champion", + "Palace doctor", + "Kitchen staff", + "Court jester" + ] + } + ] + }, + "Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court." + ] + } + ] + }, + { + "name": "Downtrodden", + "source": "GMG", + "page": 214, + "entries": [ + { + "type": "pf2-h2", + "name": "Downtrodden", + "collapsible": true, + "source": "GMG", + "page": 214, + "entries": [ + { + "type": "pf2-sidebar", + "name": "BRAVING THE MOB", + "source": "GMG", + "page": 214, + "entries": [ + "A mob is a violent {@quickref crowd||4|crowds|0} that works as greater difficult terrain and hazardous terrain, dealing {@damage 1d4} damage for each square entered. A creature can spend a single action to attempt a DC 16 {@skill Intimidation} check, clearing the mob from all squares adjacent to them on a success (or all squares within 10 feet on a critical success). This action has the {@trait concentrate}, {@trait emotion}, {@trait manipulate}, and {@trait mental} traits." + ] + }, + { + "type": "pf2-sidebar", + "name": "WORD ON THE STREET", + "source": "GMG", + "page": 215, + "entries": [ + "Privy to all sorts of conversations from passersby, the downtrodden can provide eyes and ears on the street. Finding a reliable contact can give a character a circumstance bonus to checks to {@action Gather Information} if they return to that source. This bonus is usually +1, but could be +2 or +3 if the contact lingers in a market where influential politicians shop, sweeps a noble estate, or the like.", + "Befriending NPCs in advance can also help the heroes in action scenes. A friendly urchin might show a character a shortcut to catch an escaping enemy, a crowd of fans who frequent a bard's performances might throw rocks to distract someone trying to fight the bard, and so on." + ] + }, + "Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes\u2014due to economic downturn, famine, or war\u2014the 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." + ] + } + ] + }, + { + "name": "Beggar", + "source": "GMG", + "page": 214, + "_copy": { + "name": "Downtrodden", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "BEGGAR", + "entries": [ + "Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society\u2014folks 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\u2014sometimes by choice, but often not." + ] + } + ] + } + } + } + }, + { + "name": "Commoner", + "source": "GMG", + "page": 214, + "_copy": { + "name": "Downtrodden", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "COMMONER", + "entries": [ + "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." + ] + } + ] + } + } + } + }, + { + "name": "Urchin", + "source": "GMG", + "page": 215, + "_copy": { + "name": "Downtrodden", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "URCHIN", + "entries": [ + "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." + ] + } + ] + } + } + } + }, + { + "name": "Prisoner", + "source": "GMG", + "page": 215, + "_copy": { + "name": "Downtrodden", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "PRISONER", + "entries": [ + "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." + ] + } + ] + } + } + } + }, { "name": "Noble", "source": "GMG", - "entries": [] + "_copy": { + "name": "Courtiers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Noble", + "source": "GMG", + "page": 206, + "entries": [ + "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\u2014along with a healthy dose of suspicion." + ] + } + ] + } + } + } }, { "name": "Palace Guard", "source": "GMG", - "entries": [] + "_copy": { + "name": "Courtiers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Palace Guard", + "source": "GMG", + "page": 206, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Advisor", "source": "GMG", - "entries": [] + "_copy": { + "name": "Courtiers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Advisor", + "source": "GMG", + "page": 207, + "entries": [ + "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\u2014for good or ill." + ] + } + ] + } + } + } }, { "name": "Spy", "source": "GMG", - "entries": [] + "_copy": { + "name": "Courtiers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Spy", + "source": "GMG", + "page": 207, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Grave Robber", "source": "GMG", - "entries": [] + "_copy": { + "name": "Criminals", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Grave Robber", + "source": "GMG", + "page": 208, + "entries": [ + "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\u2014or fear of\u2014the dead." + ] + } + ] + } + } + } }, { "name": "Bandit", "source": "GMG", - "entries": [] + "_copy": { + "name": "Criminals", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Bandit", + "source": "GMG", + "page": 208, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Ruffian", "source": "GMG", - "entries": [] + "_copy": { + "name": "Criminals", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Ruffian", + "source": "GMG", + "page": 209, + "entries": [ + "Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences." + ] + } + ] + } + } + } }, { "name": "Charlatan", "source": "GMG", - "entries": [] + "_copy": { + "name": "Criminals", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Charlatan", + "source": "GMG", + "page": 209, + "entries": [ + "Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and confused. Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts." + ] + } + ] + } + } + } }, { "name": "Burglar", "source": "GMG", - "entries": [] + "_copy": { + "name": "Criminals", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Burglar", + "source": "GMG", + "page": 210, + "entries": [ + "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 all the while." + ] + } + ] + } + } + } }, { "name": "Fence", "source": "GMG", - "entries": [] + "_copy": { + "name": "Criminals", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Fence", + "source": "GMG", + "page": 210, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Assassin", "source": "GMG", - "entries": [] + "_copy": { + "name": "Criminals", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Assassin", + "source": "GMG", + "page": 211, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Acolyte Of Nethys", "source": "GMG", - "entries": [] + "_copy": { + "name": "Devotees", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Acolyte", + "source": "GMG", + "page": 212, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Prophet", "source": "GMG", - "entries": [] + "_copy": { + "name": "Devotees", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Prophet", + "source": "GMG", + "page": 212, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Zealot Of Asmodeus", "source": "GMG", - "entries": [] + "_copy": { + "name": "Devotees", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Zealot", + "source": "GMG", + "page": 212, + "entries": [ + "Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus, but others might serve {@deity Abadar}, {@deity Calistria}, {@deity Iomedae}, {@deity Norgorber}, {@deity Pharasma}, {@deity Sarenrae}, or {@deity Zon-Kuthon}. They often ride a {@creature war horse} wearing light barding. This horse is an additional monster in the fight." + ] + } + ] + } + } + } }, { "name": "Priest Of Pharasma", "source": "GMG", - "entries": [] - }, - { - "name": "Beggar", - "source": "GMG", - "entries": [] - }, - { - "name": "Commoner", - "source": "GMG", - "entries": [] - }, - { - "name": "Urchin", - "source": "GMG", - "entries": [] - }, - { - "name": "Prisoner", - "source": "GMG", - "entries": [] + "_copy": { + "name": "Devotees", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Priest", + "source": "GMG", + "page": 213, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Torchbearer", "source": "GMG", - "entries": [] + "_copy": { + "name": "Explorers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Torchbearer", + "source": "GMG", + "page": 216, + "entries": [ + "Torchbearers carry a light sources for seasoned explorers and serve as apprentices." + ] + } + ] + } + } + } }, { "name": "Chronicler", "source": "GMG", - "entries": [] + "_copy": { + "name": "Explorers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Chronicler", + "source": "GMG", + "page": 216, + "entries": [ + "Exploration means very little if no account of the details exist. Members of adventuring bands cherish chroniclers who record tales of their deeds." + ] + } + ] + } + } + } }, { "name": "Guide", "source": "GMG", - "entries": [] + "_copy": { + "name": "Explorers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Guide", + "source": "GMG", + "page": 216, + "entries": [ + "Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome hazards." + ] + } + ] + } + } + } }, { "name": "Tomb Raider", "source": "GMG", - "entries": [] + "_copy": { + "name": "Explorers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Tomb Raider", + "source": "GMG", + "page": 217, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Poacher", "source": "GMG", - "entries": [] + "_copy": { + "name": "Foresters", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Poacher", + "source": "GMG", + "page": 218, + "entries": [ + "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\u2014 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." + ] + } + ] + } + } + } }, { "name": "Tracker", "source": "GMG", - "entries": [] + "_copy": { + "name": "Foresters", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Tracker", + "source": "GMG", + "page": 218, + "entries": [ + "The forest offers dangerous creatures\u2014whether they walk on four legs or two\u2014a 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." + ] + } + ] + } + } + } }, { "name": "Hunter", "source": "GMG", - "entries": [] + "_copy": { + "name": "Foresters", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Hunter", + "source": "GMG", + "page": 219, + "entries": [ + "As is reflected in the many depictions of an elk-headed {@deity 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." + ] + } + ] + } + } + } }, { "name": "Apothecary", "source": "GMG", - "entries": [] + "_copy": { + "name": "Healers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "APOTHECARY", + "source": "GMG", + "page": 220, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Physician", "source": "GMG", - "entries": [] + "_copy": { + "name": "Healers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Physician", + "source": "GMG", + "page": 220, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Surgeon", "source": "GMG", - "entries": [] + "_copy": { + "name": "Healers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Surgeon", + "source": "GMG", + "page": 220, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Plague Doctor", "source": "GMG", - "entries": [] + "_copy": { + "name": "Healers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Plague Doctor", + "source": "GMG", + "page": 221, + "entries": [ + "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\u2014and 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." + ] + } + ] + } + } + } }, { "name": "Servant", "source": "GMG", - "entries": [] + "_copy": { + "name": "Laborers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Servant", + "source": "GMG", + "page": 222, + "entries": [ + "Maids, butlers, and majordomos alike, servants are skilled at keeping a home in working order and protecting the interests of their employers." + ] + } + ] + } + } + } }, { "name": "Dockhand", "source": "GMG", - "entries": [] + "_copy": { + "name": "Laborers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Dockhand", + "source": "GMG", + "page": 222, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Farmer", "source": "GMG", - "entries": [] + "_copy": { + "name": "Laborers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Farmer", + "source": "GMG", + "page": 222, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Miner", "source": "GMG", - "entries": [] + "_copy": { + "name": "Laborers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Miner", + "source": "GMG", + "page": 223, + "entries": [ + "Miners explore deep underground in search of minerals and rare materials, taking numerous precautions to keep themselves safe." + ] + } + ] + } + } + } }, { "name": "Gravedigger", "source": "GMG", - "entries": [] + "_copy": { + "name": "Laborers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Gravedigger", + "source": "GMG", + "page": 223, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Judge", "source": "GMG", - "entries": [] + "_copy": { + "name": "Magistrates", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Judge", + "source": "GMG", + "page": 224, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Tax Collector", "source": "GMG", - "entries": [] + "_copy": { + "name": "Magistrates", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Tax Collector", + "source": "GMG", + "page": 224, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Harbormaster", "source": "GMG", - "entries": [] + "_copy": { + "name": "Magistrates", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Harbormaster", + "source": "GMG", + "page": 225, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Warden", "source": "GMG", - "entries": [] + "_copy": { + "name": "Magistrates", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Warden", + "source": "GMG", + "page": 225, + "entries": [ + "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. WARDEN CREATURE" + ] + } + ] + } + } + } }, { "name": "Bodyguard", "source": "GMG", - "entries": [] + "_copy": { + "name": "Mercenaries", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Bodyguard", + "source": "GMG", + "page": 226, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Mage For Hire", "source": "GMG", - "entries": [] + "_copy": { + "name": "Mercenaries", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Mage For Hire", + "source": "GMG", + "page": 226, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Bounty Hunter", "source": "GMG", - "entries": [] + "_copy": { + "name": "Mercenaries", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Bounty Hunter", + "source": "GMG", + "page": 226, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Monster Hunter", "source": "GMG", - "entries": [] + "_copy": { + "name": "Mercenaries", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Monster Hunter", + "source": "GMG", + "page": 227, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Adept", "source": "GMG", - "entries": [] + "_copy": { + "name": "Mystics", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Adept", + "source": "GMG", + "page": 228, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Harrow Reader", "source": "GMG", - "entries": [] + "_copy": { + "name": "Mystics", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Harrow Reader", + "source": "GMG", + "page": 228, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Cultist", "source": "GMG", - "entries": [] + "_copy": { + "name": "Mystics", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Cultist", + "source": "GMG", + "page": 228, + "entries": [ + "Excessively zealous, a cultist finds exalted purpose in their sect. Never questioning their leader, they devote themselves to achieving their most perfect spiritual form." + ] + } + ] + } + } + } }, { "name": "False Priest", "source": "GMG", - "entries": [] + "_copy": { + "name": "Mystics", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "False Priest", + "source": "GMG", + "page": 229, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Necromancer", "source": "GMG", - "entries": [] + "_copy": { + "name": "Mystics", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Necromancer", + "source": "GMG", + "page": 230, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Cult Leader", "source": "GMG", - "entries": [] + "_copy": { + "name": "Mystics", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Cult Leader", + "source": "GMG", + "page": 230, + "entries": [ + "A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position." + ] + } + ] + } + } + } }, { "name": "Demonologist", "source": "GMG", - "entries": [] + "_copy": { + "name": "Mystics", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Demonologist", + "source": "GMG", + "page": 231, + "entries": [ + "Demonologists can pull a creature from the Abyss and bend it to their will... for a time." + ] + } + ] + } + } + } }, { "name": "Barrister", "source": "GMG", - "entries": [] + "_copy": { + "name": "Officers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Barrister", + "source": "GMG", + "page": 232, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Guard", "source": "GMG", - "entries": [] + "_copy": { + "name": "Officers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Guard", + "source": "GMG", + "page": 232, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Archer Sentry", "source": "GMG", - "entries": [] + "_copy": { + "name": "Officers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Archer Sentry", + "source": "GMG", + "page": 233, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Jailer", "source": "GMG", - "entries": [] + "_copy": { + "name": "Officers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Jailer", + "source": "GMG", + "page": 233, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Watch Officer", "source": "GMG", - "entries": [] + "_copy": { + "name": "Officers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Watch Officer", + "source": "GMG", + "page": 234, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Captain Of The Guard", "source": "GMG", - "entries": [] + "_copy": { + "name": "Officers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Captain Of The Guard", + "source": "GMG", + "page": 234, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Executioner", "source": "GMG", - "entries": [] + "_copy": { + "name": "Officers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Executioner", + "source": "GMG", + "page": 235, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Dancer", "source": "GMG", - "entries": [] + "_copy": { + "name": "Performers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Dancer", + "source": "GMG", + "page": 236, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Acrobat", "source": "GMG", - "entries": [] + "_copy": { + "name": "Performers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Acrobat", + "source": "GMG", + "page": 236, + "entries": [ + "Acrobats perform feats of agility, balance, and strength. The acrobat is a 5th-level challenge for contests of acrobatics and the like." + ] + } + ] + } + } + } }, { "name": "Troubadour", "source": "GMG", - "entries": [] + "_copy": { + "name": "Performers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Troubadour", + "source": "GMG", + "page": 237, + "entries": [ + "Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events." + ] + } + ] + } + } + } }, { "name": "Beast Tamer", "source": "GMG", - "entries": [] + "_copy": { + "name": "Performers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Beast Tamer", + "source": "GMG", + "page": 237, + "entries": [ + "Beast tamers bring the wild to civilization, rearing and training creatures to follow their commands and perform flashy tricks that entertain audiences." + ] + } + ] + } + } + } }, { "name": "Server", "source": "GMG", - "entries": [] + "page": 238, + "_copy": { + "name": "Publicans", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Server", + "source": "GMG", + "page": 238, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Barkeep", "source": "GMG", - "entries": [] + "page": 239, + "_copy": { + "name": "Publicans", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Barkeep", + "source": "GMG", + "page": 239, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Innkeeper", "source": "GMG", - "entries": [] + "page": 239, + "_copy": { + "name": "Publicans", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Innkeeper", + "source": "GMG", + "page": 239, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Drunkard", "source": "GMG", - "entries": [] + "page": 239, + "_copy": { + "name": "Publicans", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "DRUNKARD", + "source": "GMG", + "page": 239, + "entries": [ + "Every tavern has one\u2014that 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\u2014even the drunkard themself\u2014can tell you what started the row." + ] + } + ] + } + } + } }, { "name": "Librarian", "source": "GMG", - "entries": [] + "page": 240, + "_copy": { + "name": "Scholars", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Librarian", + "source": "GMG", + "page": 240, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Teacher", "source": "GMG", - "entries": [] + "page": 240, + "_copy": { + "name": "Scholars", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "TEACHER", + "source": "GMG", + "page": 240, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Astronomer", "source": "GMG", - "entries": [] + "page": 241, + "_copy": { + "name": "Scholars", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Astronomer", + "source": "GMG", + "page": 241, + "entries": [ + "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\u2014they desire truth." + ] + } + ] + } + } + } }, { "name": "Sage", "source": "GMG", - "entries": [] + "page": 241, + "_copy": { + "name": "Scholars", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Sage", + "source": "GMG", + "page": 241, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Navigator", "source": "GMG", - "entries": [] + "page": 242, + "_copy": { + "name": "Seafarers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "NAVIGATOR", + "source": "GMG", + "page": 242, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Pirate", "source": "GMG", - "entries": [] + "page": 242, + "_copy": { + "name": "Seafarers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "PIRATE", + "source": "GMG", + "page": 242, + "entries": [ + "These scourges of the seas are a threat to anyone who spends time away from land." + ] + } + ] + } + } + } }, { "name": "Bosun", "source": "GMG", - "entries": [] + "page": 243, + "_copy": { + "name": "Seafarers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "BOSUN", + "source": "GMG", + "page": 243, + "entries": [ + "A ship's boatswain, or bosun, leads the deckhands who maintain the ship." + ] + } + ] + } + } + } }, { "name": "Ship Captain", "source": "GMG", - "entries": [] + "page": 243, + "_copy": { + "name": "Seafarers", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "SHIP CAPTAIN", + "source": "GMG", + "page": 243, + "entries": [ + "The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship." + ] + } + ] + } + } + } }, { "name": "Apprentice", "source": "GMG", - "entries": [] + "page": 244, + "_copy": { + "name": "Tradespeople", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "APPRENTICE", + "source": "GMG", + "page": 244, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Merchant", "source": "GMG", - "entries": [] + "page": 244, + "_copy": { + "name": "Tradespeople", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "MERCHANT", + "source": "GMG", + "page": 244, + "entries": [ + "Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists\u2014experts 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 4th-level challenge. A merchant might have an additional {@skill Lore} skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than {@skill Lore||Mercantile Lore}." + ] + } + ] + } + } + } }, { "name": "Smith", "source": "GMG", - "entries": [] + "page": 245, + "_copy": { + "name": "Tradespeople", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "SMITH", + "source": "GMG", + "page": 245, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Guildmaster", "source": "GMG", - "entries": [] + "page": 245, + "_copy": { + "name": "Tradespeople", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "GUILDMASTER", + "page": 245, + "source": "GMG", + "entries": [ + "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\u2014often a master artisan in their own right\u2014also 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)." + ] + } + ] + } + } + } }, { "name": "Saboteur", "source": "GMG", - "entries": [] + "page": 246, + "_copy": { + "name": "Villains", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Saboteur", + "page": 246, + "entries": [ + { + "type": "pf2-sidebar", + "name": "SABOTAGE!", + "source": "GMG", + "page": 246, + "entries": [ + "Though the {@creature saboteur} included here is intended to be a villain, PCs might encounter saboteurs on the side of good. These are typically rebels against tyrannical forces. Those who take great care to avoid harming civilians are chaotic good; others are chaotic neutral." + ] + }, + "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." + ] + } + ] + } + } + } }, { "name": "Mastermind", "source": "GMG", - "entries": [] + "page": 246, + "_copy": { + "name": "Villains", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Mastermind", + "page": 246, + "entries": [ + "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." + ] + } + ] + } + } + } }, { "name": "Antipaladin", "source": "GMG", - "entries": [] + "page": 247, + "_copy": { + "name": "Villains", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Antipaladin", + "entries": [ + { + "type": "pf2-sidebar", + "name": "SERVANTS OF DESTRUCTION", + "source": "GMG", + "page": 247, + "entries": [ + "Antipaladins are the polar opposite of paladins: chaotic evil warriors devoted to destruction. Much like champions of good, they must follow a code. Their code exhorts evil and prohibits selfless acts. Antipaladins usually serve {@deity Lamashtu}, {@deity Rovagug}, or demon lords. Many antipaladins used to be champions of good and seek to destroy their former faiths." + ] + }, + "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." + ] + } + ] + } + } + } }, { "name": "Despot", "source": "GMG", - "entries": [] + "page": 248, + "_copy": { + "name": "Villains", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Despot", + "page": 248, + "entries": [ + "Despots live to amass and exploit power over others." + ] + } + ] + } + } + } }, { "name": "Reckless Scientist", - "source": "GMG", - "entries": [] + "page": 248, + "source": "GMG", + "_copy": { + "name": "Villains", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "Reckless Scientist", + "page": 248, + "entries": [ + { + "type": "pf2-sidebar", + "name": "ALTER EGO MUTAGEN", + "source": "GMG", + "page": 248, + "entries": [ + "A reckless scientist may have a special mutagen with a 1-round onset that transforms them into another specific NPC or monster of their level, with the same duration as other mutagens. All statistics change, though HP changes only if the new maximum HP is lower than the scientist's current HP." + ] + }, + "It's the reckless scientist's job to break the rules of reality, no matter the cost." + ] + } + ] + } + } + } }, { "name": "Gang Leader", "source": "GMG", - "entries": [] + "page": 249, + "_copy": { + "name": "Villains", + "source": "GMG", + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "pf2-h3", + "name": "GANG LEADER", + "entries": [ + { + "type": "pf2-sidebar", + "name": "GANG STRUCTURE", + "source": "GMG", + "page": 249, + "entries": [ + "A gang leader might run a gang, but several other NPCs in this chapter make for good gang members. A gang of significant size typically has a pyramid structure so that only a few members report directly to the boss and it's harder to link crimes directly to those in charge if someone gets arrested." + ] + }, + "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" + ] + } + ] + } + } + } } ] } diff --git a/data/book/book-crb.json b/data/book/book-crb.json index 2fe8d8c57c..3c96ad1b6c 100644 --- a/data/book/book-crb.json +++ b/data/book/book-crb.json @@ -2070,8 +2070,11 @@ "page": 214, "name": "Mature Animal Companions", "entries": [ - "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, Stealth, and 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." - ] + "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 {@skill Intimidation}, {@skill Stealth}, and {@skill 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." + ], + "data": { + "quickrefIndex": true + } }, { "type": "pf2-h3", @@ -2079,7 +2082,10 @@ "name": "Nimble Animal Companions", "entries": [ "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 and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances." - ] + ], + "data": { + "quickrefIndex": true + } }, { "type": "pf2-h3", @@ -2087,7 +2093,10 @@ "name": "Savage Animal Companions", "entries": [ "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 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." - ] + ], + "data": { + "quickrefIndex": true + } }, { "type": "pf2-h3", @@ -2155,9 +2164,15 @@ "Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its Athletics proficiency increases to master, and its Strength modifier increases by 1." ] } - ] + ], + "data": { + "quickrefIndex": true + } } - ] + ], + "data": { + "quickref": 1 + } }, { "type": "pf2-h2", @@ -2213,144 +2228,147 @@ "page": 218, "name": "Familiar and Master Abilities", "entries": [ - "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." - ] - } - ] - }, - { - "type": "pf2-h4", - "page": 218, - "name": "Familiar Abilities", - "entries": [ - { - "type": "pf2-options", - "style": "pf2-p text-indent-subsequent block", - "items": [ - { - "name": "Amphibious", - "entries": [ - "It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)." - ] - }, - { - "name": "Burrower", - "entries": [ - "It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes." - ] - }, - { - "name": "Climber", - "entries": [ - "It gains a climb Speed of 25 feet." - ] - }, - { - "name": "Damage Avoidance", - "entries": [ - "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." - ] - }, + "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.", { - "name": "Darkvision", - "entries": [ - "It gains {@ability darkvision}." - ] - }, - { - "name": "Fast Movement", - "entries": [ - "Increase one of the familiar's Speeds from 25 feet to 40 feet." - ] - }, - { - "name": "Flier", - "entries": [ - "It gains a fly Speed of 25 feet." - ] - }, - { - "name": "Kinspeech", - "entries": [ - "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." - ] - }, - { - "name": "Lab Assistant", - "entries": [ - "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." - ] - }, - { - "name": "Manual Dexterity", - "entries": [ - "It can use up to two of its limbs as if they were hands to use manipulate actions." - ] - }, - { - "name": "Scent", - "entries": [ - "It gains {@ability scent} (imprecise, 30 feet)." - ] - }, - { - "name": "Speech", - "entries": [ - "It understands and speaks a language you know." - ] - } - ] - } - ] - }, - { - "type": "pf2-h4", - "page": 218, - "name": "Master Abilities", - "entries": [ - { - "type": "pf2-options", - "style": "pf2-p text-indent-subsequent block", - "items": [ - { - "name": "Cantrip Connection", - "entries": [ - "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." - ] - }, - { - "name": "Extra Reagents", - "entries": [ - "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." - ] - }, - { - "name": "Familiar Focus", - "entries": [ - "Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this." - ] - }, - { - "name": "Lifelink", - "entries": [ - "If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, 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." - ] - }, - { - "name": "Spell Battery", + "type": "pf2-h4", + "page": 218, + "name": "Familiar Abilities", "entries": [ - "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." + { + "type": "pf2-options", + "style": "pf2-p text-indent-subsequent block", + "items": [ + { + "name": "Amphibious", + "entries": [ + "It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)." + ] + }, + { + "name": "Burrower", + "entries": [ + "It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes." + ] + }, + { + "name": "Climber", + "entries": [ + "It gains a climb Speed of 25 feet." + ] + }, + { + "name": "Damage Avoidance", + "entries": [ + "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." + ] + }, + { + "name": "Darkvision", + "entries": [ + "It gains {@ability darkvision}." + ] + }, + { + "name": "Fast Movement", + "entries": [ + "Increase one of the familiar's Speeds from 25 feet to 40 feet." + ] + }, + { + "name": "Flier", + "entries": [ + "It gains a fly Speed of 25 feet." + ] + }, + { + "name": "Kinspeech", + "entries": [ + "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." + ] + }, + { + "name": "Lab Assistant", + "entries": [ + "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." + ] + }, + { + "name": "Manual Dexterity", + "entries": [ + "It can use up to two of its limbs as if they were hands to use manipulate actions." + ] + }, + { + "name": "Scent", + "entries": [ + "It gains {@ability scent} (imprecise, 30 feet)." + ] + }, + { + "name": "Speech", + "entries": [ + "It understands and speaks a language you know." + ] + } + ] + } ] }, { - "name": "Spell Delivery", + "type": "pf2-h4", + "page": 218, + "name": "Master Abilities", "entries": [ - "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." + { + "type": "pf2-options", + "style": "pf2-p text-indent-subsequent block", + "items": [ + { + "name": "Cantrip Connection", + "entries": [ + "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." + ] + }, + { + "name": "Extra Reagents", + "entries": [ + "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." + ] + }, + { + "name": "Familiar Focus", + "entries": [ + "Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this." + ] + }, + { + "name": "Lifelink", + "entries": [ + "If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, 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." + ] + }, + { + "name": "Spell Battery", + "entries": [ + "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." + ] + }, + { + "name": "Spell Delivery", + "entries": [ + "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." + ] + } + ] + } ] } ] } - ] + ], + "data": { + "quickref": 1 + } } ] }, @@ -5428,7 +5446,7 @@ ] }, "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 skill, or purchase them from a merchant.", + "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 {@skill Crafting} skill, or purchase them from a merchant.", { "type": "pf2-h2", "page": 271, @@ -7735,7 +7753,7 @@ "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.", "{@b 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.", "{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.", - "{@b 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 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.", + "{@b 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 {@skill 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.", "{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.", "{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.", "{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.", @@ -8317,7 +8335,7 @@ ] }, [ - "{@item Religious text", + "{@item Religious text}", "1 gp", "L", "1" @@ -8600,8 +8618,8 @@ "{@b 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 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.", "{@b 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.", "{@b 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.", - "{@b Basic Crafter's Book:} This book contains the formulas (page 293) for Crafting the common items in this chapter.", - "{@b 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 check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a \u20135-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.", + "{@b Basic Crafter's Book:} This book contains the {@quickref formulas|CRB|1|formulas|0} for Crafting the common items in this chapter.", + "{@b 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 {@skill Acrobatics} check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a \u20135-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.", "{@b Candle:} A lit candle sheds dim light in a 10-foot radius.", "{@b Chest:} A wooden chest can hold up to 8 Bulk of items.", @@ -8628,9 +8646,9 @@ "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.", - "{@b Lock:} Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 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.", + "{@b Lock:} Picking a poor lock requires two successful DC 15 {@skill Thievery} checks, a simple lock requires three successful DC 20 {@skill 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.", "{@b Magnifying Glass:} This quality handheld lens gives you a +1 item bonus to {@skill Perception} checks to notice minute details of documents, fabric, and the like.", - "{@b Manacles:} You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10\u201330 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a \u201315-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC {@flatDC 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 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.", + "{@b Manacles:} You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10\u201330 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a \u201315-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC {@flatDC 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 {@skill 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.", "{@b 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.", "{@b 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.", @@ -8641,13 +8659,13 @@ "{@b 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.", "{@b 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.", "{@b 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 skill. A superb repair kit gives you a +1 item bonus to the check.", + "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 {@skill Crafting} skill. A superb repair kit gives you a +1 item bonus to the check.", "{@b 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.", "{@b 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.", "{@b 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 {@action Recall Knowledge} 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.", "{@b Signal Whistle:} When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.", - "{@b Snare Kit:} This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. A specialist snare kit gives you a +1 item bonus to the check.", + "{@b Snare Kit:} This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the {@skill Crafting} skill. A specialist snare kit gives you a +1 item bonus to the check.", "{@b 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.", "{@b Spyglass:} A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +1 item bonus to {@skill Perception} checks to notice details at a distance.", "{@b Survey Map:} Maps are uncommon.", @@ -9080,7 +9098,10 @@ "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, {@i 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.}" ] } - ] + ], + "data": { + "quickref": 2 + } }, { "type": "pf2-h2", @@ -9368,7 +9389,10 @@ } ] } - ] + ], + "data": { + "quickref": 2 + } }, { "type": "pf2-h2", @@ -9627,7 +9651,10 @@ } ] } - ] + ], + "data": { + "quickref": 2 + } }, { "type": "pf2-h2", @@ -9804,10 +9831,7 @@ "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." ] } - ], - "data": { - "quickref": 3 - } + ] }, { "type": "pf2-h2", @@ -9870,9 +9894,12 @@ "page": 298, "name": "Disbelieving Illusions", "entries": [ - "Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).", - "If the illusion is visual, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.." - ] + "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 {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).", + "If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.." + ], + "data": { + "quickref": 3 + } }, { "type": "pf2-h3", @@ -9903,10 +9930,7 @@ "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\u2013445 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties." ] } - ], - "data": { - "quickref": 3 - } + ] }, { "type": "pf2-h2", @@ -13883,7 +13907,7 @@ "{@b {@action Impersonate}:} You use Deception and usually a disguise kit to create a disguise (page 245).", "{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).", "{@b {@action Make an Impression}:} You use Diplomacy to make a good impression on someone (page 246).", - "{@b {@action Repair}:} With a repair kit and the Crafting skill, you fix a damaged item (page 243).", + "{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).", "{@b {@action Sense Direction}:} You use Survival to get a sense of where you are or determine the cardinal directions (page 252).", "{@b {@action Squeeze}:} Using Acrobatics, you squeeze though very tight spaces (page 241).", "{@b {@action Track}:} You use Survival to find and follow creatures' tracks (page 252).", @@ -13979,7 +14003,7 @@ "name": "SKILL DOWNTIME ACTIVITIES", "entries": [ "Chapter 4: Skills includes several downtime activities, which are summarized here.", - "{@b {@action Craft}:} Using the Crafting skill, you can create items from raw materials (page 244).", + "{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).", "{@b {@action Create Forgery}:} You forge a document (page 251).", "{@b {@action Earn Income}:} You earn money, typically using Crafting, Lore, or Performance (page 236).", "{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).", @@ -14190,21 +14214,21 @@ { "type": "pf2-brown-box", "page": 487, - "name": "CHARACTERS WITH DISABILITIES", + "name": "Characters With Disabilities", "entries": [ "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.", { "type": "pf2-title", "name": "Blindness or Impaired Vision" }, - "A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to visual effects, and can't be blinded or dazzled. You might give this character the Blind-Fight feat (page 149) for free.", - "A character with impaired vision might take a \u20132 to \u20134 penalty to vision-based {@skill Perception} checks. Spectacles or other corrective devices might reduce or remove this.", + "A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.", + "A character with impaired vision might take a \u20132 to \u20134 penalty to vision-based {@skill Perception} checks. Spectacles or {@filter other corrective devices|items||Subcategory=Vision} might reduce or remove this.", { "type": "pf2-title", "name": "Deafness or Being Hard of Hearing" }, - "A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to auditory 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 {@flatDC 5} flat check or the action is lost. It's best to give them the Sign Language feat for free, and you might give them Read Lips as well (page 266 and 265). You might give one or more other characters in the group Sign Language for free as well.", - "A hard-of-hearing character might take a \u20132 to \u20134 penalty to {@skill Perception} checks that are hearing-based. Corrective devices for hearing are less common than spectacles are in a typical Pathfinder world.", + "A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} 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 {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.", + "A hard-of-hearing character might take a \u20132 to \u20134 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.", { "type": "pf2-title", "name": "Missing Limb" @@ -14217,7 +14241,10 @@ "name": "Mental Illness and Chronic Illness" }, "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." - ] + ], + "data": { + "quickref": 1 + } }, { "type": "pf2-h3", @@ -16267,7 +16294,7 @@ "page": 509, "name": "Other Types of Treasure", "entries": [ - "Not all treasure has to be items or currency. Crafters can use the Crafting skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop." + "Not all treasure has to be items or currency. Crafters can use the {@skill 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." ] }, { @@ -17220,7 +17247,10 @@ "entries": [ "Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using Diplomacy, Intimidation, or 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." - ] + ], + "data": { + "quickrefIndex": true + } }, { "type": "pf2-h3", @@ -18578,7 +18608,7 @@ "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 {@spell dispel magic}. 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 skill feat to use Crafting to create alchemical items. Critically failing a 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.", + "Rules for creating alchemical items are found in the Craft activity on page 244, and you must have the Alchemical {@skill Crafting} skill feat to use Crafting to create alchemical items. Critically failing a 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.", @@ -19394,7 +19424,7 @@ "page": 589, "name": "Snares", "entries": [ - "Snares are small annoyances and simple traps you can create using the Crafting skill if you have the Snare 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.", + "Snares are small annoyances and simple traps you can create using the {@skill Crafting} skill if you have the Snare 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.", { "type": "pf2-h3", "page": 589, diff --git a/data/book/book-gmg.json b/data/book/book-gmg.json index d7d404fcf8..52c78a15d5 100644 --- a/data/book/book-gmg.json +++ b/data/book/book-gmg.json @@ -11527,6 +11527,48 @@ "entries": [ "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 {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.", + { + "type": "data", + "tag": "disease", + "data": { + "source": "GMG", + "page": 120, + "name": "Addiction", + "level": ", level varies", + "type": "disease", + "entries": [ + "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\u2014it 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\u2014it doesn't remove the disease.", + { + "type": "affliction", + "savingThrow": "Fortitude (DC equals that of the drug)", + "onset": "1 day", + "stages": [ + { + "stage": 1, + "entry": "{@condition fatigued}", + "duration": "1 week" + }, + { + "stage": 2, + "entry": "{@condition fatigued} and {@condition sickened||sickened 1}", + "duration": "1 week" + }, + { + "stage": 3, + "entry": "{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}", + "duration": "1 week" + }, + { + "stage": 4, + "entry": "{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}", + "duration": "1 week" + } + ] + } + ] + } + }, { "type": "pf2-brown-box", "source": "GMG", @@ -11537,7 +11579,10 @@ "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 {@trait virulent} 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." ] } - ] + ], + "data": { + "quickref": 5 + } } ] }, @@ -12849,13 +12894,13 @@ [ { "name": "Discovery", - "entry": "DC 13 Mercantile {@skill Lore}, DC 18 {@skill Perception}, DC 16 {@skill Society}" + "entry": "DC 13 {@skill Lore||Mercantile Lore}, DC 18 {@skill Perception}, DC 16 {@skill Society}" } ], [ { "name": "Influence Skills", - "entry": "DC 16 Accounting {@skill Lore} (noting how the theater could be made profitable), DC 16 {@skill Crafting} (volunteering to repair the building), DC 20 {@skill Intimidation}, DC 20 {@skill Performance}, DC 22 {@skill Diplomacy}, DC 24 {@skill Deception}" + "entry": "DC 16 {@skill Lore||Accounting Lore} (noting how the theater could be made profitable), DC 16 {@skill Crafting} (volunteering to repair the building), DC 20 {@skill Intimidation}, DC 20 {@skill Performance}, DC 22 {@skill Diplomacy}, DC 24 {@skill Deception}" } ], [ @@ -13081,7 +13126,7 @@ [ { "name": "Research Checks", - "entry": "DC 18 Academia {@skill Lore} or Library {@skill Lore}, DC 23 {@skill Occultism}" + "entry": "DC 18 {@skill Lore||Academia Lore} or {@skill Lore||Library Lore}, DC 23 {@skill Occultism}" } ] ], @@ -13143,7 +13188,7 @@ [ { "name": "20 Research Points", - "entry": "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 Research check with a DC 28 Diplomacy check to convince the tree to share further knowledge." + "entry": "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 Research check with a DC 28 {@skill Diplomacy} check to convince the tree to share further knowledge." } ], [ @@ -13360,31 +13405,31 @@ "rows": [ [ "Crumbling Corridor (1st)", - "DC 13 Acrobatics to avoid disturbing the walls, DC 15 Crafting to shore up the walls; {@b Quaking Corridor (11th)} DC 25 Acrobatics, DC 30 Crafting" + "DC 13 {@skill Acrobatics} to avoid disturbing the walls, DC 15 {@skill Crafting} to shore up the walls; {@b Quaking Corridor (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Crafting}" ], [ "Fungus Grotto (1st)", - "DC 15 Fortitude to endure poisonous spore, DC 13 Survival to avoid the mushrooms; {@b Virulent Fungi (5th)} DC 20 Fortitude, DC 18 Survival" + "DC 15 Fortitude to endure poisonous spore, DC 13 {@skill Survival} to avoid the mushrooms; {@b Virulent Fungi (5th)} DC 20 Fortitude, DC 18 {@skill Survival}" ], [ "Pit Trap (1st)", - "DC 13 Athletics to quickly climb out, DC 15 Perception to spot the trap before it's triggered; {@b Exceptional Pit Trap (5th)} DC 20 Athletics, DC 18 Perception" + "DC 13 {@skill Athletics} to quickly climb out, DC 15 Perception to spot the trap before it's triggered; {@b Exceptional Pit Trap (5th)} DC 20 {@skill Athletics}, DC 18 Perception" ], [ "Wandering Gelatinous Cube (1st)", - "DC 18 Occultism to identify its deficiencies, DC 15 Stealth to sneak past; {@b Wandering Black Pudding (7th)} DC 24 Occultism, DC 19 Stealth" + "DC 18 {@skill Occultism} to identify its deficiencies, DC 15 {@skill Stealth} to sneak past; {@b Wandering Black Pudding (7th)} DC 24 {@skill Occultism}, DC 19 {@skill Stealth}" ], [ "Collapsed Tunnel (5th)", - "DC 20 Athletics to dig through, DC 18 Perception to find a secret door around; Ancient Collapse (12th) DC 30 Athletics, DC 28 Perception" + "DC 20 {@skill Athletics} to dig through, DC 18 Perception to find a secret door around; Ancient Collapse (12th) DC 30 {@skill Athletics}, DC 28 Perception" ], [ "Pendulum Trap (5th)", - "DC 20 Reflex to dodge the blades, DC 15 Thievery to disable the tap; {@b Panoply of Pendulums (12th)} DC 30 Reflex, DC 28 Thievery" + "DC 20 Reflex to dodge the blades, DC 15 {@skill Thievery} to disable the tap; {@b Panoply of Pendulums (12th)} DC 30 Reflex, DC 28 {@skill Thievery}" ], [ "Wooden Portcullis (8th)", - "DC 25 Acrobatics to squeeze through, DC 20 Athletics to lift the gate; {@b Iron Portcullis (11th)} DC 25 Acrobatics, DC 30 Athletics" + "DC 25 {@skill Acrobatics} to squeeze through, DC 20 {@skill Athletics} to lift the gate; {@b Iron Portcullis (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Athletics}" ] ] }, @@ -13405,31 +13450,31 @@ "rows": [ [ "Crowd (1st)", - "DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow; {@b Festival Crowd (4th)} DC 20 Athletics, DC 18 Society" + "DC 15 {@skill Acrobatics} or Athletics to weave or push through, DC 13 {@skill Society} to follow the flow; {@b Festival Crowd (4th)} DC 20 {@skill Athletics}, DC 18 {@skill Society}" ], [ "Fruit Cart (1st)", - "DC 13 Athletics to vault over or smash through, DC 15 Intimidation to make the merchant move it; {@b Merchant Pavilion (5th)} DC 20 Athletics, DC 22 Intimidation" + "DC 13 {@skill Athletics} to vault over or smash through, DC 15 {@skill Intimidation} to make the merchant move it; {@b Merchant Pavilion (5th)} DC 20 {@skill Athletics}, DC 22 {@skill Intimidation}" ], [ "Guard Dog (1st)", - "DC 14 Nature to calm, DC 16 Stealth to sneak past; {@b Guard Roc (9th)} DC 26 Nature, DC 28 Stealth" + "DC 14 {@skill Nature} to calm, DC 16 {@skill Stealth} to sneak past; {@b Guard Roc (9th)} DC 26 {@skill Nature}, DC 28 {@skill Stealth}" ], [ "Rickety Rooftops (1st)", - "DC 15 Acrobatics to cross clotheslines, DC 13 Athletics to jump from roof to roof; {@b Crumbling, Steep Rooftops (5th)} DC 18 Acrobatics, DC 20 Athletics" + "DC 15 {@skill Acrobatics} to cross clotheslines, DC 13 {@skill Athletics} to jump from roof to roof; {@b Crumbling, Steep Rooftops (5th)} DC 18 {@skill Acrobatics}, DC 20 {@skill Athletics}" ], [ "Wooden Fence (1st)", - "DC 13 Athletics to climb over, DC 15 Thievery to unlock a gate; {@b High Iron Fence (8th)} DC 20 Athletics, DC 25 Thievery" + "DC 13 {@skill Athletics} to climb over, DC 15 {@skill Thievery} to unlock a gate; {@b High Iron Fence (8th)} DC 20 {@skill Athletics}, DC 25 {@skill Thievery}" ], [ "Gang of Hooligans (2nd)", - "DC 13 Deception to trick, DC 15 Stealth to sneak past; {@b Elite Criminals (12th)} DC 28 Deception, DC 30 Stealth" + "DC 13 {@skill Deception} to trick, DC 15 {@skill Stealth} to sneak past; {@b Elite Criminals (12th)} DC 28 {@skill Deception}, DC 30 {@skill Stealth}" ], [ "Twisting Alleyways (2nd)", - "DC 17 Perception to find a path, DC 13 Society to recall a map; {@b Multi-Story Maze (7th)} DC 22 Perception, DC 20 Society" + "DC 17 Perception to find a path, DC 13 {@skill Society} to recall a map; {@b Multi-Story Maze (7th)} DC 22 Perception, DC 20 {@skill Society}" ] ] }, @@ -13450,31 +13495,31 @@ "rows": [ [ "Deep Mud (1st)", - "DC 15 Athletics to slog through, DC 13 Perception to find a path; {@b Horrid Bog (5th)} DC 20 Athletics, DC 18 Perception" + "DC 15 {@skill Athletics} to slog through, DC 13 Perception to find a path; {@b Horrid Bog (5th)} DC 20 {@skill Athletics}, DC 18 Perception" ], [ "Downpour (1st)", - "DC 13 Fortitude to push through, DC 15 Nature to predict the weather; {@b Magical Thunderstorm (5th)} DC 30 Fortitude, DC 25 Nature" + "DC 13 Fortitude to push through, DC 15 {@skill Nature} to predict the weather; {@b Magical Thunderstorm (5th)} DC 30 Fortitude, DC 25 {@skill Nature}" ], [ "Rope Bridge (1st)", - "DC 15 Acrobatics to cross carefully, DC 13 Crafting to make repairs; {@b Solitary Frayed Rope (11th)} DC 25 Acrobatics, DC 30 Crafting" + "DC 15 {@skill Acrobatics} to cross carefully, DC 13 {@skill Crafting} to make repairs; {@b Solitary Frayed Rope (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Crafting}" ], [ "Rushing River (1st)", - "DC 15 Athletics to swim or hop across stones, DC 13 Survival to find a ford nearby;{@b Flash Flood (5th)} DC 20 Athletics, DC 18 Survival " + "DC 15 {@skill Athletics} to swim or hop across stones, DC 13 {@skill Survival} to find a ford nearby;{@b Flash Flood (5th)} DC 20 {@skill Athletics}, DC 18 {@skill Survival} " ], [ "Steep Hills (1st)", - "DC 13 Athletics to climb across, DC 15 Perception to find easier path; {@b Rugged Mountain (5th)} DC 20 Athletics, DC 18 Perception" + "DC 13 {@skill Athletics} to climb across, DC 15 Perception to find easier path; {@b Rugged Mountain (5th)} DC 20 {@skill Athletics}, DC 18 Perception" ], [ "Swarm of Wasps (1st)", - "DC 15 Fortitude to endure stings, DC 13 Survival to smoke them out; {@b Those Aren't Wasps! (5th)} DC 20 Fortitude, DC 18 Survival" + "DC 15 Fortitude to endure stings, DC 13 {@skill Survival} to smoke them out; {@b Those Aren't Wasps! (5th)} DC 20 Fortitude, DC 18 {@skill Survival}" ], [ "Tangled Forest (2nd)", - "DC 17 Perception to find the way, DC 13 Survival to plot a path; {@b Enchanted Forest (5th)} DC 20 Perception, DC 18 Survival" + "DC 17 Perception to find the way, DC 13 {@skill Survival} to plot a path; {@b Enchanted Forest (5th)} DC 20 Perception, DC 18 {@skill Survival}" ] ] } diff --git a/data/class/class-inventor.json b/data/class/class-inventor.json index e193fce308..efeaa8d3ae 100644 --- a/data/class/class-inventor.json +++ b/data/class/class-inventor.json @@ -866,62 +866,7 @@ ] }, "Your innovation armor can have fundamental and property runes added to it in the same way as ordinary armor. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in medium armor.", - "Choose one initial armor modification to apply to your innovation, either from the following or from other initial armor modifications to which you have access.", - { - "type": "list", - "collapsible": true, - "items": [ - { - "type": "item", - "name": "Harmonic Oscillator:", - "entries": [ - "You designed your armor to inaudibly thrum at just the right frequency to create interference against force and sound waves. You gain resistance equal to 3 + half your level to force and sonic damage. When under the effects of {@action Overdrive|G&G}, the resistance increases by 2." - ] - }, - { - "type": "item", - "name": "Metallic Reactance:", - "entries": [ - "The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of {@action Overdrive|G&G}, the resistance increases by 2." - ] - }, - { - "type": "item", - "name": "Muscular Exoskeleton ({@item Power Suit|g&g} Only):", - "entries": [ - "Your armor supports your muscles with a carefully crafted exoskeleton. When you send your armor into overdrive, the exoskeleton supplements your feats of athletics as well. When under the effects of {@action Overdrive|G&G}, you gain a +1 circumstance bonus to {@skill Athletics} checks; if you're a master in {@skill Crafting}, this increases to a +2 circumstance bonus." - ] - }, - { - "type": "item", - "name": "Otherworldly Protection:", - "entries": [ - "Just because you use science doesn't mean you can't build your armor with carefully chosen materials and gizmos designed to protect against otherworldly attacks. You gain resistance equal to 3 + half your level to negative damage, or to positive damage if you have negative healing (such as if you're a dhampir). You gain the same amount of resistance to any types of alignment damage\u2014good, evil, chaotic, lawful\u2014that can damage you (note that creatures don't take a given type of alignment damage unless they are of the opposing alignment; for instance, you can take evil damage only if you are good in alignment)." - ] - }, - { - "type": "item", - "name": "Phlogistonic Regulator:", - "entries": [ - "A layer of insulation within your armor protects you from rapid temperature fluctuations. You gain resistance equal to half your level to cold and fire damage. When under the effects of {@action Overdrive|G&G}, the resistance increases by 2." - ] - }, - { - "type": "item", - "name": "Speed Boosters:", - "entries": [ - "You have boosters in your armor that increase your Speed. You gain a +5-foot status bonus to your Speed, which increases to a +10-foot status bonus when under the effects of {@action Overdrive|G&G}." - ] - }, - { - "type": "item", - "name": "Subtle Dampeners ({@item Subterfuge Suit|G&G} Only):", - "entries": [ - "You've designed your armor to help you blend in and dampen noise slightly. When you send your armor into overdrive, the dampeners increase their effect, improving your Stealth. When under the effects of {@action Overdrive|G&G}, you gain a +1 circumstance bonus to {@skill Stealth} checks. If you're a master in {@skill Crafting}, this increases to a +2 circumstance bonus." - ] - } - ] - } + "Choose one {@filter initial armor modification|optionalFeatures||Level=Inventor (Armor) Level 3} to apply to your innovation, either from the following or from other initial armor modifications to which you have access." ] } ] @@ -942,62 +887,7 @@ "entries": [ "Your innovation is a mechanical creature, such as a clockwork construct made of cogs and gears. It's a prototype construct companion (page 32), and you can adjust most of its base statistics by taking feats at higher levels, such as Advanced Companion. If you use the {@action Overdrive|G&G} action, your construct gains the same {@action Overdrive|G&G} benefits you do, and it also takes the same amount of fire damage on a critical failure.", "You know how to spend additional time directing, controlling, or programming your construct innovation for a more complex plan of action. You can spend 2 actions to Command instead of 1 when commanding your construct companion; your construct companion can then use an additional action (normally 3 actions, rather than 2).", - "Choose one initial construct modification to apply to your innovation, either from the following or from other initial construct modifications to which you have access. These modifications alter the construct's abilities or form.", - { - "type": "list", - "collapsible": true, - "items": [ - { - "type": "item", - "name": "Accelerated Mobility:", - "entries": [ - "Actuated legs, efficient gears in the wheels or treads, or add-on boosters make your construct faster. Your innovation's Speed increases to 40 feet." - ] - }, - { - "type": "item", - "name": "Amphibious Construction:", - "entries": [ - "Increased buoyancy, rudders, and a means of propulsion like a fluked tail or powerful propeller make your construct able to travel in water. Your innovation gains a swim Speed of 25 feet." - ] - }, - { - "type": "item", - "name": "Increased Size:", - "entries": [ - "You built your construct innovation bigger than most. Your construct is {@trait Large}. If you have this modification and your construct innovation becomes an advanced construct companion or otherwise gains the ability to become {@trait Large}, you can immediately change increased size to a different initial construct modification." - ] - }, - { - "type": "item", - "name": "Manual Dexterity:", - "entries": [ - "Your construct innovation has articulated hands or similar appendages with significant manual dexterity. It can perform {@trait manipulate} actions with up to two of its limbs. As normal for a companion, it still can't wield weapons or held items that don't have the {@trait companion} trait, and it can't {@action Activate an Item||activate items}." - ] - }, - { - "type": "item", - "name": "Projectile Launcher:", - "entries": [ - "Your construct has a mounted dart launcher, embedded cannon, or similar armament. Your innovation gains a ranged unarmed attack that deals {@damage 1d4} bludgeoning or piercing damage (you choose when you pick this modification). The attack has the {@trait propulsive} trait and a range increment of 30 feet." - ] - }, - { - "type": "item", - "name": "Sensory Array:", - "entries": [ - "Additional sensory devices give your innovation {@ability low-light vision} and {@ability darkvision}, as well as imprecise {@ability tremorsense} out to a range of 30 feet." - ] - }, - { - "type": "item", - "name": "Wonder Gears:", - "entries": [ - "You map specialized skills into your construct's crude intelligence. Your innovation becomes trained in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival}." - ] - } - ] - } + "Choose one {@filter initial construct modification|optionalFeatures||Level=Inventor (Construct) Level 3} to apply to your innovation, either from the following or from other initial construct modifications to which you have access. These modifications alter the construct's abilities or form." ] } ] @@ -1017,82 +907,7 @@ "type": "pf2-h4", "entries": [ "Your innovation is an impossible-looking weapon augmented by numerous unusual mechanisms. It begins with the same statistics as a level 0 common simple or martial weapon of your choice, or another {@filter level 0 simple or martial weapon|items||Category=Weapon|Weapon/Armor Category=Simple; Martial|Level=[0;0]} to which you have access. You can instead use the statistics of a {@filter 1st-level common simple or martial weapon|items||Category=Weapon|Weapon/Armor Category=Simple; Martial|Rarity=Common|Level=[1;1]} of your choice, or another {@filter 1st-level simple or martial weapon|items||Category=Weapon|Weapon/Armor Category=Simple; Martial|Rarity=!Common|Level=[1;1]} to which you have access, but you must pay the monetary Price for the weapon. An innovation weapon can have fundamental and property runes added to it in the same way as an ordinary weapon. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in simple or martial weapons. If you use the {@action Overdrive|G&G} action, you can choose to change the additional damage from {@action Overdrive|G&G} to fire damage.", - "Choose one initial weapon modification to apply to your innovation, either from the following or from other initial weapon modifications to which you have access. These modifications grant additional weapon traits, sometimes with extra abilities. A modification might give your weapon the versatile trait with a damage type that the weapon could already deal, either from its base damage type or from an existing versatile trait. In that case, if you select that modification, you can instead choose to give the weapon the versatile trait for a different damage type: bludgeoning, piercing, or slashing.", - { - "type": "list", - "items": [ - { - "type": "item", - "name": "Blunt Shot (Ranged Only):", - "entries": [ - "Your weapon innovation can file the edges off your ammunition and adjust the blunt force of the shot to deliver a bludgeoning attack when necessary, as well as to avoid striking a lethal blow with an otherwise deadly shot. Your innovation gains the {@trait nonlethal} and {@trait versatile B} traits. You can choose whether to apply the {@trait nonlethal} trait on each attack with your innovation." - ] - }, - { - "type": "item", - "name": "Complex Simplicity (Simple Weapon Only):", - "entries": [ - "Increase your innovation's weapon damage die by one step ({@damage d4} to {@damage d6}, {@damage d6} to {@damage d8}, {@damage d8} to {@damage d10}, {@damage d10} to {@damage d12}). In addition, it gains one of the following traits of your choice: {@trait versatile B}, {@trait versatile P}, or {@trait versatile S}." - ] - }, - { - "type": "item", - "name": "Dynamic Weighting (One-handed Melee Weapon Only; Can't Have the {@trait Agile}, {@trait Attached}, or {@trait Free-hand} Trait):", - "entries": [ - "Your weapon's modified weight distribution can increase power in exchange for taking more hands to wield. Your innovation gains the {@trait two-hand} trait, with a damage die one size higher than the weapon's normal weapon damage die size (for instance, a {@item longsword} would gain the {@trait two-hand d10} trait). Your innovation also gains the {@trait versatile B} trait." - ] - }, - { - "type": "item", - "name": "Entangling Form (Melee Only):", - "entries": [ - "You've altered your weapon to including tangling wires or straps, or to have a flexible construction. Your innovation gains the {@trait grapple} and {@trait trip} traits." - ] - }, - { - "type": "item", - "name": "Hampering Spikes (Melee Only):", - "entries": [ - "You've added long, snagging spikes to your weapon, which you can use to impede your foes' movement. Your innovation gains the {@trait hampering} and {@trait versatile P} traits." - ] - }, - { - "type": "item", - "name": "Hefty Composition (Melee Only):", - "entries": [ - "Blunt surfaces and sturdy construction make your weapon hefty and mace-like. Your innovation gains the {@trait shove} and {@trait versatile B} traits." - ] - }, - { - "type": "item", - "name": "Modular Head:", - "entries": [ - "You've constructed a multi-purpose, adjustable striking surface for your weapon, or you've made special ammunition you can swiftly alter. Your innovation gains the {@trait modular} trait for bludgeoning, piercing, and slashing. When you {@action Interact} to use the {@trait modular} trait, you can also choose to give the weapon the {@trait nonlethal} trait if it doesn't currently have it, or to remove that trait if it's currently {@trait nonlethal}." - ] - }, - { - "type": "item", - "name": "Pacification Tools (Melee Only):", - "entries": [ - "Softer materials make your weapon suited to knock out instead of kill, and special protrusions let you catch weapons and disarm your foes. Your innovation gains the {@trait disarm} and {@trait nonlethal} traits. You can choose whether to apply the {@trait nonlethal} trait on each attack with your innovation." - ] - }, - { - "type": "item", - "name": "Razor Prongs (Melee Only):", - "entries": [ - "You can knock down and slash your foes with sharp, curved blades added to your weapon. Your innovation gains the {@trait trip} and {@trait versatile S} traits." - ] - }, - { - "type": "item", - "name": "Segmented Frame:", - "entries": [ - "Hinges, clamps, and telescoping parts make your innovation collapsible and adjustable. It gains the {@trait modular} trait for bludgeoning, piercing, and slashing. You can {@action Interact} to collapse the item down to light Bulk or to return it to your normal form. When it's collapsed to light Bulk, it has the {@trait concealable} trait, which grants you a +2 circumstance bonus to {@skill Stealth} checks and DCs to hide or {@action Conceal an Object||conceal the weapon.}. " - ] - } - ] - } + "Choose one {@filter initial weapon modification|optionalFeatures||Level=Inventor (Weapon) Level 3} to apply to your innovation, either from the following or from other initial weapon modifications to which you have access. These modifications grant additional weapon traits, sometimes with extra abilities. A modification might give your weapon the versatile trait with a damage type that the weapon could already deal, either from its base damage type or from an existing versatile trait. In that case, if you select that modification, you can instead choose to give the weapon the versatile trait for a different damage type: bludgeoning, piercing, or slashing." ] } ] @@ -1111,67 +926,7 @@ "name": "Breakthrough Armor Modifications", "type": "pf2-h4", "entries": [ - { - "type": "list", - "items": [ - { - "type": "item", - "name": "Antimagic Plating:", - "entries": [ - "Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections of your own design, you've strengthened your armor against magic. While wearing the armor, you gain a +1 circumstance bonus to all saving throws against spells and to AC against spells. Against spells that target the armor directly (like {@spell heat metal|APG}), you instead gain a +4 circumstance bonus to all saving throws and to AC." - ] - }, - { - "type": "item", - "name": "Camouflage Pigmentation ({@item Subterfuge Suit|G&G} Only):", - "entries": [ - "You've modified your armor's exterior to let you blend into your surroundings with ease, as long as you stay still. While wearing your armor, you can {@action Hide} even without cover or concealment, as the pigmentation shifts to match your surroundings." - ] - }, - { - "type": "item", - "name": "Dense Plating:", - "entries": [ - "You have encased your armor in robust plating. While wearing your armor, you gain resistance to slashing damage equal to half your level." - ] - }, - { - "type": "item", - "name": "Enhanced Resistance:", - "entries": [ - "You've improved upon your initial modification's ability to resist damage. The resistance from your initial armor modification adds your full level, instead of half your level (for instance, phlogistonic regulator's resistance would increase to your level). If you have more than one initial modification that gives resistance, choose which one this applies to." - ] - }, - { - "type": "item", - "name": "Heavy Construction ({@item Power Suit|G&G} Only):", - "entries": [ - "You've expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don't take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to \u20135 feet. The armor's adjusted statistics are: {@i AC Bonus} +5; {@i Dex Cap} +1; {@i Check Penalty} \u20132; {@i Speed Penalty} \u201310 feet; {@i Strength} 16; {@i Bulk} 3; {@i Group} {@group composite}; {@i Armor Traits} {@trait bulwark}}. {@note You can see the improved version of the armor {@item Heavy Power Suit|G&G|here}.}" - ] - }, - { - "type": "item", - "name": "Hyper Boosters:", - "entries": [ - "You've improved your speed boosters' power through a breakthrough that significantly increases the energy flow without risking exploding. You gain a +10-foot status bonus to your Speed, which increases to a +20-foot status bonus when you're in {@action Overdrive}. If you're legendary in {@skill Crafting}, it instead increases to a +30-foot status bonus when you're in {@action Overdrive}. You must have the speed boosters modification to select this modification." - ] - }, - { - "type": "item", - "name": "Layered Mesh:", - "entries": [ - "You've woven an incredibly powerful network of interlocking mesh around your armor, which catches piercing attacks and diffuses them. While wearing your armor, you gain resistance to piercing damage equal to half your level." - ] - }, - { - "type": "item", - "name": "Tensile Absorption:", - "entries": [ - "You've enhanced the tensile capabilities of your armor, enabling it to bend with bludgeoning attacks. While wearing your armor, you gain resistance to bludgeoning damage equal to half your level." - ] - } - ] - } + "{@note You can see the available {@filter armor modifications|optionalFeatures||Level=Inventor (Armor) Level 3;Inventor (Armor) Level 7} on the {@pf2etools Optional Features|optionalfeatures.html} page.}" ] } ] @@ -1190,53 +945,7 @@ "name": "Breakthrough Construct Modifications", "type": "pf2-h4", "entries": [ - { - "type": "list", - "items": [ - { - "type": "item", - "name": "Advanced Weaponry:", - "entries": [ - "You've powered up your construct's weaponry. Choose one of your construct's unarmed attacks to gain your choice of one initial weapon modification, chosen from the list of {@subclassFeature Innovation|Inventor|G&G|weapon|G&G|1|G&G|initial weapon modifications} or from other initial weapon modifications to which you have access. The unarmed attack must meet any requirements for the chosen traits (such as being a melee attack for entangling form), and since it's an unarmed attack, it can never meet certain requirements, such as being a simple weapon for complex simplicity." - ] - }, - { - "type": "item", - "name": "Antimagic Construction:", - "entries": [ - "Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections entirely of your own devising, you've made your innovation highly resilient to spells. Your construct innovation gains a +2 circumstance bonus to all saving throws and AC against spells." - ] - }, - { - "type": "item", - "name": "Climbing Limbs:", - "entries": [ - "With appendages that can claw or create suction, your construct becomes a capable climber. Your innovation gains a climb Speed equal to half its land Speed." - ] - }, - { - "type": "item", - "name": "Durable Construction:", - "entries": [ - "Your innovation is solidly built; it can take significant punishment before being destroyed. Increase its maximum HP by your level." - ] - }, - { - "type": "item", - "name": "Marvelous Gears:", - "entries": [ - "Your innovation gains expert proficiency in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival}. For any of these skills in which it was already an expert (because of being an advanced construct companion, for example), it gains master proficiency instead. If you have the {@classFeature revolutionary innovation|Inventor|G&G|15} class feature, these proficiencies improve to master, or legendary if your construct innovation was already an expert. You must have the wonder gears modification to select this modification." - ] - }, - { - "type": "item", - "name": "Turret Configuration:", - "entries": [ - "Your innovation can transform from a mobile construct to a stationary turret. Your construct companion can transform as a single action, which has the {@trait manipulate} trait, turning into a turret in its space (or transforming back from a turret into its normal configuration). While it's a turret, your innovation is {@condition immobilized}, but the damage die from its projectile launcher increases to {@damage 1d6} and the range increment increases to 60 feet. You must have the projectile launcher modification to select this modification." - ] - } - ] - } + "{@note You can see the available {@filter construct modifications|optionalFeatures||Level=Inventor (Construct) Level 3;Inventor (Construct) Level 7} on the {@pf2etools Optional Features|optionalfeatures.html} page.}" ] } ] @@ -1255,60 +964,7 @@ "name": "Breakthrough Weapon Modifications", "type": "pf2-h4", "entries": [ - { - "type": "list", - "items": [ - { - "type": "item", - "name": "Advanced Rangefinder (Ranged Only):", - "entries": [ - "A carefully tuned scope or targeting device makes your weapon especially good at hitting weak points. Your innovation gains the {@trait backstabber} trait and increases its range increment by 10 feet." - ] - }, - { - "type": "item", - "name": "Aerodynamic Construction (Melee Only):", - "entries": [ - "You carefully engineer the shape of your weapon to maintain its momentum in attacks against successive targets. Your innovation gains the {@trait sweep} trait and the {@trait versatile S} trait" - ] - }, - { - "type": "item", - "name": "Inconspicuous Appearance (Melee Only):", - "entries": [ - "Your innovation is built for easy concealment and surprise attacks. It gains the backstabber and versatile P traits. If the weapon has light Bulk, it also gains the {@trait concealable} trait." - ] - }, - { - "type": "item", - "name": "Integrated Gauntlet (One-Handed Weapon Only; Can't Have the {@trait Two-Hand} Trait):", - "entries": [ - "Combining your weapon with a gauntlet, you make it so you can quickly switch between attacking with your weapon and tinkering using your hands. Your innovation gains the {@trait free-hand} trait." - ] - }, - { - "type": "item", - "name": "Manifold Alloy:", - "entries": [ - "You've devised several alloys that contain useful properties of various metals, and you replace a number of parts of your weapon or its ammunition with pieces from these alloys. Your weapon innovation is cold iron and silver. This means you deal more damage to a variety of supernatural creatures, such as demons, devils, and fey." - ] - }, - { - "type": "item", - "name": "Rope Shot (Ranged Only):", - "entries": [ - "Your weapon can shoot projectiles that split into simple ropes or nets around your foes' legs to trip your targets, and you can climb using the grappling hooks built into the weapon. Your weapon innovation gains the {@trait climbing} and {@trait ranged trip} traits." - ] - }, - { - "type": "item", - "name": "Tangle Line (Thrown Only):", - "entries": [ - "Your weapon has an extensible line that you can use to knock your enemies over and quickly recall the weapon back to your hand. Your innovation gains the {@trait ranged trip} trait and the {@trait tethered} trait." - ] - } - ] - } + "{@note You can see the available {@filter weapon modifications|optionalFeatures||Level=Inventor (Armor) Level 3;Inventor (Armor) Level 7} on the {@pf2etools Optional Features|optionalfeatures.html} page.}" ] } ] @@ -1327,60 +983,7 @@ "name": "Revolutionary Armor Modifications", "type": "pf2-h4", "entries": [ - { - "type": "list", - "items": [ - { - "type": "item", - "name": "Automated Impediments:", - "entries": [ - "Your armor uses electromagnetic fields, subharmonic distortions, or other techniques to make it difficult for those close to you to move unless you allow it. While wearing your armor, all spaces adjacent to you are {@quickref difficult terrain||3|terrain} for your enemies." - ] - }, - { - "type": "item", - "name": "Energy Barrier:", - "entries": [ - "Your armor's defenses ablate any kind of energy coming your way. While wearing your armor, you gain resistance to all energy damage (acid, cold, electricity, fire, force, negative, positive, and sonic damage) equal to 2 + half your level. You must have the harmonic oscillator, metallic reactance, or phlogistonic regulator modification to select this modification." - ] - }, - { - "type": "item", - "name": "Incredible Resistance:", - "entries": [ - "You've improved upon your breakthrough modification's ability to resist damage. Choose one of the following breakthrough modifications your innovation has: dense plating, layered mesh, or tensile absorption. Increase the resistance you gain from that modification to be equal to your level, instead of half your level." - ] - }, - { - "type": "item", - "name": "Multisensory Mask (Subterfuge Suit Only):", - "entries": [ - "You've built a multisensory mask over your armor that protects you by distorting your figure from all senses, leaving behind only a hazy image, muffled sounds, and so forth. While wearing the armor, you gain {@condition concealed||concealment} against all creatures, even if they are using a nonvisual precise sense, such as a bat's echolocation. As normal for effects that leave your location obvious, you can't use this {@condition concealed||concealment} to {@action Hide} or {@action Sneak}. If you use a {@condition hostile} action, the {@condition concealed||concealment} ends until you restore the mask as a single action, which has the {@trait manipulate} trait." - ] - }, - { - "type": "item", - "name": "Perfect Fortification ({@item Power Suit|G&G} Only):", - "entries": [ - "You've outfitted your armor with such heavy fortifications that deadly attacks often lose their edge. Each time you're critically hit while wearing the armor, attempt a DC {@flatDC 13} flat check. On a success, it becomes a normal hit. This isn't cumulative with fortification runes or other abilities that reduce critical hits with a flat check. Additionally, you gain resistance 2 + half your level against precision damage." - ] - }, - { - "type": "item", - "name": "Physical Protections:", - "entries": [ - "Your armor has so many adjustments and precautions that it can guard against all physical damage. While wearing your armor, you gain resistance to all physical damage (bludgeoning, piercing, and slashing damage, as well as persistent bleed damage) equal to half your level. You must have the dense plating, layered mesh, or tensile absorption breakthrough modification to select this modification." - ] - }, - { - "type": "item", - "name": "Rune Capacity:", - "entries": [ - "Whether you've done some dabbling in orichalcum alloys or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a {@item +3 armor potency||+3 potency} armor)." - ] - } - ] - } + "{@note You can see the available {@filter armor modifications|optionalFeatures||Level=Inventor (Armor) Level 3;Inventor (Armor) Level 7;Inventor (Armor) Level 15} on the {@pf2etools Optional Features|optionalfeatures.html} page.}" ] } ] @@ -1399,46 +1002,7 @@ "name": "Revolutionary Construct Modifications", "type": "pf2-h4", "entries": [ - { - "type": "list", - "items": [ - { - "type": "item", - "name": "Flight Chassis:", - "entries": [ - "You fit your construct with a means of flight, such as adding rotors or rebuilding it with wings and a lightweight construction. Your innovation gains a fly Speed of 25 feet." - ] - }, - { - "type": "item", - "name": "Miracle Gears:", - "entries": [ - "As you perfect your innovation's cortex, it becomes much more intelligent. Its Intelligence modifier increases by 2, and it learns a language of your choice from among the languages you know. Your construct gains the ability to use actions that require greater Intelligence, like {@action Coerce} and {@action Decipher Writing}. Finally, your construct becomes legendary in two Intelligence- or Charisma-based skills of your choice. You must have the marvelous gears modification to select this modification." - ] - }, - { - "type": "item", - "name": "Resistant Coating:", - "entries": [ - "Your innovation is hard to damage by any means. It gains resistance 5 to all damage (except adamantine)." - ] - }, - { - "type": "item", - "name": "Runic Keystone:", - "entries": [ - "You've incorporated a device similar to a runestone into your innovation, allowing it to hold a property rune, even though it isn't a weapon or suit of armor. An armor property rune affects your innovation itself if it would affect the wearer of the armor. A weapon property rune grants whatever properties it would normally grant to a weapon to your innovation's unarmed attacks, following all the requirements as normal (for instance, a vorpal rune would only apply to slashing melee unarmed attacks); if the rune affects only ranged attacks, it has no effect unless your innovation has a built-in ranged attack (from the projectile launcher initial modification, for example). If the rune would affect the physical shape or appearance of the weapon or armor itself, like {@item glamered}, the rune has no effect when etched into your construct." - ] - }, - { - "type": "item", - "name": "Wall Configuration:", - "entries": [ - "Your innovation can transform from a mobile construct to a stationary battlefield emplacement. It can unfold as a 2-action activity that has the {@trait manipulate} trait, changing from its usual form into a thin, straight wall of metal and gears up to 10 feet tall and 30 feet long. The wall must extend through your innovation's original space. While your construct is a wall, it can't take any actions except to use the same activity to transform back, and it can't defend itself easily, making it {@condition flat-footed} and giving it an additional \u20132 status penalty to its AC. The wall blocks line of sight and effect unless your innovation has half its maximum HP or fewer, at which point holes in the wall allow creatures to see through and attack with cover, and Tiny creatures to slip through." - ] - } - ] - } + "{@note You can see the available {@filter construct modifications|optionalFeatures||Level=Inventor (Construct) Level 3;Inventor (Construct) Level 7;Inventor (Construct) Level 15} on the {@pf2etools Optional Features|optionalfeatures.html} page.}" ] } ] @@ -1457,67 +1021,7 @@ "name": "Revolutionary Weapon Modifications", "type": "pf2-h4", "entries": [ - { - "type": "list", - "items": [ - { - "type": "item", - "name": "Attack Refiner:", - "entries": [ - "Your weapon makes minute recalibrations after every missed attack to ensure the next lands true. Your innovation gains the {@trait backswing} and {@trait shove} traits." - ] - }, - { - "type": "item", - "name": "Deadly Strike:", - "entries": [ - "Through precise calculation, you've found the perfect shape for your weapon to deal extreme damage on a well-placed strike. Your innovation gains the {@trait deadly d8} trait. If your innovation was already deadly, it increases its {@trait deadly} die to {@damage d12} instead of gaining deadly {@damage d8}." - ] - }, - { - "type": "item", - "name": "Enhanced Damage:", - "entries": [ - "You've made your innovation more powerful than other weapons of its kind. Increase your innovation's weapon damage die by one step ({@damage d4} to {@damage d6}, {@damage d6} to {@damage d8}, {@damage d8} to {@damage d10}, {@damage d10} to {@damage d12}). As normal, you can't increase your die by more than one size, so this modification isn't cumulative with complex simplicity." - ] - }, - { - "type": "item", - "name": "Extensible Weapon (Melee only):", - "entries": [ - "You've found a way to construct your weapon so that it can extend while leaving its balance unchanged. Your innovation gains the {@trait reach} trait. If the weapon already had the {@trait reach} trait, it increases your reach by an additional 10 feet, instead of the usual additional 5 feet." - ] - }, - { - "type": "item", - "name": "Impossible Alloy:", - "entries": [ - "Other inventors claim it's not even technically possible, but you've managed to create several metal alloys that seem to work for only you. These alloys can damage opponents vulnerable to any one of the seven skymetals. Your innovation is treated as all seven skymetals (abysium, adamantine, djezet, inubrix, noqual, orichalcum, and siccatite). This means you deal more damage to a variety of creatures, though you don't apply any of the other special effects for weapons made of those skymetals." - ] - }, - { - "type": "item", - "name": "Momentum Retainer (Melee only):", - "entries": [ - "A special weighted device lets your weapon retain more of its momentum when you attack. Your innovation gains the {@trait forceful} and {@trait versatile B} traits." - ] - }, - { - "type": "item", - "name": "Omnirange Stabilizers (Ranged only):", - "entries": [ - "You've modified your innovation to be dangerous and effective at any range. If your innovation had the {@trait volley} trait, remove the {@trait volley} trait. Otherwise, increase your innovation's range increment by 50 feet or an amount equal to the weapon's base range increment, whichever is more." - ] - }, - { - "type": "item", - "name": "Rune Capacity:", - "entries": [ - "Whether you've dabbled with orichalcum or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a {@item +3 weapon potency||+3 potency} weapon)." - ] - } - ] - } + "{@note You can see the available {@filter weapon modifications|optionalFeatures||Level=Inventor (Weapon) Level 3;Inventor (Weapon) Level 7;Inventor (Weapon) Level 15} on the {@pf2etools Optional Features|optionalfeatures.html} page.}" ] } ] diff --git a/data/class/class-rogue.json b/data/class/class-rogue.json index 93e972a3af..eb74434398 100644 --- a/data/class/class-rogue.json +++ b/data/class/class-rogue.json @@ -122,7 +122,7 @@ "Sneak Attack|Rogue|CRB|1", "Surprise Attack|Rogue|CRB|1", "Rogue Feats|Rogue|CRB|1", - "Skill Feats|Rogue|CRB|2", + "Skill Feats|Rogue|CRB|1", "Skill Increases|Rogue|CRB|2", "General Feats|Rogue|CRB|3", "Ability Boosts|Rogue|CRB|5", @@ -326,7 +326,7 @@ "source": "CRB", "className": "Rogue", "classSource": "CRB", - "level": 2, + "level": 1, "entries": [ "At 1st level and every level thereafter, you gain a {@filter skill feat|feats||type=skill;!archetype}. Skill feats can be found in Chapter 5 and have the skill trait." ] diff --git a/data/class/class-sorcerer.json b/data/class/class-sorcerer.json index 1b772d4c47..37ab0dbc28 100644 --- a/data/class/class-sorcerer.json +++ b/data/class/class-sorcerer.json @@ -360,7 +360,70 @@ "classSource": "CRB", "level": 1, "entries": [ - "Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented in this book are as follows." + "Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline.", + { + "type": "pf2-h4", + "name": "Bloodline Spells", + "entries": [ + "Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the {@action Refocus} activity. Unlike other characters, you don't need to do anything specific to {@action Refocus}, as the power flowing through your veins naturally replenishes your focus pool.", + "Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found {@quickref here|CRB|2|focus spells|0}." + ] + }, + { + "type": "pf2-h4", + "name": "Reading a Bloodline Entry", + "entries": [ + "A bloodline entry contains the following information.", + { + "type": "pf2-options", + "skipSort": true, + "items": [ + { + "type": "item", + "name": "Spell List", + "entries": [ + "You use this magical tradition and spell list." + ] + }, + { + "type": "item", + "name": "Bloodline Skills", + "entries": [ + "You become trained in the listed skills." + ] + }, + { + "type": "item", + "name": "Granted Spells", + "entries": [ + "You automatically add the spells listed here to your spell repertoire, as described in {@classFeature Spell Repertoire|Sorcerer||1}. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that level." + ] + }, + { + "type": "item", + "name": "Bloodline Spells", + "entries": [ + "You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the {@feat Advanced Bloodline} and {@feat Greater Bloodline} feats." + ] + }, + { + "type": "item", + "name": "Blood Magic", + "entries": [ + "Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast." + ] + } + ] + } + ] + }, + { + "type": "pf2-brown-box", + "name": "THE BLESSED AND THE DAMNED", + "entries": [ + "Many bloodlines are tied to certain types of creatures, and the reputations of those creatures might color how people see you. If you have the blood of demons, people might fear you; conversely, people of good faiths might assume angelic blood puts you on their side. These preconceptions aren't necessarily true. Having a bloodline of creatures of a certain alignment doesn't have any effect on your own alignment unless you want it to; your magic is disconnected from its source." + ] + } ] }, { diff --git a/data/class/class-witch.json b/data/class/class-witch.json index 82baabacc1..1558761129 100644 --- a/data/class/class-witch.json +++ b/data/class/class-witch.json @@ -980,7 +980,7 @@ { "type": "item", "name": "Granted Spell", - "entry": "{@spell chilling spray|APG}" + "entry": "{@spell chilling spray|LOGM}" } ] } diff --git a/data/companionsfamiliars.json b/data/companionsfamiliars.json index 3ba32a271c..66b213dfe2 100644 --- a/data/companionsfamiliars.json +++ b/data/companionsfamiliars.json @@ -1159,7 +1159,7 @@ }, "requirements": "The animal companion's last action was a successful jaws {@action Strike}", "entries": [ - "The {@action Strike}'s target takes {@damage 1d6} {@condition persistent damage||persistent bleed damage} and takes a \u201310-foot status penalty to its Speed until it removes the bleed damage. If the hyena is a specialized animal companion, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}." + "The {@action Strike}'s target takes {@damage 1d6} {@condition persistent damage||persistent bleed damage} and takes a \u201310-foot status penalty to its Speed until it removes the bleed damage. If the hyena is a {@quickref specialized animal companion||0|Specialized Animal Companions}, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}." ] }, "special": "mount" @@ -1681,7 +1681,7 @@ "entry": "{@as 1}" }, "entries": [ - "The snake deals 12 bludgeoning damage to the {@condition grabbed} creature; the creature must attempt a basic Fortitude save. If the snake is a specialized animal companion, increase this damage to 20." + "The snake deals 12 bludgeoning damage to the {@condition grabbed} creature; the creature must attempt a basic Fortitude save. If the snake is a {@quickref specialized animal companion||0|Specialized Animal Companions}, increase this damage to 20." ] } }, @@ -1798,7 +1798,7 @@ "fly": 45, "swim": null }, - "support": "The vulture retches and vomits onto a foe within 10 feet. Until the start of your next turn, if you hit and deal damage to the target, the target must succeed at a Fortitude save or become {@condition sickened} 1 ({@condition sickened} 2 on a critical failure). The DC of the Fortitude save is 12 (or 14, if the vulture is a specialized animal companion) + your level + the vulture's Constitution modifier.", + "support": "The vulture retches and vomits onto a foe within 10 feet. Until the start of your next turn, if you hit and deal damage to the target, the target must succeed at a Fortitude save or become {@condition sickened} 1 ({@condition sickened} 2 on a critical failure). The DC of the Fortitude save is 12 (or 14, if the vulture is a {@quickref specialized animal companion||0|Specialized Animal Companions}) + your level + the vulture's Constitution modifier.", "maneuver": { "name": "Feast on the Fallen", "source": "AoA5", @@ -1811,7 +1811,7 @@ }, "trigger": "A creature adjacent to the vulture is reduced to 0 Hit Points", "entries": [ - "The vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a specialized animal companion, increase the Hit Points regained to 30." + "The vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a {@quickref specialized animal companion||0|Specialized Animal Companions}, increase the Hit Points regained to 30." ] }, "special": "Your vulture gains a +1 status bonus to all saves against disease, and if it rolls a success on a save against a disease, the result is a critical success instead." diff --git a/data/deities.json b/data/deities.json index 1cbef6a4f2..531990475e 100644 --- a/data/deities.json +++ b/data/deities.json @@ -1381,6 +1381,73 @@ ], "hasLore": true }, + { + "name": "Cosmic Caravan", + "source": "AV0", + "page": 5, + "alignment": [ + "CG" + ], + "category": "Pantheon", + "info": [], + "devoteeBenefits": { + "font": [ + "harm", + "heal" + ], + "ability": { + "abilities": [ + "Dex", + "Cha" + ], + "entry": "Dexterity or Charisma" + }, + "skill": [ + "Occultism" + ], + "domains": [ + "darkness", + "fate", + "freedom", + "moon" + ], + "alternateDomains": [ + "star", + "void" + ], + "spells": { + "1": [ + "object reading|apg" + ], + "2": [ + "glitterdust" + ], + "6": [ + "blanket of stars|apg" + ] + }, + "weapon": [ + "starknife" + ] + }, + "edicts": [ + "spend time stargazing or meditating in moonlight", + "aid those who live in regions where {@deity Zon-Kuthon} (or other religions that espouse the night as a bastion for evil) hold sway", + "help the desperate or forlorn to see potential for a better life in the future", + "travel with no particular destination in mind" + ], + "anathema": [ + "portray the night as a time of evil", + "destroy astronomical or astrological equipment", + "spend the night in the same place twice in a row" + ], + "followerAlignment": [ + "CG", + "CN", + "NG" + ], + "hasLore": true + }, { "name": "Atreia", "alias": [ @@ -10803,7 +10870,7 @@ ], "category": "Gods of the Inner Sea", "info": [ - "The Eternal Rose is the goddess of art, beauty, love, and music. She seeks to one day redeem her corrupted brother, Zon-Kuthon. Shelyn promotes peace and love, and she encourages her followers to create beauty in a sometimes dark world." + "The Eternal Rose is the goddess of art, beauty, love, and music. She seeks to one day redeem her corrupted brother, {@deity Zon-Kuthon}. Shelyn promotes peace and love, and she encourages her followers to create beauty in a sometimes dark world." ], "edicts": [ "be peaceful", diff --git a/data/feats/feats-aoe2.json b/data/feats/feats-aoe2.json index 85c6752471..5d4d22c725 100644 --- a/data/feats/feats-aoe2.json +++ b/data/feats/feats-aoe2.json @@ -80,7 +80,7 @@ "prerequisites": "expert in unarmed attacks", "access": "trained by a current or former member of a House of Perfection", "entries": [ - "Your skill and dedication have set you on a path to master the techniques of Jalmeray's greatest martial artists: victors of the Challenge of Sky and Heaven. You become trained in either {@skill Acrobatics} or {@skill Occultism}. You gain either the Ki Rush or Ki {@action Strike} monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the {@action Refocus} activity as a monk does. If you already have both these feats, you can instead choose a single 1st-level monk feat." + "Your skill and dedication have set you on a path to master the techniques of Jalmeray's greatest martial artists: victors of the Challenge of Sky and Heaven. You become trained in either {@skill Acrobatics} or {@skill Occultism}. You gain either the {@feat Ki Rush} or {@feat Ki Strike} monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the {@action Refocus} activity as a monk does. If you already have both these feats, you can instead choose a single {@filter 1st-level monk feat|feats||level=[1;1]|classes=monk}." ], "special": "You can't select another dedication feat until you have gained two other feats from the Jalmeri heavenseeker archetype." }, diff --git a/data/feats/feats-apg.json b/data/feats/feats-apg.json index abe947a59f..50973873d2 100644 --- a/data/feats/feats-apg.json +++ b/data/feats/feats-apg.json @@ -1288,8 +1288,19 @@ "prerequisites": "Alchemical {@skill Crafting}; trained in {@skill Crafting}, {@skill Deception}, and {@skill Stealth}", "entries": [ "You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity.", - "Mark for Death {@as 3} Requirements You can see and hear the creature you intend to mark; Effect You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to {@skill Perception} checks to {@action Seek} your mark and on {@skill Deception} checks to {@action Feint} against your mark. Your {@trait agile} and {@trait finesse} weapons and unarmed attacks gain the backstabber and deadly d6 weapon traits when you're attacking your mark.", - "If the weapon or unarmed attack already has the {@trait deadly} trait, increase the size of the deadly damage die by one step instead of giving it deadly d6." + { + "type": "ability", + "name": "Mark for Death", + "activity": { + "number": 3, + "unit": "action" + }, + "requirements": "Requirements You can see and hear the creature you intend to mark", + "entries": [ + "You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to {@skill Perception} checks to {@action Seek} your mark and on {@skill Deception} checks to {@action Feint} against your mark. Your {@trait agile} and {@trait finesse} weapons and unarmed attacks gain the backstabber and deadly d6 weapon traits when you're attacking your mark.", + "If the weapon or unarmed attack already has the {@trait deadly} trait, increase the size of the deadly damage die by one step instead of giving it deadly d6." + ] + } ], "special": "You can't select another dedication feat until you've gained two other feats from the assassin archetype.", "leadsTo": [ @@ -2099,11 +2110,11 @@ { "type": "list", "items": [ - "Abjuration force damage", - "{@bold Conjuration or} Transmutation same type as the weapon", - "{@bold Divination, Enchantment, or} Illusion mental damage", - "Evocation a type the spell dealt, or force damage if the spell didn't deal damage", - "Necromancy negative damage" + "{@b Abjuration} force damage", + "{@bold Conjuration or Transmutation} same type as the weapon", + "{@bold Divination, Enchantment, or Illusion} mental damage", + "{@b Evocation} a type the spell dealt, or force damage if the spell didn't deal damage", + "{@b Necromancy} negative damage" ] } ] @@ -2466,10 +2477,9 @@ "items": [ "If the creatures associated with your bloodline have the ability to fly, you gain a fly Speed equal to your land Speed.", "If the creatures associated with your bloodline are aquatic or amphibious, you become amphibious, able to breathe water and air equally well, and you gain a swim Speed equal to your Speed.", - "If creatures associated with your bloodline have a resistance or immunity to acid, cold, electricity, fire, negative, or sonic, choose an energy type your bloodline is immune or resistant to and gain resistance 20 against that energy type" + "If creatures associated with your bloodline have a resistance or immunity to acid, cold, electricity, fire, negative, or sonic, choose an energy type your bloodline is immune or resistant to and gain resistance 20 against that energy type." ] - }, - "Arcane Thesis." + } ] }, { @@ -3261,13 +3271,24 @@ ], "entries": [ "The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you {@action Earn Income}, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to {@action Earn Income}.", - "Upstage {@as R} Trigger A foe attempts a skill check and doesn't get a critical success; Effect After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction.", { - "type": "successDegree", - "entries": { - "Critical Success": "You gain a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks until the end of your next turn.", - "Success": "As critical success, except you gain the benefits only if the triggering creature failed their skill check." - } + "type": "ability", + "name": "Upstage", + "activity": { + "unit": "reaction", + "number": 1 + }, + "trigger": "A foe attempts a skill check and doesn't get a critical success", + "entries": [ + "After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You gain a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks until the end of your next turn.", + "Success": "As critical success, except you gain the benefits only if the triggering creature failed their skill check." + } + } + ] } ], "special": "You can't select another dedication feat until you have gained two other feats from the celebrity archetype.", @@ -4058,10 +4079,10 @@ "Wizard" ], "prerequisites": "expert in {@skill Deception}", - "trigger": "A creature succeeded, but didn't critically succeed, at a {@skill Perception} check or Will save to disbelieve an illusion from a spell that you cast.", + "trigger": "A creature succeeded, but didn't critically succeed, at a {@skill Perception} check or Will save to {@quickref disbelieve an illusion|CRB|2|disbelieving illusions|0} from a spell that you cast.", "requirements": "You are within 30 feet of the observer and the illusion.", "entries": [ - "You use your deceptive skills to make your illusions seem even more real. Attempt a {@skill Deception} check against the target's {@skill Perception} DC. If you succeed, the target fails to disbelieve the illusion." + "You use your deceptive skills to make your illusions seem even more real. Attempt a {@skill Deception} check against the target's {@skill Perception} DC. If you succeed, the target fails to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}." ] }, { @@ -4809,9 +4830,19 @@ "entries": [ "You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's {@skill Stealth} DC to detect it and {@skill Thievery} DC to disable it are equal to your class DC.", "The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.", - "Fire in the Hole {@as R} Trigger A creature moves into the hazard's space; Effect The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object.", - "Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses.", - "As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply." + { + "type": "ability", + "name": "Fire in the Hole", + "activity": { + "unit": "reaction", + "number": 1 + }, + "trigger": "A creature moves into the hazard's space", + "entries": [ + "The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses.", + "As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply." + ] + } ] }, { @@ -5442,7 +5473,7 @@ ], "prerequisites": "{@feat Medic Dedication|APG}", "entries": [ - "You move to provide immediate care to those who need it. {@action Stride}, then use one of the following: {@feat Battle Medicine} or {@action Treat Poison}. You can spend a second action to instead {@action Stride} and then {@action Administer First Aid} or Treat a Condition (if you have it; see below)." + "You move to provide immediate care to those who need it. {@action Stride}, then use one of the following: {@feat Battle Medicine} or {@action Treat Poison}. You can spend a second action to instead {@action Stride} and then {@action Administer First Aid} or {@feat Treat Condition|apg|Treat a Condition} (if you have it)." ] }, { @@ -8166,9 +8197,9 @@ "traits": [ "Swashbuckler" ], - "prerequisites": "Fascinating {@skill Performance}", + "prerequisites": "{@feat Fascinating Performance}", "entries": [ - "When you use Fascinating {@skill Performance} in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you're attempting to fascinate one target. For example, if you were an expert in {@skill Performance}, you could choose to target multiple creatures normally or target one creature and fascinate it on a success." + "When you use {@feat Fascinating Performance} in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you're attempting to fascinate one target. For example, if you were an expert in {@skill Performance}, you could choose to target multiple creatures normally or target one creature and fascinate it on a success." ] }, { @@ -8484,7 +8515,7 @@ ], "prerequisites": "{@feat Herbalist Dedication|APG}, expert in {@skill Nature}", "entries": [ - "When using Natural {@skill Medicine} to {@action Treat Wounds}, you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead." + "When using {@feat Natural Medicine} to {@action Treat Wounds}, you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead." ] }, { @@ -8707,7 +8738,14 @@ ], "prerequisites": "trained in {@skill Deception}", "entries": [ - "When you trick a foe, you can goad them into overextending their next attack. On a {@action Feint}, you can use the following success and critical success effects instead of any other effects you would gain when you {@action Feint}; if you do, other abilities that." + "When you trick a foe, you can goad them into overextending their next attack. On a {@action Feint}, you can use the following success and critical success effects instead of any other effects you would gain when you {@action Feint}; if you do, other abilities that adjust the normal effects of your {@action Feint} no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you {@action Feint} a given foe.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target takes a \u20132 circumstance penalty to all attack rolls against you before the end of its next turn.", + "Success": "The target takes a \u20132 circumstance penalty to its next attack roll against you before the end of its next turn." + } + } ] }, { @@ -9165,7 +9203,7 @@ "requirements": "Your {@action Strike|CRB|Strikes} currently deal extra damage from your champion's reaction.", "entries": [ "Make a {@action Strike} against the creature that triggered your champion's reaction. If you hit, the target takes double the extra damage from your reaction and must succeed at a Fortitude save against your class DC or be {@condition drained 1}.", - "Regardless of the result, the creature is temporarily immune to your Gruesome {@action Strike} for 24 hours." + "Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours." ] }, { @@ -9456,10 +9494,10 @@ "Archetype", "Dedication" ], - "prerequisites": "trained in {@skill Nature}, Natural {@skill Medicine}", + "prerequisites": "trained in {@skill Nature}, {@feat Natural Medicine}", "entries": [ - "You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the {@trait healing} trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.", - "You become an expert in {@skill Nature} and can use {@skill Nature} instead of {@skill Crafting} to {@action Craft} herbal items. You don't need to be trained in {@skill Crafting} or have the Alchemical {@skill Crafting} feat to do so, and you can use healer's tools instead of alchemist's tools." + "You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the {@trait healing} trait, plus {@item antidote (generic)||antidote} and {@item antiplague (generic)||antiplauge}. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.", + "You become an expert in {@skill Nature} and can use {@skill Nature} instead of {@skill Crafting} to {@action Craft} herbal items. You don't need to be trained in {@skill Crafting} or have the {@feat Alchemical Crafting} feat to do so, and you can use {@item healer's tools} instead of alchemist's tools." ], "special": "You can't select another dedication feat until you have gained two other feats from the herbalist archetype.", "leadsTo": [ @@ -9577,10 +9615,9 @@ "Archetype", "Skill" ], - "prerequisites": "expert in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion};", + "prerequisites": "expert in {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion}; {@feat Vigilante Dedication|apg}", "entries": [ - "Vigilante Dedication You've learned to hide the magical auras of your gear.", - "During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations.", + "You've learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations.", "A spellcaster using detect magic or read aura must succeed at a {@skill Perception} check against your {@skill Deception} DC to see through your obfuscations." ] }, @@ -12440,7 +12477,7 @@ "Oracle" ], "entries": [ - "Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from feats like Divine Access. You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time." + "Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from feats like {@feat Divine Access|apg}. You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time." ] }, { @@ -13829,7 +13866,20 @@ "prerequisites": "trained in {@skill Intimidation}", "entries": [ "As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in {@skill Lore||Sailing Lore}, or become an expert in it if you were already trained. You ignore the effects of {@quickref difficult terrain||3|terrain} or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action.", - "Boarding Assault {@as 2} (flourish) Either {@action Stride} twice or attempt an {@skill Acrobatics} check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee {@action Strike} that deals one additional weapon damage die." + { + "type": "ability", + "name": "Boarding Assault", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "flourish" + ], + "entries": [ + "Either {@action Stride} twice or attempt an {@skill Acrobatics} check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee {@action Strike} that deals one additional weapon damage die." + ] + } ], "special": "You can't select another dedication feat until you have gained two other feats from the pirate archetype.", "leadsTo": [ @@ -14484,7 +14534,7 @@ "Visual" ], "entries": [ - "Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor's statistics don't change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can disbelieve the illusion by Seeking or touching your armor. The DC equals your Will DC." + "Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor's statistics don't change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} by Seeking or touching your armor. The DC equals your Will DC." ] }, { @@ -14871,7 +14921,7 @@ ], "entries": [ "You have a pet rat that has become magically bonded to you.", - "You gain a {@filter familiar|companionsfamiliars||Type=Familiar} using the rules on page 217 of the Core Rulebook, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat." + "You gain a {@filter familiar|companionsfamiliars||Type=Familiar}, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat." ] }, { @@ -15911,8 +15961,7 @@ "Champion" ], "entries": [ - "You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 10 to bludgeoning, piercing, and slashing damage caused by creatures and effects opposed to your tenets (evil creatures for tenets of good, good creatures for tenets of evil, and so on). In addition, creatures and effects that roll a natural 20 on an attack roll against you don't improve their result by one degree of success.", - "cleric Feats." + "You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 10 to bludgeoning, piercing, and slashing damage caused by creatures and effects opposed to your tenets (evil creatures for tenets of good, good creatures for tenets of evil, and so on). In addition, creatures and effects that roll a natural 20 on an attack roll against you don't improve their result by one degree of success." ] }, { @@ -18489,10 +18538,7 @@ "prerequisites": "{@feat Duelist Dedication|APG}", "entries": [ "You have studied a great many combat techniques, which you can review each day. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out Duelist Dedication or Student of the Dueling Arts in this way.", - "In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites.", - "are among their number. Bolstering your athletic and martial abilities with mystical talents, you achieve rare heights with the bow or crossbow\u2014transforming arrows or bolts into eldritch ammunition, sending arrows zig-zagging nearly unerringly to their target, and manifesting arrows that can deliver spells or even instant death.", - "While having some spellcasting ability increases your potential flexibility and power as an eldritch archer, you might learn the secrets of these arts without being independently skilled in spellcasting, instead learning the magic of the bow for its own sake.", - "Additional Feats: 20th Impossible Volley (Core Rulebook 153)" + "In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites." ] }, { @@ -19666,7 +19712,7 @@ "Metamagic" ], "entries": [ - "Spells you cast can transform briefly into vital essence," + "Spells you cast can transform briefly into vital essence, traveling harmlessly through living and undead creatures between you and your target, blocked only by solid objects. If the next action you use is to {@action Cast a Spell} that requires a spell attack roll, your targets don't benefit from cover provided by living or undead creatures." ] }, { @@ -19936,7 +19982,7 @@ "Investigator" ], "trigger": "You specify the trigger when you make your daily preparations (see Requirements below).", - "requirements": "When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the {@action Ready} action.", + "requirements": "When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the {@action Ready} action. You also choose a {@filter single spell|spells||level=1;2;3;4|Tradition & Spell List=arcane;divine;occult;primal|components=!cost|Miscellaneous=Has Targets|Cast Time=Varies;Action;Two-Action;Three-Action;Free Action;Minutes;Rounds} from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.", "entries": [ "Whether from jury-rigged magic items, deduction from the study of magical interactions, or other means, you have a contingency in your back pocket for desperate situations.", "When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations." @@ -20132,7 +20178,7 @@ "prerequisites": "Twin {@action Feint}", "requirements": "You are wielding two melee weapons, each in a different hand.", "entries": [ - "Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin {@action Feint}, if both your {@action Strike|CRB|Strikes} deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become {@condition stupefied 1} until the end of your next turn." + "Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin Feint, if both your {@action Strike|CRB|Strikes} deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become {@condition stupefied 1} until the end of your next turn." ] }, { diff --git a/data/feats/feats-av3.json b/data/feats/feats-av3.json index 6fec7cfd76..a24b650e18 100644 --- a/data/feats/feats-av3.json +++ b/data/feats/feats-av3.json @@ -20,7 +20,18 @@ "prerequisites": "trained in the hand crossbow", "entries": [ "Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the Shootist's Draw action.", - "Shootist's Draw {@as 1} Frequency once per round; Effect You {@action Interact} to draw a hand crossbow and {@action Strike} with it, or you {@action Strike} with a loaded hand crossbow you're already holding and then {@action Interact} to stow it." + { + "type": "ability", + "name": "Shootist's Draw", + "activity": { + "number": 1, + "unit": "action" + }, + "frequency": "once per round", + "entries": [ + "You {@action Interact} to draw a hand crossbow and {@action Strike} with it, or you {@action Strike} with a loaded hand crossbow you're already holding and then {@action Interact} to stow it." + ] + } ], "special": "You can't select another dedication feat until you've gained two other feats from the drow shootist archetype." }, diff --git a/data/feats/feats-crb.json b/data/feats/feats-crb.json index ddcd1eea4b..874e13246a 100644 --- a/data/feats/feats-crb.json +++ b/data/feats/feats-crb.json @@ -258,7 +258,7 @@ ], "prerequisites": "{@feat Deity's Domain}", "entries": [ - "Through your conviction, you have glimpsed the deeper secrets of your deity's domain. You gain an advanced domain spell from the domain you chose with Deity's Domain. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1." + "Through your conviction, you have glimpsed the deeper secrets of your {@pf2etools deity|deities.html}'s domain. You gain an advanced domain spell from the domain you chose with {@feat Deity's Domain}. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1." ] }, { @@ -671,7 +671,7 @@ "Alchemist" ], "entries": [ - "You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its {@skill Perception}, {@skill Acrobatics}, and {@skill Stealth} modifiers (see Familiars on page 217 for more information)." + "You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its {@skill Perception}, {@skill Acrobatics}, and {@skill Stealth} modifiers (see {@quickref Familiars||0|familiars} for more information)." ] }, { @@ -857,7 +857,7 @@ "Gnome" ], "entries": [ - "You build a rapport with an animal, which becomes magically bonded to you. You gain a {@filter familiar|companionsfamiliars||Type=Familiar} using the rules on page 217. The type of animal is up to you, but most gnomes choose animals with a burrow Speed." + "You build a rapport with an animal, which becomes magically bonded to you. You gain a {@filter familiar|companionsfamiliars||Type=Familiar}. The type of animal is up to you, but most gnomes choose animals with a burrow Speed." ] }, { @@ -878,7 +878,11 @@ ], "prerequisites": "animal order", "entries": [ - "You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions on page 214 for more information." + "You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See {@quickref Animal Companions||0|Animal Companions} for more information." + ], + "leadsTo": [ + "Mature Animal Companion (Druid)", + "Incredible Companion (Druid)" ] }, { @@ -898,9 +902,12 @@ "Ranger" ], "entries": [ - "You gain the service of a young animal companion that travels with you and obeys simple commands as best as it can. See Animal Companions on page 214. When you {@action Hunt Prey}, your animal companion gains the action's benefits and your hunter's edge benefit if you have one." + "You gain the service of a young animal companion that travels with you and obeys simple commands as best as it can. See {@quickref Animal Companions||0|Animal Companions}. When you {@action Hunt Prey}, your animal companion gains the action's benefits and your hunter's edge benefit if you have one." ], "leadsTo": [ + "Mature Animal Companion (Ranger)", + "Incredible Companion (Ranger)", + "Specialized Companion (Ranger)", "Stealthy Companion" ] }, @@ -1044,7 +1051,7 @@ ], "prerequisites": "{@feat Wizard Dedication}", "entries": [ - "Select one arcane school of magic. You gain the school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can {@action Refocus} by studying. (For more on arcane schools, see page 204.)" + "Select one arcane {@classFeature arcane school|wizard||1||school of magic}. You gain the school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can {@action Refocus} by studying." ] }, { @@ -1332,8 +1339,9 @@ "traits": [ "Champion" ], + "requirements": "exalt, Vengeful Oath.", "entries": [ - "Requirements exalt, Vengeful Oath." + "When you call upon others to take retribution, you also guide their aim. When you use {@action Retributive Strike}, your allies who make Strikes take only a \u20132 penalty, instead of a \u20135 penalty." ] }, { @@ -1353,7 +1361,7 @@ ], "prerequisites": "divine ally (steed), {@feat Imposing Destrier}", "entries": [ - "Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the {@feat divine ally} class feature is now a specialized animal companion (page 217). You can select one of the usual specializations or the auspice specialization.", + "Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the {@feat divine ally} class feature is now a {@quickref specialized animal companion||0|Specialized Animal Companions}. You can select one of the usual specializations or the auspice specialization.", "Auspice mounts gain the following benefits: Your companion is marked by your deity's religious symbol as a sacred creature of your deity. Its proficiency rank in {@skill Religion} increases to expert, it can speak the language associated with your deity's servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1." ] }, @@ -1451,8 +1459,8 @@ "entries": [ "You become trained in {@skill Athletics}; if you were already trained in {@skill Athletics}, you instead become trained in a skill of your choice.", "You become trained in barbarian class DC.", - "You can use the {@action Rage} action (page 84)", - "Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants." + "You can use the {@action Rage} action.", + "Choose an {@classFeature instinct|Barbarian||1} as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants." ], "special": "You cannot select another dedication feat until you have gained two other feats from the barbarian archetype.", "leadsTo": [ @@ -1648,7 +1656,7 @@ ], "prerequisites": "{@feat Sorcerer Dedication}", "entries": [ - "You gain your bloodline's initial bloodline spell. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can {@action Refocus} without any special effort. (For more on bloodline spells, see page 194.)" + "You gain your {@classFeature bloodline|Sorcerer||1}'s {@filter initial bloodline spell|spells||Level=1|Spell Type=Focus Spell|Classes=Sorcerer}. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can {@action Refocus} without any special effort." ] }, { @@ -2142,11 +2150,11 @@ { "type": "list", "items": [ - "Abjuration force damage", - "{@bold Conjuration or} Transmutation the same type as the weapon", + "{@b Abjuration} force damage", + "{@bold Conjuration or Transmutation} the same type as the weapon", "{@bold Divination, Enchantment, or} Illusion mental damage", - "Evocation a type the spell dealt, or force damage if the spell didn't deal damage", - "Necromancy negative damage" + "{@b Evocation} a type the spell dealt, or force damage if the spell didn't deal damage", + "{@b Necromancy} negative damage" ] } ] @@ -3758,9 +3766,9 @@ "Rage", "Visual" ], - "prerequisites": "Share {@action Rage}", + "prerequisites": "{@feat Share Rage}", "entries": [ - "You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on Share {@action Rage}, using it multiple times in a {@action Rage}. Allies affected by Share {@action Rage} who accept your anathema for the duration of the {@action Rage} gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization." + "You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on {@feat Share Rage}, using it multiple times in a {@action Rage}. Allies affected by {@feat Share Rage} who accept your anathema for the duration of the {@action Rage} gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization." ] }, { @@ -3842,8 +3850,8 @@ ], "prerequisites": "{@feat Bard Dedication}", "entries": [ - "You gain the {@spell counter performance} composition spell.", - "If you don't already have one, you gain a focus pool of 1 Focus Point, which you can {@action Refocus} by engaging your muse. (For more on composition spells, see page 97.)" + "You gain the {@spell counter performance} {@classFeature composition spells|Bard||1||composition spell}.", + "If you don't already have one, you gain a focus pool of 1 Focus Point, which you can {@action Refocus} by engaging your muse." ] }, { @@ -3959,7 +3967,7 @@ ], "prerequisites": "legendary in {@skill Crafting}", "entries": [ - "You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate {@skill Crafting} skill feat (such as Magical {@skill Crafting} for magic items) and meet the item's level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. The only exceptions are requirements that add to the item's cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher's stone that have exclusive means of access and {@skill Crafting}. The GM decides whether you can ignore a requirement." + "You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate {@skill Crafting} skill feat (such as {@feat Magical Crafting} for magic items) and meet the item's level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. The only exceptions are requirements that add to the item's cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher's stone that have exclusive means of access and {@skill Crafting}. The GM decides whether you can ignore a requirement." ] }, { @@ -3978,7 +3986,7 @@ "Alchemist" ], "entries": [ - "Your research has paid off, culminating in the legendary philosopher's stone. You learn the formula for the philosopher's stone (page 554) and can add it to your formula book." + "Your research has paid off, culminating in the legendary philosopher's stone. You learn the formula for the {@item philosopher's stone} and can add it to your formula book." ] }, { @@ -4131,7 +4139,7 @@ "Ranger" ], "entries": [ - "You have a deep understanding of the crossbow. When you're wielding a crossbow and use {@action Hunt Prey} or use {@action Interact} to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next {@action Strike} with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step (page 279). You must make the attack before the end of your next turn or these benefits are lost." + "You have a deep understanding of the crossbow. When you're wielding a crossbow and use {@action Hunt Prey} or use {@action Interact} to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next {@action Strike} with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step. You must make the attack before the end of your next turn or these benefits are lost." ] }, { @@ -4433,7 +4441,7 @@ "Champion" ], "entries": [ - "You embody an aspect of your deity. Choose one of your deity's domains from those listed on page 441. You gain the domain's initial domain spell as a devotion spell." + "You embody an aspect of your deity. Choose one of your {@pf2etools deity|deities.html}'s domains. You gain the domain's initial domain spell as a devotion spell." ], "leadsTo": [ "Advanced Deity's Domain" @@ -4671,7 +4679,7 @@ "Bard" ], "entries": [ - "You learn the {@spell dirge of doom} composition cantrip (page 386), which frightens your enemies." + "You learn the {@spell dirge of doom} composition cantrip, which frightens your enemies." ] }, { @@ -4950,7 +4958,7 @@ ], "prerequisites": "{@feat Champion Dedication}", "entries": [ - "You gain a divine ally of your choice (page 108)." + "You gain a {@classFeature divine ally|Champion||3} of your choice." ] }, { @@ -5171,9 +5179,9 @@ ], "entries": [ "Your deity bestows a special spell related to their powers.", - "Select one domain\u2014a subject of particular interest to you within your religion\u2014from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells appear in Table 8 \u20132: Domains on page 441.", + "Select one domain\u2014a subject of particular interest to you within your religion\u2014from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells appear in {@table Domains||Table 8\u20132: Domains}.", "Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the {@action Refocus} activity to pray to your deity or do service toward their causes.", - "Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300." + "Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells can be found {@quickref here||2|focus spells}." ], "special": "You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.", "leadsTo": [ @@ -5249,9 +5257,7 @@ ], "requirements": "You are wielding a ranged weapon with reload 0.", "entries": [ - "You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a \u20132 penalty.", - "Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.", - "When you have your shield raised, you can {@action Stride} to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded {@action Stride} while Flying or Swimming instead of {@action Stride||Striding} if you have the corresponding movement type." + "You shoot twice in blindingly fast succession. Make two {@action Strike||Strikes}, each against a separate target and with a \u20132 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them." ], "leadsTo": [ "Triple Shot", @@ -7048,6 +7054,9 @@ "entries": [ "When you {@action Perform}, compare your result to the Will DC of one observer. If you succeed, the target is {@condition fascinated} by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the {@action Perform} action gains the {@trait incapacitation} trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.", "If you're an expert in {@skill Performance}, you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time." + ], + "leadsTo": [ + "Focused Fascination|APG" ] }, { @@ -7336,7 +7345,7 @@ "Druid" ], "entries": [ - "You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add illusory disguise," + "You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add {@spell illusory disguise}, {@spell illusory object}, {@spell illusory scene}, and {@spell veil} to your spell list as primal spells." ] }, { @@ -9157,7 +9166,7 @@ ], "entries": [ "Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both {@skill Perception} checks and Will saves against illusions.", - "When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn't spend an action to {@action Interact} with the illusion." + "When you come within 10 feet of an illusion that can be {@quickref disbelieved|CRB|2|disbelieving illusions|0}, the GM rolls a secret check for you to {@quickref disbelieve it|CRB|2|disbelieving illusions|0}, even if you didn't spend an action to {@action Interact} with the illusion." ], "leadsTo": [ "Intuitive Illusions|LOCG", @@ -9230,7 +9239,7 @@ "Move", "Rogue" ], - "prerequisites": "legendary in {@skill Acrobatics}, Quick {@action Squeeze}", + "prerequisites": "legendary in {@skill Acrobatics}, {@feat Quick Squeeze}", "requirements": "You are adjacent to a floor or vertical wall.", "entries": [ "You find tiny holes or imperfections that no one else could see and try to somehow fit yourself through them, possibly moving directly through the wall or floor from one side to the other. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling." @@ -9710,9 +9719,9 @@ "traits": [ "Druid" ], - "prerequisites": "{@feat Mature Animal Companion}", + "prerequisites": "{@feat Mature Animal Companion (Druid)}", "entries": [ - "Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion (page 214)." + "Your animal companion continues to grow and develop. It becomes a {@quickref nimble||0|Nimble Animal Companions} or {@quickref savage||0|Savage Animal Companions} animal companion (your choice), gaining additional capabilities determined by the type of companion." ] }, { @@ -9731,9 +9740,9 @@ "traits": [ "Ranger" ], - "prerequisites": "{@feat Mature Animal Companion}", + "prerequisites": "{@feat Mature Animal Companion (Ranger)}", "entries": [ - "Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion (page 214)." + "Your animal companion continues to grow and develop. It becomes a {@quickref nimble||0|Nimble Animal Companions} or {@quickref savage||0|Savage Animal Companions} animal companion (your choice), gaining additional capabilities determined by the type of companion." ], "leadsTo": [ "Specialized Companion (Ranger)" @@ -10055,7 +10064,7 @@ ], "prerequisites": "{@feat Barbarian Dedication}", "entries": [ - "You gain the instinct ability for the instinct you chose for Barbarian Dedication." + "You gain the {@classFeature instinct|Barbarian||1} ability for the instinct you chose for {@feat Barbarian Dedication}." ] }, { @@ -10411,7 +10420,7 @@ ], "entries": [ "Your study of the flow of mystical energy allows you to harness it into your physical strikes.", - "You gain the ki strike ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300." + "You gain the {@spell ki strike} ki spell and a focus pool of 1 Focus Point." ] }, { @@ -11156,7 +11165,7 @@ ], "prerequisites": "divine ally (steed)", "entries": [ - "You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the {@feat divine ally} class feature is now a mature animal companion (page 214). In addition, your mount never attacks you, even if it is magically compelled to do so." + "You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the {@feat divine ally} class feature is now a {@quickref specialized animal companion||0|Mature Animal Companions}. In addition, your mount never attacks you, even if it is magically compelled to do so." ], "leadsTo": [ "Imposing Destrier", @@ -11599,10 +11608,13 @@ "traits": [ "Druid" ], - "prerequisites": "{@feat Animal Companion}", + "prerequisites": "{@feat Animal Companion (Druid)}", "entries": [ - "Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. See the animal companion rules on page 214 for more information.", + "Your animal companion grows up, becoming a {@quickref specialized animal companion||0|Mature Animal Companions}, which grants it additional capabilities.", "Your animal companion is better trained than most. During an encounter, even if you don't use the {@action Command an Animal} action, your animal companion can still use 1 action on your turn that round to {@action Stride} or {@action Strike}." + ], + "leadsTo": [ + "Incredible Companion (Druid)" ] }, { @@ -11621,10 +11633,14 @@ "traits": [ "Ranger" ], - "prerequisites": "{@feat Animal Companion}", + "prerequisites": "{@feat Animal Companion (Ranger)}", "entries": [ - "Your animal companion grows up, becoming a mature animal companion and gaining additional capabilities (page 214)", + "Your animal companion grows up, becoming a {@quickref specialized animal companion||0|Mature Animal Companions} and gaining additional capabilities.", "If you have the {@action Hunt Prey} action, your animal companion assaults the prey even without your orders. During an encounter, even if you don't use the {@action Command an Animal} action, your animal companion can still use 1 action that round on your turn to {@action Stride} toward or {@action Strike} your prey." + ], + "leadsTo": [ + "Incredible Companion (Ranger)", + "Specialized Companion (Ranger)" ] }, { @@ -12482,6 +12498,13 @@ "prerequisites": "trained in {@skill Nature}", "entries": [ "You can apply natural cures to heal your allies. You can use {@skill Nature} instead of {@skill Medicine} to {@action Treat Wounds}. If you're in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to {@action Treat Wounds} using {@skill Nature}, subject to the GM's determination." + ], + "leadsTo": [ + "Herbalist Dedication|APG", + "Endemic Herbs|APG", + "Expert Herbalism|APG", + "Fresh Ingredients|APG", + "Poultice Preparation|APG" ] }, { @@ -13654,7 +13677,7 @@ ], "prerequisites": "{@feat Aggressive Block} or {@feat Brutish Shove}", "entries": [ - "You can push larger foes around with your attack. You can use Aggressive Block or Brutish {@action Shove} against a creature up to two sizes larger than you.", + "You can push larger foes around with your attack. You can use {@feat Aggressive Block} or {@feat Brutish Shove} against a creature up to two sizes larger than you.", "When a creature you {@action Shove} has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature." ] }, @@ -14258,6 +14281,9 @@ "entries": [ "You {@action Squeeze} 5 feet per round (10 feet on a critical success)", "If you're legendary in {@skill Acrobatics}, you {@action Squeeze} at full Speed." + ], + "leadsTo": [ + "Implausible Infiltration" ] }, { @@ -15734,6 +15760,9 @@ "requirements": "You haven't used this ability since you last Raged.", "entries": [ "You stoke an ally's fury. While you are raging, one willing creature within 30 feet gains the effects of the {@action Rage} action, except it can still use concentrate actions." + ], + "leadsTo": [ + "Contagious Rage" ] }, { @@ -16000,15 +16029,7 @@ "Fighter" ], "entries": [ - "When your shield is up, your enemies' blows can't touch you.", - "opponent hard enough to make it stumble back. Make a {@action Strike} with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is {@condition flat-footed} until the end of your current turn, and you can automatically {@action Shove} it, with the same benefits as the {@action Shove} action (including the critical success effect, if your {@action Strike} was a critical hit). If you move to follow the target, your movement doesn't trigger reactions.", - "This {@action Strike} has the following failure effect.", - { - "type": "successDegree", - "entries": { - "Failure": "The target becomes {@condition flat-footed} until the end of your current turn." - } - } + "When your shield is up, your enemies' blows can't touch you. When you have your shield raised, you can {@action Stride} to move half your Speed without triggering reactions that are triggered by your movement (such as {@ability Attack of Opportunity||Attacks of Opportunity}). You can use Shielded Stride while Flying or Swimming instead of {@action Stride||Striding} if you have the corresponding movement type." ] }, { @@ -17482,7 +17503,7 @@ ], "entries": [ "You swing at a foe while mid-leap. Make a {@action Leap}, {@action High Jump}, or {@action Long Jump} and attempt one melee {@action Strike} at any point during your jump. Immediately after the {@action Strike}, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.", - "When attempting a {@action High Jump} or {@action Long Jump} during a Sudden {@action Leap}, determine the DC using the {@action Long Jump} DCs, and increase your maximum distance to double your Speed." + "When attempting a {@action High Jump} or {@action Long Jump} during a Sudden Leap, determine the DC using the {@action Long Jump} DCs, and increase your maximum distance to double your Speed." ] }, { @@ -17507,9 +17528,9 @@ ], "entries": [ "You make an impressive leap and swing while you soar. Make a {@action Leap}, {@action High Jump}, or {@action Long Jump} and attempt one melee {@action Strike} at any point during your jump. Immediately after the {@action Strike}, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.", - "When attempting a {@action High Jump} or {@action Long Jump} during a Sudden {@action Leap}, determine the DC using the {@action Long Jump} DCs, and increase your maximum distance to double your Speed." + "When attempting a {@action High Jump} or {@action Long Jump} during a Sudden Leap, determine the DC using the {@action Long Jump} DCs, and increase your maximum distance to double your Speed." ], - "special": "If you have Felling {@action Strike}, you can spend 3 actions to make a Sudden {@action Leap} and use Felling {@action Strike} instead of a normal {@action Strike}." + "special": "If you have Felling {@action Strike}, you can spend 3 actions to make a Sudden Leap and use {@feat Felling Strike} instead of a normal {@action Strike}." }, { "name": "Superior Bond", @@ -17668,7 +17689,7 @@ ], "prerequisites": "master in {@skill Stealth}", "entries": [ - "You can move your full Speed when you {@action Sneak}. You can use Swift {@action Sneak} while Burrowing, Climbing, Flying, or Swimming instead of {@action Stride||Striding} if you have the corresponding movement type." + "You can move your full Speed when you {@action Sneak}. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of {@action Stride||Striding} if you have the corresponding movement type." ] }, { @@ -18009,7 +18030,7 @@ ], "prerequisites": "{@feat Wild Shape}", "entries": [ - "Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in humanoid form to your wild shape list." + "Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in {@spell humanoid form} to your wild shape list." ] }, { @@ -18376,7 +18397,7 @@ "Rogue" ], "trigger": "You specify the trigger when you make your daily preparations (see Requirements below).", - "requirements": "When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the {@action Ready} action.", + "requirements": "When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the {@action Ready} action. You also choose a {@filter single spell|spells||level=1;2;3;4|Tradition & Spell List=arcane;divine;occult;primal|components=!cost|Miscellaneous=Has Targets|Cast Time=Varies;Action;Two-Action;Three-Action;Free Action;Minutes;Rounds} from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.", "entries": [ "Whether from jury-rigged magic items, stolen magical essence, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail.", "Once the contingency is triggered, the spell is expended until your next daily preparations." @@ -18932,9 +18953,7 @@ ], "prerequisites": "{@feat Unconventional Weaponry}, trained in the weapon you chose for {@feat Unconventional Weaponry}", "entries": [ - "You've continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry.", - "Half-Elf and Half-Orc Ancestry Feats A human with elf or orc blood is called a half-elf or half-orc, respectively, which is represented by the corresponding heritage. If you have the half-elf or half‑orc heritage, you can select from additional ancestry feats not available to other humans.", - "Half-Elf Ancestry Feats The following feats are available to half-elves." + "You've continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry." ] }, { @@ -19598,7 +19617,7 @@ "Monk" ], "entries": [ - "You defy gravity, traversing vertical planes as easily as the ground. {@action Stride} up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the {@action Stride} off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can {@action Grab an Edge}, if applicable). If you have Water {@action Step} or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall." + "You defy gravity, traversing vertical planes as easily as the ground. {@action Stride} up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the {@action Stride} off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can {@action Grab an Edge}, if applicable). If you have {@feat Water Step} or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall." ] }, { @@ -20034,7 +20053,7 @@ ], "prerequisites": "wild order", "entries": [ - "You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats." + "You are one with the wild, always changing and adapting to meet any challenge. You gain the {@feat wild shape} order spell, which lets you transform into a variety of forms that you can expand with druid feats." ], "leadsTo": [ "Elemental Shape", diff --git a/data/feats/feats-ec2.json b/data/feats/feats-ec2.json index 6242b33291..3a8e037b92 100644 --- a/data/feats/feats-ec2.json +++ b/data/feats/feats-ec2.json @@ -86,7 +86,7 @@ ], "prerequisites": "Animal Trainer Dedication", "entries": [ - "Your animal companion grows up, becoming a mature animal companion. Increase its proficiency rank in {@skill Performance} to expert instead of one of the three skill increases for mature. It gains the Mesmerizing {@skill Performance} advanced maneuver (see below), rather than the normal advanced maneuver for its type." + "Your animal companion grows up, becoming a mature animal companion. Increase its proficiency rank in {@skill Performance} to expert instead of one of the three skill increases for mature. It gains the Mesmerizing Performance advanced maneuver (see below), rather than the normal advanced maneuver for its type." ] }, { @@ -99,13 +99,13 @@ "general": false, "ancestry": false, "skill": false, - "archetype": true + "archetype": "Animal Trainer" }, "traits": [ "Uncommon", "Archetype" ], - "prerequisites": "Splendid Companion", + "prerequisites": "{@feat Splendid Companion|ec2}", "entries": [ "The animal companion you gain from the Animal Trainer Dedication feat gains one specialization of your choice (Core Rulebook 217). Increase its proficiency rank in {@skill Performance} to legendary instead of one of the specialization's skill increases." ] @@ -120,13 +120,13 @@ "general": false, "ancestry": false, "skill": false, - "archetype": true + "archetype": "Animal Trainer" }, "traits": [ "Uncommon", "Archetype" ], - "prerequisites": "Mature Trained Companion", + "prerequisites": "{@feat Mature Trained Companion|ec2}", "entries": [ "Your animal companion continues to develop. It becomes a nimble or savage animal companion (your choice), gaining abilities determined by its type. Increase its proficiency rank in {@skill Performance} to master instead of {@skill Athletics} or {@skill Acrobatics}." ] diff --git a/data/feats/feats-ec3.json b/data/feats/feats-ec3.json index 59f034dec3..27ae486baa 100644 --- a/data/feats/feats-ec3.json +++ b/data/feats/feats-ec3.json @@ -213,7 +213,24 @@ "prerequisites": "{@feat Golem Grafter Dedication|EC3}", "entries": [ "Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability.", - "Exhale Poison {@as 2} (arcane, necromancy, poison) Requirements You were within the area of an inhaled poison within the last minute; Frequency once per hour; Effect You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged." + { + "type": "ability", + "name": "Exhale Poison", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "arcane", + "necromancy", + "poison" + ], + "requirements": "You were within the area of an inhaled poison within the last minute", + "frequency": "once per hour", + "entries": [ + "You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged." + ] + } ] }, { diff --git a/data/feats/feats-frp2.json b/data/feats/feats-frp2.json index 5a4f5a0e9c..ab03539222 100644 --- a/data/feats/feats-frp2.json +++ b/data/feats/feats-frp2.json @@ -182,11 +182,10 @@ "traits": [ "Archetype" ], - "prerequisites": "Golden League Xun Dedication, expert in {@skill Athletics}", + "prerequisites": "{@feat Golden League Xun Dedication|frp2}, expert in {@skill Athletics}", "entries": [ - "Ropes are your tool of choice, and you deploy them in versatile ways. When Climbing a rope, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. This additional movement stacks with the effects of Quick {@action Climb}.", - "In addition, you can use a rope to hamper your foes.", - "When holding a rope, you can attempt an {@skill Athletics} check to {@action Disarm}, {@action Grapple}, or {@action Trip} a creature up to 10 feet away instead of only adjacent creatures. If you critically fail such a check while holding a rope, you can drop the rope to take the effects of a failure instead of a critical failure." + "Ropes are your tool of choice, and you deploy them in versatile ways. When Climbing a rope, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. This additional movement stacks with the effects of {@feat Quick Climb}.", + "In addition, you can use a rope to hamper your foes. When holding a rope, you can attempt an {@skill Athletics} check to {@action Disarm}, {@action Grapple}, or {@action Trip} a creature up to 10 feet away instead of only adjacent creatures. If you critically fail such a check while holding a rope, you can drop the rope to take the effects of a failure instead of a critical failure." ] }, { diff --git a/data/feats/feats-frp3.json b/data/feats/feats-frp3.json index 8fbdea5c1a..924825fd67 100644 --- a/data/feats/feats-frp3.json +++ b/data/feats/feats-frp3.json @@ -385,7 +385,7 @@ "requirements": "You have panache.", "entries": [ "You move so quickly that you create a short-lived afterimage, looks exactly like you, in front of you or behind you. You {@action Stride}. At any point along your movement, you leave an afterimage of yourself behind.", - "Alternatively, you can stop moving and send your afterimage forward instead, up to the remainder of your Speed. A creature that spends actions to engage with your afterimage can attempt to disbelieve it with a Will save against your class DC. Once an enemy has disbelieved any of your afterimages, they are temporarily immune to all of your Vivacious Afterimages for 10 minutes. As long as a creature has not disbelieved the afterimage, the afterimage counts as a creature for flanking. The afterimage lasts until the beginning of your next turn or until you use Vivacious Afterimage again, whichever comes first." + "Alternatively, you can stop moving and send your afterimage forward instead, up to the remainder of your Speed. A creature that spends actions to engage with your afterimage can attempt to {@quickref disbelieve it|CRB|2|disbelieving illusions|0} with a Will save against your class DC. Once an enemy has {@quickref disbelieved|CRB|2|disbelieving illusions|0} any of your afterimages, they are temporarily immune to all of your Vivacious Afterimages for 10 minutes. As long as a creature has not {@quickref disbelieved the afterimage|CRB|2|disbelieving illusions|0}, the afterimage counts as a creature for flanking. The afterimage lasts until the beginning of your next turn or until you use Vivacious Afterimage again, whichever comes first." ] }, { diff --git a/data/feats/feats-g&g.json b/data/feats/feats-g&g.json index 45351931ff..0e33bebc5a 100644 --- a/data/feats/feats-g&g.json +++ b/data/feats/feats-g&g.json @@ -415,14 +415,25 @@ "prerequisites": "{@feat Firework Technician Dedication|G&G}", "entries": [ "You've learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording. You gain the Banshee Cry fireworks display.", - "Banshee Cry {@as R} Trigger A creature within 30 feet Casts a Spell that has a verbal component or Activates an Item using a command Activation; Effect You set off a firework to explode with a loud screech near the creature. The creature must attempt a Will save.", { - "type": "successDegree", - "entries": { - "Success": "The creature is unaffected.", - "Failure": "The creature must use an additional action on the triggering action or activity, or it's disrupted.", - "Critical Failure": "The triggering action is disrupted." - } + "type": "ability", + "name": "Banshee Cry", + "activity": { + "unit": "reaction", + "number": 1 + }, + "trigger": "A creature within 30 feet {@action Cast a Spell||Casts a Spell} that has a verbal component or {@action Activate an Item||Activates an Item} using a command Activation", + "entries": [ + "You set off a firework to explode with a loud screech near the creature. The creature must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Success": "The creature is unaffected.", + "Failure": "The creature must use an additional action on the triggering action or activity, or it's disrupted.", + "Critical Failure": "The triggering action is disrupted." + } + } + ] } ] }, @@ -568,7 +579,18 @@ "The beast gun also acts as a conduit, drawing out and amplifying any latent or active magic power you have. You learn to cast spontaneous spells and gain the {@action Cast a Spell} activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for arcane or primal spells, whichever of the two traditions you chose. Your key spellcasting ability for these spells is Charisma.", "If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.", "You also gain Spellsling.", - "Spellsling {@as 3} Requirements You're wielding your bonded beast gun; Effect You {@action Cast a Spell} that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the beast gun you're wielding. Make a {@action Strike} with that beast gun. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the {@action Strike} and the spell. This counts as two attacks for the purposes of determining your multiple attack penalty, but you don't apply the penalty until after you've completed resolving the attack and spell." + { + "type": "ability", + "name": "Spellsling", + "activity": { + "unit": "action", + "number": 3 + }, + "requirements": "You're wielding your bonded beast gun", + "entries": [ + "You {@action Cast a Spell} that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the beast gun you're wielding. Make a {@action Strike} with that beast gun. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the {@action Strike} and the spell. This counts as two attacks for the purposes of determining your multiple attack penalty, but you don't apply the penalty until after you've completed resolving the attack and spell." + ] + } ], "special": "You can't select another dedication feat until you've gained two other feats from the beast gunner archetype.", "leadsTo": [ @@ -762,8 +784,9 @@ "Concentrate", "Gunslinger" ], + "requirements": "An enemy you've damaged with a ranged weapon during the last minute is {@condition concealed} or {@condition hidden} from you.", "entries": [ - "Requirements An enemy you've damaged with a ranged weapon during the last minute is {@condition concealed} or {@condition hidden} from you." + "Once you've locked on to a target, little can obscure your aim. Make a ranged weapon {@action Strike} against the required target. This {@action Strike} ignores the target's {@condition concealed} condition and reduces the flat check for the {@condition hidden} condition from 11 to 5." ] }, { @@ -1478,7 +1501,18 @@ "prerequisites": "{@feat Firework Technician Dedication|G&G}", "entries": [ "This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience's attention, it turns out to have a surprisingly effective use in combat, suppressing {@trait auditory} or {@trait visual} effects behind your magnificent display. You gain the Coughing Dragon fireworks display.", - "Coughing Dragon {@as 2} Cost 2 batches of infused reagents; Effect Choose either {@trait auditory} or {@trait visual} effects. The display gains that trait, and you attempt to counteract one or more effects within 60 feet that have this trait. On a success, the effect is suppressed until the start of your next turn, rather than ending entirely. Use your {@skill Lore||Fireworks Lore} modifier as your counteract modifier, and your counteract level is equal to half your advanced alchemy level (rounded up). A coughing dragon costs 2 batches of infused reagents rather than 1, but you can increase the cost to 3 batches and spend an additional action to create an even bigger coughing dragon display that attempts to counteract both {@trait auditory} and {@trait visual} effects at the same time." + { + "type": "ability", + "name": "Coughing Dragon", + "activity": { + "number": 2, + "unit": "action" + }, + "cost": "2 batches of infused reagents", + "entries": [ + "Choose either {@trait auditory} or {@trait visual} effects. The display gains that trait, and you attempt to counteract one or more effects within 60 feet that have this trait. On a success, the effect is suppressed until the start of your next turn, rather than ending entirely. Use your {@skill Lore||Fireworks Lore} modifier as your counteract modifier, and your counteract level is equal to half your advanced alchemy level (rounded up). A coughing dragon costs 2 batches of infused reagents rather than 1, but you can increase the cost to 3 batches and spend an additional action to create an even bigger coughing dragon display that attempts to counteract both {@trait auditory} and {@trait visual} effects at the same time." + ] + } ] }, { @@ -1749,7 +1783,21 @@ ], "entries": [ "You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in {@skill Lore||Engineering Lore} or become an expert in it if you were already trained. You gain the Set Explosives action.", - "Set Explosives {@as 2} (concentrate) Requirements You have 1 or 2 bombs in hand; Effect You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate." + { + "type": "ability", + "name": "Set Explosives", + "activity": { + "unit": "action", + "number": 2 + }, + "traits": [ + "concentrate" + ], + "requirements": "You have 1 or 2 bombs in hand", + "entries": [ + "You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate." + ] + } ], "special": "You can't select another dedication feat until you've gained two other feats from the demolitionist archetype.", "leadsTo": [ @@ -2160,7 +2208,7 @@ "prerequisites": "{@feat Vehicle Mechanic Dedication|G&G}, expert in {@skill Crafting}", "entries": [ "You are practiced at working in vast garages of vehicles and can work on many machines at a time. When Repairing and spending the full 10 minutes, you can fix up to two objects. If you are a master in {@skill Crafting}, you can fix up to four targets. If you're legendary in {@skill Crafting}, you can fix up to eight targets.", - "This feat has no effect when using Quick {@action Repair} or another ability to reduce the time spent Repairing." + "This feat has no effect when using {@feat Quick Repair} or another ability to reduce the time spent Repairing." ] }, { @@ -2622,15 +2670,34 @@ "Dedication" ], "prerequisites": "trained in {@skill Crafting}", - "cost": "1 or more batches of infused reagents", "entries": [ - "You have a free hand; Effect You set off a fireworks display.", - "You can launch a normal firework to simply create a visual or audible signal within 20 feet or you can choose one of the following special effects. A firework display has the listed traits, and if it costs more than 1 batch of infused reagents, it is noted in its Cost entry.", - "Comet {@as 1} (visual) You shoot a streak of shining light in a 60-foot line. All spaces in that line are lit with bright light until the start of your next turn. As part of this action, you can also {@action Point Out} a single creature in the line, and your allies do not need to hear or understand you.", - "Flower {@as 1} (visual) You ignite a ring of sparks, creating a shape that might be reminiscent of a flower blooming in the sky.", - "Each enemy with 20 feet of you must attempt a Fortitude save. On a failure, the enemy is {@condition dazzled} for 1 round, and on a critical failure they are {@condition dazzled} for 2 rounds.", - "Salute {@as 1} (auditory) You create a startling bang or whistle, adding an auditory component to your fireworks display.", - "When you launch a salute display, you can choose a {@condition confused} or {@condition fascinated} ally within 60 feet. If the ally you chose is {@condition fascinated}, the noise is so violent that it acts as a {@condition hostile} effect for the purpose of their {@condition fascinated} condition (though it has no negative repercussions) automatically ending most applications of the {@condition fascinated} condition. If they're {@condition confused}, the sound is so loud and violent that it might snap the ally out of confusion. They can immediately attempt the flat check to remove the {@condition confused} condition which normally occurs when a creature is damaged. If the {@condition confused} condition has special rules that remove the flat check when taking damage or make the flat check harder, those rules also apply to the salute." + "You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck.", + "You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the Alchemical Crafting feat, a pool of infused reagents equal to your level, and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You can use your infused reagents only to make fireworks, Launch a Fireworks Display, and use other feats from this archetype (see below). Your advanced alchemy level is 1. The rules for these are in the Alchemical Crafting section on page 258 of the Core Rulebook, and rules for infused reagents and advanced alchemy are on page 72. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together.", + "You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher.", + { + "type": "ability", + "name": "Launch Fireworks Display", + "activity": { + "entry": "{@as 1} to {@as 3} (see below)" + }, + "traits": [ + "manipulate" + ], + "cost": "1 or more batches of infused reagents", + "requirements": "You have a free hand", + "entries": [ + "You set off a fireworks display. You can launch a normal firework to simply create a visual or audible signal within 20 feet or you can choose one of the following special effects. A firework display has the listed traits, and if it costs more than 1 batch of infused reagents, it is noted in its Cost entry.", + { + "type": "list", + "style": "list-no-bullets-indent", + "items": [ + "{@b Comet} {@as 1} ({@trait visual}) You shoot a streak of shining light in a 60-foot line. All spaces in that line are lit with bright light until the start of your next turn. As part of this action, you can also {@action Point Out} a single creature in the line, and your allies do not need to hear or understand you.", + "{@b Flower} {@as 1} ({@trait visual}) You ignite a ring of sparks, creating a shape that might be reminiscent of a flower blooming in the sky. Each enemy with 20 feet of you must attempt a Fortitude save. On a failure, the enemy is {@condition dazzled} for 1 round, and on a critical failure they are {@condition dazzled} for 2 rounds.", + "{@b Salute} {@as 1} ({@trait auditory}) You create a startling bang or whistle, adding an {@trait auditory} component to your fireworks display. When you launch a salute display, you can choose a {@condition confused} or {@condition fascinated} ally within 60 feet. If the ally you chose is {@condition fascinated}, the noise is so violent that it acts as a {@condition hostile} effect for the purpose of their {@condition fascinated} condition (though it has no negative repercussions) automatically ending most applications of the {@condition fascinated} condition. If they're {@condition confused}, the sound is so loud and violent that it might snap the ally out of confusion. They can immediately attempt the flat check to remove the {@condition confused} condition which normally occurs when a creature is damaged. If the {@condition confused} condition has special rules that remove the flat check when taking damage or make the flat check harder, those rules also apply to the salute." + ] + } + ] + } ], "special": "You can't select another dedication feat until you've gained two other feats from the fireworks technician archetype.", "leadsTo": [ @@ -2843,9 +2910,9 @@ "traits": [ "Inventor" ], - "prerequisites": "Megaton {@action Strike}", + "prerequisites": "{@feat Megaton Strike|g&g}", "entries": [ - "When you use a full-power Megaton {@action Strike}, you can knock your foe back. When you succeed at your {@action Strike} while using an unstable Megaton {@action Strike}, your target must attempt a Fortitude save against your class DC.", + "When you use a full-power {@feat Megaton Strike|g&g}, you can knock your foe back. When you succeed at your {@action Strike} while using an unstable {@feat Megaton Strike|g&g}, your target must attempt a Fortitude save against your class DC.", { "type": "successDegree", "entries": { @@ -2856,7 +2923,7 @@ } } ], - "special": "If your innovation is a minion, this benefit applies on its unstable Megaton Strikes." + "special": "If your innovation is a minion, this benefit applies on its unstable {@feat Megaton Strike|g&g|Megaton Strikes}." }, { "name": "Gigavolt", @@ -2896,16 +2963,32 @@ "prerequisites": "{@feat Firework Technician Dedication|G&G}", "entries": [ "Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the Goblin Jubilee fireworks display.", - "Goblin Jubilee {@as 3} (fire, sonic, visual) Cost 3 batches of infused reagents; Effect Chaos fills a 20-foot burst within 120 feet. All creatures in the area takes {@damage 3d6} fire damage and {@damage 3d6} sonic damage and must attempt a Fortitude save.", - "A goblin jubilee display costs 3 batches of infused reagents, rather than 1.", { - "type": "successDegree", - "entries": { - "Critical Success": "The creature is unaffected.", - "Success": "The creature is {@condition dazzled} and {@condition deafened} until the end of its next turn and takes half damage.", - "Failure": "The creature is {@condition dazzled} and {@condition deafened} for 1 minute and takes full damage.", - "Critical Failure": "The creature is {@condition blinded} for 1 round, {@condition dazzled} and {@condition deafened} for 1 minute, and takes double damage." - } + "type": "ability", + "name": "Goblin Jubilee", + "activity": { + "number": 3, + "unit": "action" + }, + "traits": [ + "fire", + "sonic", + "visual" + ], + "cost": "3 batches of infused reagents", + "entries": [ + "Chaos fills a 20-foot burst within 120 feet. All creatures in the area takes {@damage 3d6} fire damage and {@damage 3d6} sonic damage and must attempt a Fortitude save.", + "A goblin jubilee display costs 3 batches of infused reagents, rather than 1.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature is {@condition dazzled} and {@condition deafened} until the end of its next turn and takes half damage.", + "Failure": "The creature is {@condition dazzled} and {@condition deafened} for 1 minute and takes full damage.", + "Critical Failure": "The creature is {@condition blinded} for 1 round, {@condition dazzled} and {@condition deafened} for 1 minute, and takes double damage." + } + } + ] } ] }, @@ -3061,7 +3144,7 @@ "entries": [ "No one can react faster than you can pull your trigger. When using your initial deed, instead of Interacting to draw a weapon, you can {@action Strike} with a firearm or crossbow you're already wielding. If this {@action Strike} hits, the target is also {@condition flat-footed} until the end of your first turn of the encounter." ], - "special": "If your initial deed allows you to {@action Interact} to draw a weapon more than once, this feat allows you to replace one of these {@action Interact} actions and use the other one to draw a weapon. You can't replace both {@action Interact} actions with Strikes, but you" + "special": "If your initial deed allows you to {@action Interact} to draw a weapon more than once, this feat allows you to replace one of these {@action Interact} actions and use the other one to draw a weapon. You can't replace both {@action Interact} actions with Strikes, but you can draw a loaded firearm or crossbow with one of the actions and immediately shoot it with the other." }, { "name": "Haphazard Repair", @@ -3391,7 +3474,18 @@ "prerequisites": "{@feat Firework Technician Dedication|G&G}", "entries": [ "This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you've found it has an unexpected side effect of confounding enemy fliers. You gain the Jumping Jenny fireworks display.", - "Jumping Jenny {@as 1} Cost 2 batches of infused reagents; Effect Target a flying creature within 60 feet. Until the start of your next turn, each time that creature attempts to {@action Fly}, they must succeed at an {@skill Acrobatics} check to {@action Maneuver in Flight} against the DC of your fireworks display, or the {@action Fly} action is disrupted. If all the creature's attempts to {@action Fly} are disrupted, at the end of its turn, it falls harmlessly to the ground below. A jumping jenny costs 2 batches of infused reagents, rather than 1." + { + "type": "ability", + "name": "Jumping Jenny", + "activity": { + "unit": "action", + "number": 1 + }, + "cost": "2 batches of infused reagents", + "entries": [ + "Target a flying creature within 60 feet. Until the start of your next turn, each time that creature attempts to {@action Fly}, they must succeed at an {@skill Acrobatics} check to {@action Maneuver in Flight} against the DC of your fireworks display, or the {@action Fly} action is disrupted. If all the creature's attempts to {@action Fly} are disrupted, at the end of its turn, it falls harmlessly to the ground below. A jumping jenny costs 2 batches of infused reagents, rather than 1." + ] + } ] }, { @@ -3652,12 +3746,12 @@ { "type": "list", "items": [ - "{@bold Armor You} {@action Strike} with a melee unarmed attack or a melee weapon. To use a melee weapon for this, you must have prepared it in advance with special contraptions when you make your daily preparations.", + "{@bold Armor} You {@action Strike} with a melee unarmed attack or a melee weapon. To use a melee weapon for this, you must have prepared it in advance with special contraptions when you make your daily preparations.", "{@bold Construct} Your minion innovation Strikes.", - "{@bold Weapon You} {@action Strike} with your weapon innovation" + "{@bold Weapon} You {@action Strike} with your weapon innovation" ] }, - "Unstable Function You put even more force into the {@action Strike}, though you risk stress fractures to your innovation. Add the unstable trait to Megaton {@action Strike}. The {@action Strike} deals another extra damage die, for a total of two extra dice at 4th level, three at 10th level, and four at 18th level." + "{@b Unstable Function} You put even more force into the {@action Strike}, though you risk stress fractures to your innovation. Add the unstable trait to Megaton Strike. The {@action Strike} deals another extra damage die, for a total of two extra dice at 4th level, three at 10th level, and four at 18th level." ], "special": "If your innovation is a minion, it can take this action rather than you." }, @@ -3751,7 +3845,7 @@ "Gunslinger" ], "entries": [ - "Bullets and bombs can be scarce in some parts, so you've learned to make your own. You become trained in {@skill Crafting} and gain the alchemist's infused reagents class feature (Core Rulebook 72), gaining a number of reagents each day equal to your level. You also gain the Alchemical {@skill Crafting} feat and four additional formulas for 1st-level alchemical items.", + "Bullets and bombs can be scarce in some parts, so you've learned to make your own. You become trained in {@skill Crafting} and gain the alchemist's infused reagents class feature (Core Rulebook 72), gaining a number of reagents each day equal to your level. You also gain the {@feat Alchemical Crafting} feat and four additional formulas for 1st-level alchemical items.", "You gain infused reagents (a pool of reagents usable to make alchemical items) and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You gain batches of infused reagents per day equal to your level, which you can use to create only bombs or alchemical ammunition. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. If you use a batch of infused reagents to create basic level-0 ammunition such as black powder cartridges or black powder doses, you produce 10 rounds of ammunition." ], "leadsTo": [ @@ -4005,7 +4099,7 @@ ], "prerequisites": "{@feat Vehicle Mechanic Dedication|G&G}", "entries": [ - "You can patch up damage to an object with a quick fix. You gain the Improvised {@action Repair} general feat. When you use Improvised {@action Repair}, you can attempt a {@skill Crafting} check with the same DC as {@action Repair}. If you succeed, you can use the object as a normal object of its type until it takes damage rather than as a shoddy object of its type." + "You can patch up damage to an object with a quick fix. You gain the {@feat Improvised Repair} general feat. When you use {@feat Improvised Repair}, you can attempt a {@skill Crafting} check with the same DC as {@action Repair}. If you succeed, you can use the object as a normal object of its type until it takes damage rather than as a shoddy object of its type." ] }, { @@ -4641,8 +4735,8 @@ ], "trigger": "A critical hit deals physical damage to you.", "entries": [ - "Attempt a DC {@flatDC 17} flat check. If you are successful, the attack becomes a normal hit.", - "WARRIOR Automaton Introduction Gears Characters Gears Equipment Guns Characters Guns Equipment The Rotating Gear Glossary And Index Guns &" + "Your body is designed to be particularly resilient. Your chassis is medium armor in the plate armor group that grants a +4 item bonus to AC, a Dex cap of +1, a check penalty of \u20132, a speed penalty of \u20135 feet, and a Strength value of 16. You can never wear other armor or remove your chassis; however, you still don't become fatigued from sleeping. Finally, you can etch armor runes onto your chassis as normal.", + "{@b Enhancement} Your chassis becomes difficult to overcome. You gain the Chassis Deflection reaction." ] }, { @@ -5621,11 +5715,10 @@ ], "prerequisites": "master in {@skill Deception}, {@feat Unexpected Sharpshooter Dedication|G&G}", "frequency": "once per round", - "requirements": "Either you used Accidental Shot and hit your opponent with the {@action Strike} this turn, or you used Lucky", + "requirements": "Either you used {@action Accidental Shot|g&g} and hit your opponent with the {@action Strike} this turn, or you used {@feat Lucky Escape|g&g} since your last turn and the triggering attack missed you.", "entries": [ - "{@action Escape} since your last turn and the triggering attack missed you.", "You laugh innocently about the inexplicable luck of your last shot hitting its mark or how close the attack that just missed you came to taking your head off, causing your foes to second guess whether it's a good idea to oppose you in battle.", - "Attempt to {@action Demoralize} either the foe you hit with Accidental Shot or the foe that missed you due to Lucky {@action Escape}. You use {@skill Deception} instead of {@skill Intimidation} to attempt the check to {@action Demoralize}." + "Attempt to {@action Demoralize} either the foe you hit with {@action Accidental Shot|g&g} or the foe that missed you due to {@feat Lucky Escape|g&g}. You use {@skill Deception} instead of {@skill Intimidation} to attempt the check to {@action Demoralize}." ] }, { @@ -5877,7 +5970,7 @@ ], "prerequisites": "{@feat Unexpected Sharpshooter Dedication|G&G}", "entries": [ - "Your ability to narrowly evade danger defies all logic. You can use Lucky {@action Escape} once per hour instead of once per day." + "Your ability to narrowly evade danger defies all logic. You can use {@feat Lucky Escape|g&g} once per hour instead of once per day." ] }, { @@ -5897,7 +5990,7 @@ ], "prerequisites": "{@feat Unexpected Sharpshooter Dedication|G&G}", "entries": [ - "While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way. You can use the Accidental Shot activity granted to you by the Unexpected Sharpshooter Dedication once per hour instead of once per day." + "While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way. You can use the {@action Accidental Shot|g&g} activity granted to you by the Unexpected Sharpshooter Dedication once per hour instead of once per day." ] }, { @@ -5939,7 +6032,21 @@ "frequency": "once per day", "entries": [ "Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the Accidental Shot activity.", - "Accidental Shot {@as 2} (fortune) Frequency once per day; Effect You make a {@action Strike} 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 {@condition concealed} or {@condition hidden}." + { + "type": "ability", + "name": "Accidental Shot", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "fortune" + ], + "frequency": "once per day", + "entries": [ + "You make a {@action Strike} 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 {@condition concealed} or {@condition hidden}." + ] + } ], "special": "You can't select another dedication feat until you've gained two other feats from the unexpected sharpshooter archetype.", "leadsTo": [ diff --git a/data/feats/feats-loag.json b/data/feats/feats-loag.json index a7148cb210..3936494850 100644 --- a/data/feats/feats-loag.json +++ b/data/feats/feats-loag.json @@ -263,9 +263,19 @@ "Leshy" ], "entries": [ - "Small roots sprout from your feet, steadying you as you move. You gain the Steady {@action Balance} skill feat, even if you aren't trained in {@skill Acrobatics}, and you can use the Anchor action.", - "Anchor {@as 1} Effect You send your roots deeper into the ground, making it harder for you to stumble. Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to {@action Shove} or {@action Trip} you (or a +4 circumstance bonus if you're a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you {@condition prone}.", - "If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing out the roots. At the GM's discretion, this ability might not work on ground that's more resilient than stone, such as metal flooring or magically-reinforced masonry." + "Small roots sprout from your feet, steadying you as you move. You gain the {@feat Steady Balance} skill feat, even if you aren't trained in {@skill Acrobatics}, and you can use the Anchor action.", + { + "type": "ability", + "name": "Anchor", + "activity": { + "unit": "action", + "number": 1 + }, + "entries": [ + "You send your roots deeper into the ground, making it harder for you to stumble. Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to {@action Shove} or {@action Trip} you (or a +4 circumstance bonus if you're a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you {@condition prone}.", + "If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing out the roots. At the GM's discretion, this ability might not work on ground that's more resilient than stone, such as metal flooring or magically-reinforced masonry." + ] + } ] }, { @@ -759,7 +769,22 @@ ], "entries": [ "Your elemental ancestor's legacy asserts itself as brackish water, like the seawater of the ocean. You gain the Salt Wound reaction.", - "Salt Wound {@as R} (undine) Frequency once per day; Trigger A creature that has blood and is not at its maximum Hit Points hits you with a melee {@action Strike}; Effect You channel salt and brine from your blood into the creature's wounds. The creature must attempt a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, the creature takes {@damage 1d6} {@condition persistent damage ||persistent acid damage} and is {@condition sickened 1} by the pain. On a critical failure, it instead takes {@damage 2d6} {@condition persistent damage ||persistent acid damage} and is {@condition sickened 2}." + { + "type": "ability", + "name": "Salt Wound", + "activity": { + "unit": "reaction", + "number": 1 + }, + "traits": [ + "undine" + ], + "frequency": "once per day", + "trigger": "A creature that has blood and is not at its maximum Hit Points hits you with a melee {@action Strike}", + "entries": [ + "You channel salt and brine from your blood into the creature's wounds. The creature must attempt a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, the creature takes {@damage 1d6} {@condition persistent damage ||persistent acid damage} and is {@condition sickened 1} by the pain. On a critical failure, it instead takes {@damage 2d6} {@condition persistent damage ||persistent acid damage} and is {@condition sickened 2}." + ] + } ] }, { @@ -902,8 +927,7 @@ "frequency": "once per day", "entries": [ "The life-giving energy that flows in your blood revitalizes you. You recover {@dice 4d6} Hit Points and gain 10 temporary Hit Points for 1 minute.", - "When you reach 15th level, you instead recover {@dice 6d6} HP and gain 15 temporary HP.", - "boom: the Onyx Key. Through this." + "When you reach 15th level, you instead recover {@dice 6d6} HP and gain 15 temporary HP." ] }, { @@ -1831,7 +1855,7 @@ "Your suli heritage can be traced back to two geniekin ancestors of opposing elements, or to an elemental ancestor that embodied two combined elements.", "Choose two of the following elements: air, earth, fire, and water. Once made, this choice can't be changed. You gain resistance equal to half your level (minimum 1) to all damaging effects with the traits of either of your chosen elements." ], - "special": "If you take the Elemental Assault or {@feat Elemental Bulwark|LOAG} ancestry feats, you can use them only with your chosen elements. You can add your resistance from this feat to the resistance you gain from Elemental Bulwark against effects with your elements' traits, for a total of 5 + half your level, or 10 + half your level with Improved Elemental Bulwark. If you take the Tetraelemental Assault feat, you can choose each of your two elements twice each, instead of choosing each of the four elements once each." + "special": "If you take the {@feat Elemental Assault|LOAG} or {@feat Elemental Bulwark|LOAG} ancestry feats, you can use them only with your chosen elements. You can add your resistance from this feat to the resistance you gain from {@feat Elemental Bulwark|LOAG} against effects with your elements' traits, for a total of 5 + half your level, or 10 + half your level with {@feat Improved Elemental Bulwark|LOAG}. If you take the {@feat Tetraelemental Assault|LOAG} feat, you can choose each of your two elements twice each, instead of choosing each of the four elements once each." }, { "name": "Dustsoul", @@ -2093,7 +2117,7 @@ "Oread" ], "entries": [ - "You have a strong connection with stone and metal. You gain the trained proficiency rank in {@skill Crafting}. If you would automatically become trained in {@skill Crafting} (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Specialty {@skill Crafting} skill feat for both Stonemasonry and Blacksmithing." + "You have a strong connection with stone and metal. You gain the trained proficiency rank in {@skill Crafting}. If you would automatically become trained in {@skill Crafting} (from your background or class, for example), you instead become trained in a skill of your choice. You gain the {@feat Specialty Crafting} skill feat for both Stonemasonry and Blacksmithing." ] }, { @@ -2999,7 +3023,7 @@ "Oread" ], "entries": [ - "The earth inside you asserts itself as crystallized gemstones or metals, like a cluster of quartz or veins of iron and gold. This shimmering presence inside your being inspires you to flashy and flamboyant performances. You gain the trained proficiency rank in {@skill Performance}. If you would automatically become trained in {@skill Performance} (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Impressive {@skill Performance} skill feat." + "The earth inside you asserts itself as crystallized gemstones or metals, like a cluster of quartz or veins of iron and gold. This shimmering presence inside your being inspires you to flashy and flamboyant performances. You gain the trained proficiency rank in {@skill Performance}. If you would automatically become trained in {@skill Performance} (from your background or class, for example), you instead become trained in a skill of your choice. You gain the {@feat Impressive Performance} skill feat." ] }, { @@ -3564,7 +3588,7 @@ "Lineage" ], "entries": [ - "Your wild, unique features betray your agathion birthright. Serene celestials from the plane of Nirvana, agathions seek the peaceful path, ensuring a better world for all to coexist. Your halcyon demeanor leads you to search for peaceful resolution to conflict. You gain the trained proficiency rank in {@skill Nature}. If you would automatically become trained in {@skill Nature} (from your background or class, for example), you instead become trained in a skill of your choice. You know the Sylvan language and gain the Natural {@skill Medicine} skill feat." + "Your wild, unique features betray your agathion birthright. Serene celestials from the plane of Nirvana, agathions seek the peaceful path, ensuring a better world for all to coexist. Your halcyon demeanor leads you to search for peaceful resolution to conflict. You gain the trained proficiency rank in {@skill Nature}. If you would automatically become trained in {@skill Nature} (from your background or class, for example), you instead become trained in a skill of your choice. You know the Sylvan language and gain the {@feat Natural Medicine} skill feat." ], "leadsTo": [ "Agathion Magic|LOAG", @@ -3806,7 +3830,7 @@ "Aphorite" ], "entries": [ - "Your affinity with process and order makes you a natural artisan. You gain the trained proficiency rank in {@skill Crafting} (or another skill of your choice, if you're already trained in {@skill Crafting}). You gain the Specialty {@skill Crafting} skill feat in a specialty of your choice." + "Your affinity with process and order makes you a natural artisan. You gain the trained proficiency rank in {@skill Crafting} (or another skill of your choice, if you're already trained in {@skill Crafting}). You gain the {@feat Specialty Crafting} skill feat in a specialty of your choice." ] }, { @@ -4582,7 +4606,7 @@ "Oread" ], "entries": [ - "You have a connection to the muddier denizens of the Plane of Earth from its border with the Plane of Water, and your elemental lineage manifests as clay or mud, reflecting that bond. Your body's mudlike quality makes it easy for you to compress and squeeze yourself through smaller areas. You gain the trained proficiency rank in {@skill Acrobatics}. If you would automatically become trained in {@skill Acrobatics} (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Quick {@action Squeeze} skill feat." + "You have a connection to the muddier denizens of the Plane of Earth from its border with the Plane of Water, and your elemental lineage manifests as clay or mud, reflecting that bond. Your body's mudlike quality makes it easy for you to compress and squeeze yourself through smaller areas. You gain the trained proficiency rank in {@skill Acrobatics}. If you would automatically become trained in {@skill Acrobatics} (from your background or class, for example), you instead become trained in a skill of your choice. You gain the {@feat Quick Squeeze} skill feat." ] }, { @@ -4644,7 +4668,21 @@ ], "entries": [ "You have a connection to vaporous forms of water, such as fog and mist. You gain the Mist Blending reaction.", - "Mist Blending {@as R} (undine) Trigger A creature attempts a flat check to target you because you're {@condition concealed} or {@condition hidden} due to fog, haze, mist, or smoke; Effect You shroud yourself in mist, making it harder for your foe to hit you. If you're {@condition concealed}, the DC of the flat check increases from 5 to 7; if you're {@condition hidden}, it increases from 11 to 13." + { + "type": "ability", + "name": "Mist Blending", + "activity": { + "unit": "reaction", + "number": 1 + }, + "traits": [ + "undine" + ], + "trigger": "A creature attempts a flat check to target you because you're {@condition concealed} or {@condition hidden} due to fog, haze, mist, or smoke", + "entries": [ + "You shroud yourself in mist, making it harder for your foe to hit you. If you're {@condition concealed}, the DC of the flat check increases from 5 to 7; if you're {@condition hidden}, it increases from 11 to 13." + ] + } ] }, { @@ -5244,7 +5282,7 @@ "trigger": "You would take bludgeoning, piercing, or slashing damage.", "entries": [ "Your body anticipates the blow. The impact area briefly reorganizes into a strengthened tissue lattice that blunts the attack. You gain resistance equal to your level to the triggering damage type, which applies against the triggering damage.", - "If you have the Crystalline Dust feat, you can use Preemptive Reconfiguration without expending a usage of the reaction for the purpose of the feat's Frequency limit. Instead, the usage counts toward your number of Crystalline Dust uses per day, as if you had used that feat instead." + "If you have the {@feat Crystalline Dust|loag} feat, you can use Preemptive Reconfiguration without expending a usage of the reaction for the purpose of the feat's Frequency limit. Instead, the usage counts toward your number of {@feat Crystalline Dust|loag} uses per day, as if you had used that feat instead." ] }, { @@ -6525,7 +6563,7 @@ ], "prerequisites": "expert in {@skill Athletics}", "entries": [ - "You create gusts of wind when you jump, allowing you to carry yourself across greater distances. You gain the Quick Jump and Powerful {@action Leap} skill feats as bonus feats." + "You create gusts of wind when you jump, allowing you to carry yourself across greater distances. You gain the {@feat Quick Jump} and {@feat Powerful Leap} skill feats as bonus feats." ] }, { @@ -6544,7 +6582,7 @@ "Kobold" ], "entries": [ - "You are an expert at moving through extremely tight spaces. You gain the Quick {@action Squeeze} skill feat, even if you're not trained in {@skill Acrobatics}. When you roll a success on an {@skill Acrobatics} check to {@action Squeeze}, you get a critical success instead." + "You are an expert at moving through extremely tight spaces. You gain the {@feat Quick Squeeze} skill feat, even if you're not trained in {@skill Acrobatics}. When you roll a success on an {@skill Acrobatics} check to {@action Squeeze}, you get a critical success instead." ] }, { @@ -6584,7 +6622,21 @@ ], "entries": [ "You have a connection to smoke and haze. You gain the Smoke Blending reaction.", - "Smoke Blending {@as R} (sylph) Trigger A creature attempts a flat check to target you because you're {@condition concealed} or {@condition hidden} due to fog, haze, mist, or smoke; Effect You shroud yourself in smoke, making it harder for your foe to hit you. If you're {@condition concealed}, the DC of the flat check increases from 5 to 7; if you're {@condition hidden}, it increases from 11 to 13." + { + "type": "ability", + "name": "Smoke Blending", + "activity": { + "unit": "reaction", + "number": 1 + }, + "traits": [ + "sylph" + ], + "trigger": "A creature attempts a flat check to target you because you're {@condition concealed} or {@condition hidden} due to fog, haze, mist, or smoke", + "entries": [ + "You shroud yourself in smoke, making it harder for your foe to hit you. If you're {@condition concealed}, the DC of the flat check increases from 5 to 7; if you're {@condition hidden}, it increases from 11 to 13." + ] + } ] }, { @@ -7015,7 +7067,7 @@ "Strix" ], "entries": [ - "You're a talented story weaver and use your voice effectively. You are trained in {@skill Performance}. If you would automatically become trained in {@skill Performance}, you instead become trained in a skill of your choice. You also gain the Impressive {@skill Performance} skill feat and gain a +1 circumstance bonus when Performing for an audience of strix." + "You're a talented story weaver and use your voice effectively. You are trained in {@skill Performance}. If you would automatically become trained in {@skill Performance}, you instead become trained in a skill of your choice. You also gain the {@feat Impressive Performance} skill feat and gain a +1 circumstance bonus when Performing for an audience of strix." ] }, { @@ -7329,9 +7381,17 @@ ], "entries": [ "You've learned to bind some of your feathers together into a fan to focus your ancestral magic. You gain a tengu feather fan: a magic item of light Bulk with a level equal to your level and the {@trait evocation} and {@trait primal} traits. You (and only you) can use the tengu feather fan to cast tengu magic. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers. Further feats might grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have.", - "The DC for spells you cast with your tengu feather fan is your class DC or spell DC, whichever is higher.", - "You can cast the 1st-level {@spell gust of wind} spell by activating your tengu feather fan.", - "Activate {@action Interact}; Frequency once per day; Effect You cast one of the spells contained in your tengu feather fan. {@action Activate an Item||Activating} the fan takes the spell's normal number of actions. You can also Activate the fan to cast a cantrip you've gained from a heritage or ancestry feat; this activation doesn't count against the fan's uses per day." + "The DC for spells you cast with your tengu feather fan is your class DC or spell DC, whichever is higher. You can cast the 1st-level {@spell gust of wind} spell by activating your tengu feather fan.", + { + "type": "ability", + "components": [ + "Interact" + ], + "frequency": "once per day", + "entries": [ + "You cast one of the spells contained in your tengu feather fan. {@action Activate an Item||Activating} the fan takes the spell's normal number of actions. You can also Activate the fan to cast a cantrip you've gained from a heritage or ancestry feat; this activation doesn't count against the fan's uses per day." + ] + } ], "leadsTo": [ "Wind God's Fan|LOAG", @@ -7628,7 +7688,7 @@ "Tengu" ], "entries": [ - "You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the Steady {@action Balance} skill feat. You can {@action Step} into {@quickref difficult terrain||3|terrain} caused by uneven ground, such as a rocky field or hilly incline." + "You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the {@feat Steady Balance} skill feat. You can {@action Step} into {@quickref difficult terrain||3|terrain} caused by uneven ground, such as a rocky field or hilly incline." ] }, { @@ -7832,7 +7892,7 @@ "Ganzi" ], "entries": [ - "You possess small, weak wings that aid in balance. You gain the Steady {@action Balance} and {@feat Cat Fall} skill feats as bonus feats, even if you aren't trained in {@skill Acrobatics}." + "You possess small, weak wings that aid in balance. You gain the {@feat Steady Balance} and {@feat Cat Fall} skill feats as bonus feats, even if you aren't trained in {@skill Acrobatics}." ] }, { @@ -8136,7 +8196,7 @@ ], "entries": [ "You're among the few kobolds who grow a set of draconic wings later in life. The wings are initially small and weak; while not enough for full flight, a strong flap allows you to jump further.", - "When Leaping horizontally, you move an additional 5 feet (this additional distance isn't cumulative with the increased {@action Leap} distance from the Powerful {@action Leap} feat). You don't automatically fail your checks to {@action High Jump} or {@action Long Jump} if you don't {@action Stride} at least 10 feet first.", + "When Leaping horizontally, you move an additional 5 feet (this additional distance isn't cumulative with the increased {@action Leap} distance from the {@feat Powerful Leap} feat). You don't automatically fail your checks to {@action High Jump} or {@action Long Jump} if you don't {@action Stride} at least 10 feet first.", "In addition, when you attempt a {@action Long Jump}, you can jump a distance up to 10 feet longer than you normally would based on the result of your {@skill Athletics} check, though you still can't jump farther than your Speed." ], "leadsTo": [ diff --git a/data/feats/feats-locg.json b/data/feats/feats-locg.json index 50057adca6..f1983fa24b 100644 --- a/data/feats/feats-locg.json +++ b/data/feats/feats-locg.json @@ -173,7 +173,7 @@ "Hobgoblin" ], "entries": [ - "You learn formulas more easily. You gain four common 1st-level alchemical formulas when you take this feat, and each time you gain a level, you gain a common alchemical formula of that level. You still need Alchemical {@skill Crafting} to {@action Craft} alchemical items." + "You learn formulas more easily. You gain four common 1st-level alchemical formulas when you take this feat, and each time you gain a level, you gain a common alchemical formula of that level. You still need {@feat Alchemical Crafting} to {@action Craft} alchemical items." ], "special": "You can take this feat only at 1st level, and you can't retrain into or out of this feat." }, @@ -469,7 +469,22 @@ "Elf" ], "entries": [ - "Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast {@spell augury} as an innate divine spell. Unless the result of the augury was \"nothing,\" you gain the following reaction for the next 30 minutes: Call Upon the Brightness {@as R} (concentrate) Trigger You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury, but you haven't rolled yet; Effect You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the augury was \"woe\" and you proceeded anyway." + "Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast {@spell augury} as an innate divine spell. Unless the result of the {@spell augury} was \"nothing,\" you gain the following reaction for the next 30 minutes:", + { + "type": "ability", + "name": "Call Upon the Brightness", + "activity": { + "unit": "reaction", + "number": 1 + }, + "traits": [ + "concentrate" + ], + "trigger": "You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury, but you haven't rolled yet", + "entries": [ + "You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the {@spell augury} was \"woe\" and you proceeded anyway." + ] + } ] }, { @@ -1956,7 +1971,7 @@ "prerequisites": "{@feat Halfling Luck}", "entries": [ "While your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger. You can attempt skill actions that normally require you to be trained even if you aren't trained in that skill.", - "If you use Halfling Luck when you fail a check for a skill with which you are untrained," + "If you use Halfling Luck when you fail a check for a skill with which you are untrained, you can add a proficiency bonus equal to your level, rather than 0, when you reroll the triggering skill check. You gain a +4 circumstance bonus to this rerolled skill check." ] }, { @@ -2002,7 +2017,7 @@ "Leshy" ], "entries": [ - "Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the Shameless {@action Request} skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll {@skill Deception} for initiative." + "Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the {@feat Shameless Request} skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll {@skill Deception} for initiative." ] }, { diff --git a/data/feats/feats-lol.json b/data/feats/feats-lol.json index ca9a191c5c..850c170780 100644 --- a/data/feats/feats-lol.json +++ b/data/feats/feats-lol.json @@ -417,7 +417,7 @@ "Alchemist" ], "entries": [ - "You have learned Artokus Kirran's most {@condition hidden} secrets, granting you the ability to create alchemy infused with the power of wishes. Once per day when you use advanced alchemy during your daily preparations, you can spend a batch of infused reagents to create a wish vial containing a single common arcane spell of your choice of 8th level or lower. The spell must have a casting time of no more than 3 actions, no Cost, and must be able to target you. Only you can Activate the wish vial, which takes the same number of {@action Interact} actions as the spell's casting time and grants you the effects of the spell." + "You have learned Artokus Kirran's most hidden secrets, granting you the ability to create alchemy infused with the power of wishes. Once per day when you use advanced alchemy during your daily preparations, you can spend a batch of infused reagents to create a wish vial containing a single common {@filter arcane spell of your choice of 8th level or lower|spells||Tradition & Spell List=arcane|level=1;2;3;4;5;6;7;8}. The spell must have a casting time of no more than 3 actions, no Cost, and must be able to target you. Only you can Activate the wish vial, which takes the same number of {@action Interact} actions as the spell's casting time and grants you the effects of the spell." ] } ] diff --git a/data/feats/feats-lome.json b/data/feats/feats-lome.json index f0ade4e6f5..d5c5fe7e4d 100644 --- a/data/feats/feats-lome.json +++ b/data/feats/feats-lome.json @@ -1213,7 +1213,20 @@ "entries": [ "You gain fire and mental resistance 5.", "When you die, you rise as an undead creature with the {@trait zombie} trait (Bestiary 340) on the next round; if you are a PC, you become an NPC under Walkena's control. Your stats remain the same, except that your alignment changes to evil. If you reach 0 Hit Points as a zombie, you are destroyed and do not rise again.", - "Activate {@as 1} command; Frequency once per day; Effect You gain a +1 status bonus to Will saves. Choose a weapon or an unarmed {@action Strike}; your chosen attack deals an extra {@damage 1d6} fire damage for the next 1 minute." + { + "type": "ability", + "activity": { + "unit": "action", + "number": 1 + }, + "components": [ + "command" + ], + "frequency": "once per day", + "entries": [ + "You gain a +1 status bonus to Will saves. Choose a weapon or an unarmed {@action Strike}; your chosen attack deals an extra {@damage 1d6} fire damage for the next 1 minute." + ] + } ], "special": "If you are a zombie at a time when Mzali is entirely purged of foreigners, your duty is fulfilled and you are immediately destroyed." }, @@ -1779,7 +1792,7 @@ "Anadi" ], "entries": [ - "You can produce a soft silk to weave into useful items. You gain the Specialty {@skill Crafting} feat with a specialty in weaving. You can use your webbing to {@action Craft} simple, nonconsumable threaded items, such as clothing and rope, at zero cost as long as their base Price is 1 sp or less. These items have no resale value, and they naturally degrade after 24 hours without regular (if minor) maintenance. You can maintain up to 10 such items at a time; if you create a new one, your oldest creation breaks down from neglect. These temporary items take you only 1 day to {@action Craft} instead of 4. If you're an expert in {@skill Crafting}, you can {@action Craft} these items in 1 hour; if you're a master, you can {@action Craft} them in 10 minutes; if you're legendary, you can {@action Craft} them in 1 minute." + "You can produce a soft silk to weave into useful items. You gain the {@feat Specialty Crafting} feat with a specialty in weaving. You can use your webbing to {@action Craft} simple, nonconsumable threaded items, such as clothing and rope, at zero cost as long as their base Price is 1 sp or less. These items have no resale value, and they naturally degrade after 24 hours without regular (if minor) maintenance. You can maintain up to 10 such items at a time; if you create a new one, your oldest creation breaks down from neglect. These temporary items take you only 1 day to {@action Craft} instead of 4. If you're an expert in {@skill Crafting}, you can {@action Craft} these items in 1 hour; if you're a master, you can {@action Craft} them in 10 minutes; if you're legendary, you can {@action Craft} them in 1 minute." ] }, { diff --git a/data/feats/feats-lopsg.json b/data/feats/feats-lopsg.json index aa3340dd14..0b553fd13d 100644 --- a/data/feats/feats-lopsg.json +++ b/data/feats/feats-lopsg.json @@ -257,7 +257,7 @@ "requirements": "You have successfully identified the target with {@action Recall Knowledge} during this combat.", "entries": [ "Identifying a creature is the first step in finding its weaknesses.", - "Attempt a {@action Strike} against the target; if successful, you deal an additional {@damage 1d6} precision damage. If you have succeeded on a {@action Recall Knowledge} check against the target during this combat and their creature type was previously recorded using Thorough Reports, you also deal 1 point of {@condition persistent damage ||persistent bleed damage}. The creature is then temporarily immune to Discerning {@action Strike} for 1 day." + "Attempt a {@action Strike} against the target; if successful, you deal an additional {@damage 1d6} precision damage. If you have succeeded on a {@action Recall Knowledge} check against the target during this combat and their creature type was previously recorded using {@feat Thorough Reports|LOWG}, you also deal 1 point of {@condition persistent damage ||persistent bleed damage}. The creature is then temporarily immune to Discerning Strike for 1 day." ] }, { @@ -392,7 +392,7 @@ "Critical Success": "The target takes {@damage 12d6} fire damage and falls {@condition prone} in an unoccupied adjacent square of your choice. The target is no longer {@condition grabbed}. The target and any creature adjacent to it also each take {@damage 1d6} {@condition persistent damage ||persistent fire damage}.", "Success": "As critical success, but the target takes {@damage 6d6} fire damage instead of {@dice 12d6}, and creatures don't take {@condition persistent damage ||persistent fire damage}.", "Failure": "The target is no longer {@condition grabbed}.", - "Critical Failure": "As failure, but you fall {@condition prone}. Scrolls Training The {@skill Society}'s Master of Scrolls, Kreighton Shaine (page 42), may be considered strange and absent-minded by his peers, but the elf venture-captain takes his duties quite seriously. Skilled in researching obscure subjects and unraveling inscrutable secrets, Kreighton teaches his students the value of an inquisitive mind." + "Critical Failure": "As failure, but you fall {@condition prone}." } } ] @@ -473,8 +473,8 @@ ], "entries": [ "Stella Fane has perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic.", - "When you enter this stance, choose whether to treat playing cards (page 115) in your possession as daggers or darts; you can wield a playing card in all ways as the chosen weapon until the stance ends. As long as the majority of the deck remains in your possession, any cards that are lost or thrown can be found after 1 minute. Otherwise, the remaining cards are likely lost or destroyed.", - "A character who has this feat can enchant a single deck of playing cards as a magic weapon, etching fundamental and property runes directly onto the deck of cards." + "When you enter this stance, choose whether to treat {@item playing cards|lopsg} in your possession as {@item dagger||daggers} or {@item dart||darts}; you can wield a playing card in all ways as the chosen weapon until the stance ends. As long as the majority of the deck remains in your possession, any cards that are lost or thrown can be found after 1 minute. Otherwise, the remaining cards are likely lost or destroyed.", + "A character who has this feat can enchant a single deck of {@item playing cards|lopsg} as a magic weapon, etching fundamental and property runes directly onto the deck of cards." ] }, { @@ -713,7 +713,7 @@ "prerequisites": "{@feat Scrollmaster Dedication|LOCG}", "entries": [ "You've learned a few tricks to ensure you find every last magic item and interesting {@trait magical} effect during your missions. You can cast {@spell detect magic} and read aura as innate spells at will. You can also cast {@spell locate} as an innate spell once per day, but only to locate magic items, not specific mundane objects or types of objects. If you could already cast spells, these spells are of the same tradition. Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.", - "When you cast {@spell detect magic} or read aura from this feat on an item or creature under the effect of a {@spell magic aura} spell or interact with an item under the effect of an {@spell item facade} spell, you gain a +2 circumstance bonus on your check to disbelieve the illusion." + "When you cast {@spell detect magic} or read aura from this feat on an item or creature under the effect of a {@spell magic aura} spell or interact with an item under the effect of an {@spell item facade} spell, you gain a +2 circumstance bonus on your check to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}." ] }, { @@ -1192,8 +1192,7 @@ ], "prerequisites": "{@feat Pathfinder Agent Dedication|LOWG}", "entries": [ - "You're familiar with the danger that lingering spirits can pose to an unwary adventurer, and you're particularly attuned to their presence. Even if you aren't {@action Search||Searching} in exploration mode, you can attempt a check to find haunts Pathfinder Agent Feats The following feats are available to characters with the Pathfinder Agent Dedication (Pathfinder Lost Omens World Guide 23)", - "that normally require you to {@action Search} for them. You still need to meet any other requirements to find a particular haunt." + "You're familiar with the danger that lingering spirits can pose to an unwary adventurer, and you're particularly attuned to their presence. Even if you aren't {@action Search||Searching} in exploration mode, you can attempt a check to find haunts that normally require you to {@action Search} for them. You still need to meet any other requirements to find a particular haunt." ] }, { @@ -1305,7 +1304,7 @@ ], "prerequisites": "{@feat Scrollmaster Dedication|LOCG}", "entries": [ - "You gain the {@spell transcribe moment|LOPSG} focus spell (page 45). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can {@action Refocus} by spending 10 minutes to study a text or record notes on your recent experiences." + "You gain the {@spell transcribe moment|LOPSG} focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can {@action Refocus} by spending 10 minutes to study a text or record notes on your recent experiences." ] }, { diff --git a/data/feats/feats-lowg.json b/data/feats/feats-lowg.json index ab14deefe7..b47c1da45f 100644 --- a/data/feats/feats-lowg.json +++ b/data/feats/feats-lowg.json @@ -46,7 +46,7 @@ "access": "You are from the {@condition Broken} Lands region.", "entries": [ "Your Aldori duelist training teaches you martial techniques and increases your dedication to the Aldori dueling sword. You become trained in your choice of {@skill Acrobatics} or {@skill Athletics} and in {@skill Lore||Dueling Lore}; if you were already trained, you become an expert instead.", - "Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with Aldori dueling swords. You gain access to Aldori dueling swords (page 28)." + "Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with {@item Aldori dueling sword||Aldori dueling swords}. You gain access to {@item Aldori dueling sword||Aldori dueling swords}." ], "special": "You cannot select another dedication feat until you have gained two other feats from the Aldori duelist archetype.", "leadsTo": [ @@ -483,8 +483,7 @@ ], "prerequisites": "{@feat Battle Medicine}, can't have a patron deity", "entries": [ - "You recover an additional 5 Hit Points from a successful attempt to {@action Treat Wounds||Treat your Wounds} or use Battle {@skill Medicine} on you. After you or an ally use Battle {@skill Medicine} on you, you become temporarily immune to that Battle {@skill Medicine} for only 1 hour, instead of 1 day.", - "Thuvia When most people think of Thuvia, they think of the sun orchid elixir: the legendary potion capable of reversing the effects of aging. Discovered thousands of years ago by Artokus Kirran, the draught is derived from the famed flower that grows only in the harshest reaches of Thuvia's desert, though its exact formula is known only to the immortal alchemist himself. A child of the chaos that followed the collapse of Ancient Osirion, Artokus met with local leaders." + "You recover an additional 5 Hit Points from a successful attempt to {@action Treat Wounds||Treat your Wounds} or use {@feat Battle Medicine} on you. After you or an ally use {@feat Battle Medicine} on you, you become temporarily immune to that {@feat Battle Medicine} for only 1 hour, instead of 1 day." ], "leadsTo": [ "Mortal Healing|LOGM" @@ -988,7 +987,7 @@ "prerequisites": "member of the Pathfinder Society", "access": "You are from Absalom.", "entries": [ - "Your Pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in {@skill Lore||Pathfinder Lore}, or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to wayfinders (Core Rulebook page 617)." + "Your Pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in {@skill Lore||Pathfinder Lore}, or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to {@item wayfinder||wayfinders}." ], "special": "You cannot select another dedication feat until you have gained two other feats from the Pathfinder agent archetype.", "leadsTo": [ @@ -1034,7 +1033,7 @@ ], "prerequisites": "{@feat Student of Perfection Dedication|LOWG}", "entries": [ - "You gain the appropriate ki spell for your School of Perfection: unblinking flame revelation for Unblinking Flame, unbreaking wave advance for Unbreaking Waves, unfolding wind rush for Unfolding Wind, or untwisting iron buffer for Untwisting Iron.", + "You gain the appropriate ki spell for your School of Perfection: {@spell unblinking flame revelation|LOWG} for Unblinking Flame, {@spell unbreaking wave advance|LOWG} for Unbreaking Waves, {@spell unfolding wind rush|LOWG} for Unfolding Wind, or {@spell untwisting iron buffer|LOWG} for Untwisting Iron.", "Increase the number of Focus Points in your focus pool by 1." ] }, @@ -1055,7 +1054,7 @@ ], "prerequisites": "{@feat Student of Perfection Dedication|LOWG}", "entries": [ - "You gain the perfect strike ki spell. Increase the number of Focus Points in your focus pool by 1." + "You gain the {@spell perfect strike|LOWG} ki spell. Increase the number of Focus Points in your focus pool by 1." ] }, { @@ -1235,7 +1234,7 @@ ] }, { - "name": "Student Of Perfection Dedication", + "name": "Student of Perfection Dedication", "source": "LOWG", "page": 83, "level": 2, @@ -1244,19 +1243,23 @@ "general": false, "ancestry": false, "skill": false, - "archetype": "Student Of Perfection" + "archetype": "Student of Perfection" }, "traits": [ "Uncommon", "Archetype", "Dedication" ], - "prerequisites": "powerful fist or expert in unarmed attacks; member of a House of Perfection", + "prerequisites": "{@classFeature powerful fist|monk||1} or expert in unarmed attacks; member of a House of Perfection", "access": "You are from Jalmeray.", "entries": [ - "You have learned the martial arts techniques of your House of Perfection. You become trained in your choice of {@skill Acrobatics} or {@skill Athletics} and {@skill Lore||Warfare Lore}; if you were already trained, you become an expert instead. You gain the Ki {@action Strike} monk class feat, which grants you the ki strike ki spell and a focus pool of 1 Focus Point that you can recover using the {@action Refocus} activity as a monk does. Your ki spells from Student of Perfection are occult spells." + "You have learned the martial arts techniques of your House of Perfection. You become trained in your choice of {@skill Acrobatics} or {@skill Athletics} and {@skill Lore||Warfare Lore}; if you were already trained, you become an expert instead. You gain the {@feat Ki Strike} monk class feat, which grants you the ki strike ki spell and a focus pool of 1 Focus Point that you can recover using the {@action Refocus} activity as a monk does. Your ki spells from Student of Perfection are occult spells." ], - "special": "You can't select another dedication feat until you have gained two other feats from the student of perfection archetype." + "special": "You can't select another dedication feat until you have gained two other feats from the student of perfection archetype.", + "leadsTo": [ + "Perfect Ki Adept|LOWG", + "Perfect Strike|LOWG" + ] }, { "name": "Thorough Reports", diff --git a/data/feats/feats-sli.json b/data/feats/feats-sli.json index 6b536873f4..900da5f857 100644 --- a/data/feats/feats-sli.json +++ b/data/feats/feats-sli.json @@ -82,7 +82,10 @@ "You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in {@skill Occultism} and {@skill Lore||Ooze Lore}; if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to {@action Escape} after being Engulfed.", "As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to {@skill Diplomacy} checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of \u20134 for four or more feats." ], - "special": "You can't select another dedication feat until you have gained two other feats from the oozemorph archetype." + "special": "You can't select another dedication feat until you have gained two other feats from the oozemorph archetype.", + "leadsTo": [ + "Uncanny Suction|Sli" + ] }, { "name": "Peculiar Anatomy", @@ -140,9 +143,9 @@ "traits": [ "Archetype" ], - "prerequisites": "Oozemorph Dedication", + "prerequisites": "{@feat Oozemorph Dedication|Sli}", "entries": [ - "Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces. You gain a climb Speed equal to your half your land Speed (minimum 5 feet). If you have the Quick {@action Climb} feat, your climb Speed is equal to your land Speed.", + "Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces. You gain a climb Speed equal to your half your land Speed (minimum 5 feet). If you have the {@feat Quick Climb} feat, your climb Speed is equal to your land Speed.", "In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed." ] }, diff --git a/data/feats/feats-som.json b/data/feats/feats-som.json index 497d4296b5..4332dd6943 100644 --- a/data/feats/feats-som.json +++ b/data/feats/feats-som.json @@ -747,8 +747,35 @@ "You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma.", "If you can already cast spells from spell slots, you learn one additional cantrip from your spellcasting tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.", "You gain the Catharsis reaction and the Settle Emotions activity.", - "{@b Catharsis} {@as R} ({@trait concentrate}, {@trait emotion}, {@trait mental}) {@b Trigger} determined by your catharsis emotion; {@b Effect} You gain the catharsis activation effects listed for your catharsis emotion. You gain that emotion's emotional fervor benefits for 3 rounds. When your emotional fervor ends, you suffer the listed emotional fallout. After using Catharsis, you can't use it again until you use the Settle Emotions activity.", - "{@b Settle Emotions} ({@trait concentrate}, {@trait emotion}, {@trait mental}) You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again." + { + "type": "ability", + "name": "Catharsis", + "activity": { + "unit": "reaction", + "number": 1 + }, + "traits": [ + "concentrate", + "emotion", + "mental" + ], + "trigger": "determined by your catharsis emotion", + "entries": [ + "You gain the catharsis activation effects listed for your catharsis emotion. You gain that emotion's emotional fervor benefits for 3 rounds. When your emotional fervor ends, you suffer the listed emotional fallout. After using Catharsis, you can't use it again until you use the Settle Emotions activity." + ] + }, + { + "type": "ability", + "name": "Settle Emotions", + "traits": [ + "concentrate", + "emotion", + "mental" + ], + "entries": [ + "You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again." + ] + } ], "special": "You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype.", "leadsTo": [ @@ -1385,7 +1412,7 @@ "Summoner" ], "entries": [ - "Your eidolon has enhanced senses. It gains a +2 circumstance bonus to {@skill Perception}, and can't be flanked except by creatures that are higher level than it. It can see {@condition invisible} creatures and objects; they appear translucent and are {@condition concealed}. When your eidolon moves within 30 feet of an illusion that can be disbelieved, the GM rolls a secret check to disbelieve it, even if your eidolon didn't spend an action to {@action Interact}." + "Your eidolon has enhanced senses. It gains a +2 circumstance bonus to {@skill Perception}, and can't be flanked except by creatures that are higher level than it. It can see {@condition invisible} creatures and objects; they appear translucent and are {@condition concealed}. When your eidolon moves within 30 feet of an illusion that can be {@quickref disbelieved|CRB|2|disbelieving illusions|0}, the GM rolls a secret check to {@quickref disbelieve|CRB|2|disbelieving illusions|0} it, even if your eidolon didn't spend an action to {@action Interact}." ] }, { @@ -1762,7 +1789,7 @@ ], "prerequisites": "{@action Spellstrike|SoM}", "entries": [ - "When you prepare a staff, you can hold it up to a weapon to merge the two items. You can switch the fused item's form from the weapon to the staff or vice versa as a single action, which has the {@trait concentrate} trait. When the item is in staff form, you can {@action Cast a Spell||{@action Cast a Spell||Cast the Spell}s} from the staff and benefit from any other abilities the staff grants. The staff and the weapon share their fundamental runes, using whichever weapon potency and whichever striking rune is higher level. They don't share any other runes or specific abilities.", + "When you prepare a staff, you can hold it up to a weapon to merge the two items. You can switch the fused item's form from the weapon to the staff or vice versa as a single action, which has the {@trait concentrate} trait. When the item is in staff form, you can {@action Cast a Spell||Cast the Spells} from the staff and benefit from any other abilities the staff grants. The staff and the weapon share their fundamental runes, using whichever weapon potency and whichever striking rune is higher level. They don't share any other runes or specific abilities.", "You can {@action Cast a Spell||Cast Spells} from the staff as part of a {@action Spellstrike|SoM} even when the staff is in weapon form. Otherwise, you can't cast the staff's spells while it's in weapon form.", "The fusion lasts until your next daily preparations, though you can spend 10 minutes to separate the two items and meld the staff into a different weapon.", "The melding works for you alone. A different wielder can use the staff in its current form but can't transform it, get the benefit of the shared runes, or use its spells for a {@action Spellstrike|SoM} if it's in weapon form." @@ -3322,7 +3349,7 @@ "entries": [ "Your own shadow speaks to you, providing knowledge of spells and a reservoir of magical power. Your shadow reservoir contains a single spell of each spell level at least 2 levels lower than the highest-level spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire.", "Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot.", - "Spells cast from your shadow reservoir gain the {@trait shadow} trait, and affected creatures might be able to disbelieve them. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff.", + "Spells cast from your shadow reservoir gain the {@trait shadow} trait, and affected creatures might be able to {@quickref disbelieve them|CRB|2|disbelieving illusions|0}. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff.", "If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir." ], "leadsTo": [ @@ -3793,7 +3820,7 @@ "entries": [ "You attack in an arc and enact your spell against everyone you hit. Make a {@action Spellstrike|SoM}, but roll separate {@action Strike||Strikes} to attack two creatures, each of whom must be within your melee reach and adjacent to each other. If your spell could affect two or more targets, your spell affects whichever foes you hit, not just the first target; otherwise, choose one target to affect with the spell. A Spell Swipe counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after you make both attacks.", "If you're using a weapon that has the {@trait sweep} trait, its circumstance bonus applies against both targets. You can use this activity with only melee {@action Strike||Strikes}, even if you have the {@class Magus|SoM|starlit span|starlit span|SoM} hybrid study or a similar ability.", - "If you use {@feat Expansive Spellstrike|SoM} to {@action Spellstrike|SoM} with an area spell, apply the area as described in Expansive {@action Spellstrike|SoM}, choosing one of the creatures you {@action Strike} to determine the area and whether the spell fails due to a critically failed {@action Strike}. If you use {@feat Expansive Spellstrike|SoM} to {@action Spellstrike|SoM} with a targeted spell, the spell is lost completely only if both {@action Strike||Strikes} are critical failures." + "If you use {@feat Expansive Spellstrike|SoM} to {@action Spellstrike|SoM} with an area spell, apply the area as described in {@feat Expansive Spellstrike|SoM}, choosing one of the creatures you {@action Strike} to determine the area and whether the spell fails due to a critically failed {@action Strike}. If you use {@feat Expansive Spellstrike|SoM} to {@action Spellstrike|SoM} with a targeted spell, the spell is lost completely only if both {@action Strike||Strikes} are critical failures." ] }, { diff --git a/data/feats/feats-sot2.json b/data/feats/feats-sot2.json index 8bd15d980f..8a28d85e23 100644 --- a/data/feats/feats-sot2.json +++ b/data/feats/feats-sot2.json @@ -88,7 +88,22 @@ "prerequisites": "trained in {@skill Performance}", "entries": [ "You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the Spin Tale action.", - "Spin Tale {@as 1} (auditory, linguistic) Frequency once every 10 minutes; Effect You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are arcane {@trait illusion} effects that have no mechanical impact other than illustrating your tale." + { + "type": "ability", + "name": "Spin Tale", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "auditory", + "linguistic" + ], + "frequency": "once every 10 minutes", + "entries": [ + "You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are {@trait arcane} {@trait illusion} effects that have no mechanical impact other than illustrating your tale." + ] + } ], "special": "You can't select another dedication feat until you've gained two other feats from the folklorist archetype." }, @@ -114,7 +129,7 @@ ] }, { - "name": "Nantambu Chime-ringer Dedication", + "name": "Nantambu Chime-Ringer Dedication", "source": "SoT2", "page": 79, "level": 2, diff --git a/data/fluff-deities.json b/data/fluff-deities.json index 957e44ce1c..9a6500d183 100644 --- a/data/fluff-deities.json +++ b/data/fluff-deities.json @@ -5,6 +5,29 @@ ] }, "deityFluff": [ + { + "name": "Cosmic Caravan", + "page": 5, + "source": "AV0", + "lore": [ + { + "type": "pf2-h1", + "name": "Cosmic Caravan", + "page": 5, + "source": "AV0", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "{@b Areas of Concern:} constellations, fortune telling, the night, hope for a better tomorrow" + ] + }, + "The Cosmic Caravan is known to astronomers and astrologers alike as a collection of constellations in the sky, said to travel forever in a circle around the star Cynosure. The association of a diverse array of gods and demigods thematically linked with the stars and the spaces between is a relatively new faith that first rose to prominence in western Avistan, particularly in Varisia, Nidal, and Ravounel. The deities worshiped by the faithful of the Cosmic Caravan include: Desna, Groetus, and Sarenrae; the empyreal lords Ashava, Black Butterfly, and Pulura; the elven god Ketephys; and the outer god Yog-Sothoth. This faith has been gaining ground particularly in Nidal, where the worship of the night is overwhelmingly associated with Zon-Kuthon, and a rising number of Cosmic Caravan worshipers seek to oppose or, one day, even overthrow the Midnight Lord's theocracy to reclaim the night from the implications that all who dwell in the dark are evil." + ] + } + ] + }, { "name": "Gods of the Inner Sea", "source": "LOGM", diff --git a/data/generated/bookref-gmscreen-index.json b/data/generated/bookref-gmscreen-index.json index a8439a8bd4..4002d048df 100644 --- a/data/generated/bookref-gmscreen-index.json +++ b/data/generated/bookref-gmscreen-index.json @@ -1 +1 @@ -{"_meta":{"name":{"1":"Quick Reference","2":"GM Reference"},"id":{"1":"bookref-quick","2":"bookref-gmscreen"},"section":{"1":"Character Creation","2":"Items & Equipment","3":"Spells","4":"Playing the Game","5":"Game Mastering"}},"data":[{"id":1,"b":1,"s":1,"p":0,"h":"Archetypes"},{"id":2,"b":1,"s":1,"p":0,"h":"Character 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Creation","headers":["Archetypes","Character Creation","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Gear","Investing Magic Items","Item Damage","Item Level","Price","Shields","Shoddy Items","Weapons"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Magical Schools","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Tradition and School","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session"]}]},"bookref-gmscreen":{"name":"GM Reference","id":"bookref-gmscreen","contents":[]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":219,"name":"Archetypes","entries":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"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.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","entries":["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.","{@b 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.\"","{@b 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.\"","{@b 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.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["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.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["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.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["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.","{@b 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).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["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.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"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.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"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.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to Table 1–1. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["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 to determine its ability modifier.",{"type":"tbl","page":20,"name":"TABLE 1–1: ABILITY MODIFIERS","entries":[{"type":"tbl","page":20,"table_head":"Ability Score Modifier Ability Score Modifier","entries":["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..."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["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.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["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."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["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."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["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:",{"type":"list","items":["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."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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 {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["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.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["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.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["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."]},"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.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["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.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["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."],"source":"CRB"},{"type":"list","items":["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."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["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.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["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 and Ranged Strikes 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 and ranged Strikes with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["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.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["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 and Dexterity for ranged Strikes).","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."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["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."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["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 and ranged Strikes 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."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["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).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["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)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["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."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["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.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["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."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["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. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, 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.",{"type":"statblock","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. 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."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["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.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} 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 {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} 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.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} 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.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["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.",{"type":"statblock","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["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.",{"type":"statblock","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"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."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} 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.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b Bulwark:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b Comfort:} The armor is so comfortable that you can rest normally while wearing it.","{@b Flexible:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to Acrobatics or Athletics checks.","{@b Noisy:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity (page 479).",{"type":"tbl","page":275,"name":"TABLE 6–3: UNARMORED DEFENSE","entries":[{"type":"tbl","page":275,"table_head":"Unarmored Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Armor Traits","entries":["No armor—+0—————Explorer's clothing 1 sp +0 +5——L Comfort"],"source":"CRB"}],"source":"CRB"},{"type":"tbl","page":275,"name":"TABLE 6–4: ARMOR","entries":[{"type":"tbl","page":275,"table_head":"Light Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Padded armor 2 sp +1 +3——10 L—Comfort Leather 2 gp +1 +4–1—10 1——Studded leather 3 gp +2 +3–1—12 1——Chain shirt 5 gp +2 +3–1—12 1—Flexible, Noisy"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Medium Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Hide 2 gp +3 +2 –2–5 ft. 14 2 Leather—Scale mail 4 gp +3 +2 –2–5 ft. 14 2 Composite—Chain mail 6 gp +4 +1 –2–5 ft. 16 2 Chain Flexible, noisy Breastplate 8 gp +4 +1 –2–5 ft. 16 2 Plate—"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Heavy Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Splint mail (level 1) 13 gp +5 +1–3–10 ft. 16 3 Composite—Half plate (level 1) 18 gp +5 +1–3–10 ft. 16 3 Plate—Full plate (level 2) 30 gp +6 +0–3–10 ft. 18 4 Plate Bulwark"],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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."],"source":"CRB"},{"name":"Unarmored Defense","type":"table","source":"CRB","page":275,"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["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"]]},{"name":"Armor","type":"table","source":"CRB","page":275,"labelRowIdx":[0,5,10],"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Light Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Padded Armor}","2 sp","+1","+3","—","—","10","L","Cloth","{@trait Comfort}"],["{@item Leather}","2 gp","+1","+4","-1","—","10","1","Leather","—"],["{@item Studded Leather}","3 gp","+2","+3","-1","—","12","1","Leather","—"],["{@item Chain shirt}","5 gp","+2","+3","-1","—","12","1","Chain","{@trait Flexible}, {@trait Noisy}"],["Medium Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Hide}","2 gp","+3","+2","–2","–5 ft.","14","2","Leather","—"],["{@item Scale mail}","4 gp","+3","+2","–2","–5 ft.","14","2","Composite","—"],["{@item Chain mail}","6 gp","+4","+1","–2","–5 ft.","16","2","Chain","{@trait Flexible}, {@trait Noisy}"],["{@item Breastplate}","8 gp","+4","+1","-2","-5 ft.","16","2","Plate","—"],["Heavy Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Splint mail} (level 1)","13 gp","+5","+1","-3","-10 ft.","16","3","Composite","—"],["{@item Half plate} (level 1)","18 gp","+5","+1","-3","-10 ft.","16","3","Plate","—"],["{@item Full plate} (level 2)","30 gp","+6","+0","-3","-10 ft.","18","4","Plate","{@trait Bulwark}"]]},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b Breastplate:} 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.","{@b Chain Mail:} 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.","{@b Chain Shirt:} 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.","{@b Explorer's Clothing:} 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).","{@b Full Plate:} 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).","{@b Half Plate:} 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).","{@b Hide:} 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.","{@b Leather:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b Padded Armor:} 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.","{@b Scale Mail:} 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.","{@b Splint Mail:} 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).","{@b Studded Leather:} 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.",{"name":"Damaging Armor","type":"table","source":"CRB","page":276,"labelRowIdx":[0],"colSizes":[3,1,1,1],"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Material","Hardness","HP","BT"],["Cloth ({@item explorer's clothing}, {@item padded armor})","1","4","2"],["Leather ({@item hide}, {@item leather}, {@item studded leather})","4","16","8"],["Metal ({@item breastplate}, {@item chain mail}, {@item chain shirt}, {@item full plate}, {@item half plate}, {@item scale mail}, {@item splint mail})","9","36","18"]],"intro":["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."]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["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 {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} 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 {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["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.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["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.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy} 1 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["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, {@item full plate} armor is 4 Bulk, a {@item longsword} 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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["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.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["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."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["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 {@b silver piece} ({@b 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 {@b copper piece} ({@b cp}). Each copper piece is worth one‑tenth of a silver piece. The {@b gold piece} ({@b 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 {@b platinum piece} ({@b 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 Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["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 {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Gear","entries":[{"type":"pf2-h1-flavor","page":287,"entries":["{@i Your character needs all sorts of items both while exploring and in downtime, ranging from rations to climbing gear to fancy clothing, depending on the situation.}"],"source":"CRB"},{"type":"pf2-h2","page":287,"name":"Gear Statistics","entries":["{@table Adventuring Gear||Tables 6–9} and {@table Uncommon Adventuring Gear||6–10} 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.",{"type":"pf2-h3","page":287,"name":"Hands","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) 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 {@action Interact} action to use."],"source":"CRB"},{"name":"Adventuring Gear","type":"table","source":"CRB","page":288,"minimizeTo":[0],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],["{@item Adventurer's pack}","15 sp","1","—"],{"type":"multiRow","rows":[["{@item Alchemist's lab}","5 gp","6","2"],["{@indentFirst {@item Expanded alchemist's lab (level 3)}}","5 gp","6","2"]]},["{@item Alchemist's tools}","3 gp","1","2"],{"type":"multiRow","rows":[["{@item Artisan's tools}","4 gp","2","2"],["{@indentFirst {@item Sterling artisan's tools (level 3)}}","50 gp","2","2"]]},["{@item Backpack}","1 sp","—","—"],["{@item Basic crafter's book}","1 sp","L","2"],["{@item Bedroll}","2 cp","L","—"],["{@item Caltrops}","3 sp","L","1"],["{@item Candle (10)}","1 cp","—","1"],["{@item Chain (10 feet)}","4 gp","1","2"],["{@item Chalk (10)}","1 cp","—","1"],["{@item Chest}","6 sp","2","2"],{"type":"multiRow","rows":[["{@item Clothing}","","",""],["{@indentFirst {@item Ordinary}}","1 sp","—","—"],["{@indentFirst {@item Explorer's}}","1 sp","L","—"],["{@indentFirst {@item Fine}}","2 gp","L","—"],["{@indentFirst {@item High-fashion fine (level 3)}}","55 gp","L","—"],["{@indentFirst {@item Winter}}","4 sp","L","—"]]},{"type":"multiRow","rows":[["{@item Compass}","1 gp","—","1"],["{@indentFirst {@item Lensatic compass (level 3)}}","20 gp","—","1"]]},["{@item Cookware}","1 gp","2","2"],{"type":"multiRow","rows":[["{@item Crowbar}","5 sp","L","2"],["{@indentFirst {@item Levered crowbar (level 3)}}","20 gp","L","2"]]},{"type":"multiRow","rows":[["{@item Disguise kit}","2 gp","L","2"],["{@indentFirst {@item Replacement cosmetics}}","1 sp","—","—"],["{@indentFirst {@item Elite disguise kit (level 3)}}","40 gp","L","2"],["{@indentFirst {@item Elite cosmetics (level 3)}}","5 sp","—","—"]]},{"type":"multiRow","rows":[["{@item Fishing tackle}","8 sp","1","2"],["{@indentFirst {@item Professional fishing tackle (level 3)}}","20 gp","1","2"]]},["{@item Flint and steel}","5 cp","—","2"],["{@item Formula book (blank)}","1 gp","L","1"],["{@item Grappling hook}","1 sp","L","1"],["{@item Hammer}","1 sp","L","1"],{"type":"multiRow","rows":[["{@item Healer's tools}","5 gp","1","2"],["{@indentFirst {@item Expanded healer's tools (level 3)}}","50 gp","1","2"]]},["{@item Holly and mistletoe}","0","—","1"],["{@item Hourglass}","3 gp","L","1"],["{@item Ladder (10-foot)}","3 cp","3","2"],{"type":"multiRow","rows":[["{@item Lantern}","","",""],["{@indentFirst {@item Bull's eye}}","1 gp","1","1"],["{@indentFirst {@item Hooded}}","7 sp","L","1"]]},{"type":"multiRow","rows":[["{@item Lock}","","",""],["{@indentFirst {@item Poor lock (level 0)}}","2 sp","—","2"],["{@indentFirst {@item Simple lock (level 1)}}","2 gp","—","2"],["{@indentFirst {@item Average lock (level 3)}}","15 gp","—","2"],["{@indentFirst {@item Good lock (level 9)}}","200 gp","—","2"],["{@indentFirst {@item Superior lock (level 17)}}","4,500 gp","—","2"]]},["{@item Magnifying glass (level 3)}","40 gp","—","1"],{"type":"multiRow","rows":[["{@item Manacles}","","",""],["{@indentFirst {@item Poor manacles (level 0)}}","2 sp","—","2"],["{@indentFirst {@item Simple manacles (level 1)}}","3 gp","—","2"],["{@indentFirst {@item Average manacles (level 3)}}","20 gp","—","2"],["{@indentFirst {@item Good manacles (level 9)}}","250 gp","—","2"],["{@indentFirst {@item Superior manacles (level 17)}}","5,000 gp","—","2"]]},["{@item Material component pouch}","5 sp","L","1"],["{@item Merchant's scale}","2 sp","L","2"],["{@item Mirror}","1 gp","—","1"],["{@item Mug}","1 cp","—","1"],{"type":"multiRow","rows":[["{@item Musical instrument}","","",""],["{@indentFirst {@item Handheld}}","8 sp","1","2"],["{@indentFirst {@item Virtuoso handheld (level 3)}}","50 gp","1","2"],["{@indentFirst {@item Heavy}}","2 gp","16","2"],["{@indentFirst {@item Virtuoso heavy (level 3)}}","100 gp","16","2"]]},["{@item Oil (1 pint)}","1 cp","—","2"],["{@item Piton}","1 cp","—","1"],["{@item Rations (1 week)}","4 sp","L","1"],{"type":"multiRow","rows":[["{@item Religious symbol}","","",""],["{@indentFirst {@item Wooden}}","1 sp","L","1"],["{@indentFirst {@item Silver}}","2 gp","L","1"]]},["{@item Religious text","1 gp","L","1"],{"type":"multiRow","rows":[["{@item Repair kit}","2 gp","1","2"],["{@indentFirst {@item Superb repair kit (level 3)}}","25 gp","1","2"]]},["{@item Rope (50 feet)}","5 sp","L","2"],["{@item Sack (5)}","1 cp","L","1"],["{@item Saddlebags}","2 sp","L","2"],["{@item Signal whistle}","8 cp","—","1"],{"type":"multiRow","rows":[["{@item Snare kit}","5 gp","2","2"],["{@indentFirst {@item Specialist snare kit (level 3)}}","55 gp","2","2"]]},["{@item Soap}","2 cp","—","1"],["{@item Speelbook (blank)}","1 gp","L","1"],{"type":"multiRow","rows":[["{@item Spyglass}","20 gp","L","2"],["{@indentFirst {@item Fine spyglass (level 4)}}","80 gp","L","2"]]},["{@item Tack}","4 gp","1","—"],["{@item Ten-foot pole}","1 cp","1","2"],{"type":"multiRow","rows":[["{@item Tent}","","",""],["{@indentFirst {@item Pup}}","8 sp","L","2"],["{@indentFirst {@item Four-person}}","5 gp","1","2"],["{@indentFirst {@item Pavilion (level 2)}}","40 gp","12","2"]]},{"type":"multiRow","rows":[["{@item Thieves' tools}","3 gp","L","2"],["{@indentFirst {@item Replacement picks}}","3 sp","—","—"],["{@indentFirst {@item Infiltrator thieves' tools (level 3)}}","50 gp","L","2"],["{@indentFirst {@item Infiltrator picks (level 3)}}","3 gp","—","—"]]},{"type":"multiRow","rows":[["{@item Tool}","","",""],["{@indentFirst {@item Long tool}}","1 gp","1","2"],["{@indentFirst {@item Short tool}}","4 sp","L","1 or 2"]]},["{@item Torch}","1 cp","L","1"],["{@item Waterskin}","5 cp","L","1"],{"type":"multiRow","rows":[["{@item Writing set}","1 gp","L","2"],["{@indentFirst {@item Extra ink and paper}}","1 sp","—","—"]]}]},{"name":"Uncommon Adventuring Gear","type":"table","source":"CRB","page":288,"minimizeTo":[0],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],["{@item Scholarly journal (level 3)}","6 gp","L","1"],["{@indentFirst {@item Scholarly journal compendium (level 3)}}","30 gp","L","2"],["{@item Survey map (level 3)}","10 gp","L","1"],["{@indentFirst {@item Survey map atlas (level 3)}}","50 gp","L","2"]]}],"source":"CRB"},{"type":"pf2-h2","page":290,"name":"Adventuring Gear","entries":["These items follow special rules or require more detail.","{@b 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 {@item torch||torches}, and a waterskin.","{@b 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 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.","{@b 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.","{@b 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.","{@b Basic Crafter's Book:} This book contains the formulas (page 293) for Crafting the common items in this chapter.","{@b 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 check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage 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.","{@b Candle:} A lit candle sheds dim light in a 10-foot radius.","{@b Chest:} A wooden chest can hold up to 8 Bulk of items.","{@b 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 {@flatDC 5} flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to 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.","{@b 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.","{@b 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.","{@b 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 check to Force Open (similar to using a shoddy item). A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.","{@b 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 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.","{@b Healer's Tools:} This kit of bandages, herbs, and suturing tools is necessary for 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.","{@b 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.","{@b 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.","{@b Lock:} Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 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.","{@b Magnifying Glass:} This quality handheld lens gives you a +1 item bonus to {@skill Perception} checks to notice minute details of documents, fabric, and the like.","{@b 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 {@flatDC 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 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.","{@b 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.","{@b 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 checks using that instrument.","{@b 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 {@flatDC 10} flat check for the oil to ignite successfully when it hits.","If the oil ignites, the target takes {@dice 1d6} fire damage.","{@b 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.","{@b 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.","{@b 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.","{@b 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 skill. A superb repair kit gives you a +1 item bonus to the check.","{@b 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.","{@b 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.","{@b 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 {@action Recall Knowledge} 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.","{@b Signal Whistle:} When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.","{@b Snare Kit:} This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. A specialist snare kit gives you a +1 item bonus to the check.","{@b 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.","{@b Spyglass:} A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +1 item bonus to {@skill Perception} checks to notice details at a distance.","{@b Survey Map:} Maps are uncommon.","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 checks and any skill checks to Recall Knowledge, 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.","{@b 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.","{@b 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.","{@b Thieves' Tools:} You need thieves' tools to Pick Locks or Disable Devices (of some types) using the 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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."],"source":"CRB"},{"type":"pf2-h2","page":289,"name":"Class Kits","entries":["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 {@item torch||torches}, and a waterskin.",{"type":"pf2-h3","page":289,"name":"Alchemist","entries":["{@b Price} 9 gp, 6 sp; {@b Bulk} 4 Bulk, 6 light;","{@b Money Left Over} 5 gp, 4 sp","{@b Armor} studded leather armor","{@b Weapons} dagger, sling with 20 sling bullets","{@b Gear} adventurer's pack, alchemist's tools, bandolier, basic crafter's book, 2 sets of caltrops, sheath","{@b Options} repair kit (2 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Barbarian","entries":["{@b Price} 3 gp, 2 sp; {@b Bulk} 3 Bulk, 5 light; {@b Money Left Over} 11 gp, 8 sp {@b Armor} hide armor {@b Weapons} 4 javelins {@b Gear} adventurer's pack, grappling hook, 2 sheaths {@b Options} greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battle axe and steel shield (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Bard","entries":["{@b Price} 6 gp, 8 sp; {@b Bulk} 4 Bulk, 3 light; {@b Money Left Over} 8 gp, 2 sp {@b Armor} studded leather armor {@b Weapons} dagger, rapier, sling with 20 sling bullets {@b Gear} adventurer's pack, bandolier, handheld instrument, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Champion","entries":["{@b Price} 3 gp, 8 sp; {@b Bulk} 3 Bulk, 7 light; {@b Money Left Over} 11 gp, 2 sp {@b Armor} hide armor {@b Weapons} dagger, 4 javelins {@b Gear} adventurer's pack, crowbar, grappling hook, sheath {@b Options} your deity's favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Cleric","entries":["{@b Price} 1 gp 5 sp; {@b Bulk} 1 Bulk, 3 light; {@b Money Left Over} 13 gp {@b Gear} adventurer's pack, bandolier, 2 sets of caltrops, religious symbol (wooden) {@b 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)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Druid","entries":["{@b Price} 3 gp, 7 sp; {@b Bulk} 4 Bulk, 4 light; {@b Money Left Over} 11 gp, 3 sp {@b Armor} leather armor {@b Weapons} 4 javelins, longspear {@b Gear} adventurer's pack, bandolier, holly and mistletoe {@b Options} healer's tools (5 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Fighter","entries":["{@b Price} 3 gp; {@b Bulk} 3 Bulk, 2 light; {@b Left Over} 12 gp {@b Armor} hide armor {@b Weapons} dagger {@b Gear} adventurer's pack, grappling hook, sheath {@b Options} greatsword (2 gp), longbow with 20 arrows (6 gp, 2 sp), or longsword and steel shield (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Monk","entries":["{@b Price} 4 gp, 9 sp; {@b Bulk} 4 Bulk, 2 light; {@b Money Left Over} 10 gp, 2 sp {@b Weapons} longspear, staff {@b Gear} adventurer's pack, bandolier, climbing kit, grappling hook, lesser smokestick"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Ranger","entries":["{@b Price} 9 gp, 1 sp; {@b Bulk} 3 Bulk, 3 light; {@b Money Left Over} 5 gp, 9 sp {@b Armor} leather armor {@b Weapons} dagger, longbow with 20 arrows {@b Gear} adventurer's pack, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Rogue","entries":["{@b Price} 5 gp, 4 sp; {@b Bulk} 4 Bulk, 1 light; {@b Money Left Over} 9 gp, 6 sp {@b Armor} leather armor {@b Weapons} dagger, rapier {@b Gear} adventurer's pack, climbing kit, sheath {@b Options} thieves' tools (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Sorcerer","entries":["{@b Price} 1 gp, 6 sp; {@b Bulk} 1 Bulk, 6 light; {@b Money Left Over} 12 gp, 9 sp {@b Weapons} dagger, slingshot with 20 sling bullets {@b Gear} adventurer's pack, bandolier, 2 sets of caltrops, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Wizard","entries":["{@b Price} 1 gp, 2 sp; {@b Bulk} 2 Bulk, 2 light; {@b Money Left Over} 11 gp, 8 sp {@b Weapons} staff {@b Gear} adventurer's pack, material component pouch, writing set {@b Options} crossbow with 20 bolts (3 gp, 2 sp)"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":292,"name":"Alchemical Gear","entries":["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.",{"type":"tbl","page":292,"name":"TABLE 6–11: ALCHEMICAL GEAR","entries":[{"type":"tbl","page":292,"table_head":"Alchemical Bombs Price Bulk Page","entries":["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"],"source":"CRB"},{"type":"tbl","page":292,"table_head":"Elixirs Price Bulk Page","entries":["Lesser antidote 3 gp L 546 Lesser antiplague 3 gp L 546 Minor elixir of life 3 gp L 548"],"source":"CRB"},{"type":"tbl","page":292,"table_head":"Alchemical Tools Price Bulk Page","entries":["Lesser smokestick 3 gp L 554 Sunrod 3 gp L 554 Tindertwig (10) 2 sp—554"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Alchemical Bombs","entries":["Alchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal splash damage. For more on alchemical bombs, see page 544.","{@b Lesser Acid Flask:} This alchemical bomb deals 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage.","{@b Lesser Alchemist's Fire:} This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.","{@b Lesser Bottled Lightning:} This alchemical bomb deals 1d6 electricity damage and 1 electricity splash damage, and it makes the target {@condition flat-footed}.","{@b Lesser Frost Vial:} This alchemical bomb deals 1d6 cold damage and 1 cold splash damage, and it gives the target a –5-foot status penalty to its Speeds until the end of its next turn.","{@b 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 {@action Escape||Escapes}.","{@b Lesser Thunderstone:} This alchemical bomb deals {@damage 1d4} sonic damage and 1 sonic splash damage, and any creature within 10 feet that fails a DC 17 Fortitude save is deafened until the end of its turn."],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Elixirs","entries":["Elixirs are alchemical items you drink to gain various unusual effects. For more on elixirs, see page 546.","{@b Lesser Antidote:} After drinking a lesser antidote, you gain a +2 item bonus to Fortitude saves against poison for 6 hours.","{@b 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.","{@b 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."],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Alchemical Tools","entries":["Alchemical tools are a type of alchemical item you use, rather than drink or throw. For more on alchemical tools, see page 564.","{@b Smokestick:} You create a 5-foot radius smokescreen for 1 minute.","{@b 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.","{@b Tindertwig:} You can use a tindertwig to ignite something flammable with a single Interact action, faster than with flint and steel."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":293,"name":"Magical Gear","entries":["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.",{"name":"Magical Gear","type":"table","source":"CRB","page":293,"labelRowIdx":[0,3,5,7],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Consumable Magic Items","Price","Bulk","Page"],["{@i {@item Holy water}}","3 gp","L","571"],["{@i {@item Unholy water}}","3 gp","L","571"],["Potions","Price","Bulk","Page"],["{@i {@item Minor healing potion}}","4 gp","L","563"],["Scrolls","Price","Bulk","Page"],["Scroll of a common 1st-level spell","4 gp","L","565"],["Talismans","Price","Bulk","Page"],["{@i {@item Potency crystal}}","4 gp","—","568"]]},{"type":"pf2-h3","page":293,"name":"Consumable Magic Items","entries":["You can typically purchase {@item holy water||holy} and {@item unholy water} in a settlement. Particularly good settlements tend to ban {@item unholy water} and evil settlements tend to ban {@item holy water}.","{@b Holy Water:} You can throw {@item holy water} like a bomb, dealing {@dice 1d6} good damage and 1 good splash damage to {@filter fiends|bestiary||creature type=fiend}, {@filter undead|bestiary||creature type=undead}, and {@filter other creatures weak to good damage|bestiary||weaknesses=good}.","{@b Unholy Water:} You can throw {@item unholy water} like a bomb, dealing {@dice 1d6} evil damage and 1 evil splash damage to {@filter celestials|bestiary||creature type=celestial} and {@filter other creatures weak to evil damage|bestiary||weaknesses=evil}."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Potions","entries":["Potions are magic items you drink to gain a variety of benefits. For more on potions, see page 562."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Scrolls","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Talismans","entries":["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.","{@b 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse‑engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"name":"Formulas","type":"table","source":"CRB","page":293,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["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","",""]],"footnotes":["* Formulas for all 0-level common items from this chapter can be purchased collectively in a {@item basic crafter's book}."]},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["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, {@i 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.}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"name":"Basic Services and Consumables","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],{"type":"multiRow","rows":[["Beverages","","",""],["{@indentFirst Mug of ale}","1 cp","L","1"],["{@indentFirst Keg of ale}","2 sp","2","2"],["{@indentFirst Pot of coffee or tea}","2 cp","L","1"],["{@indentFirst Bottle of wine}","1 sp","L","1"],["{@indentFirst Bottle of fine wine}","1 gp","L","1"]]},{"type":"multiRow","rows":[["Hireling (1 day)","","",""],["{@indentFirst Unskilled}","1 sp","",""],["{@indentFirst Skilled}","5 sp","",""]]},{"type":"multiRow","rows":[["Lodging (1 day)","","",""],["{@indentFirst Floor space}","3 cp","",""],["{@indentFirst Bed (for 1)}","1 sp","",""],["{@indentFirst Private room (for 2)}","8 sp","",""],["{@indentFirst Extravagant suite (for 6)}","10 gp","",""]]},{"type":"multiRow","rows":[["Meals","","",""],["{@indentFirst Poor meal}","1 cp","L","2"],["{@indentFirst Square meal}","3 cp","L","2"],["{@indentFirst Fine dining}","1 gp","L","2"]]},["Stabling (1 day)","2 cp","",""],["Toll","at least 1 cp","",""],{"type":"multiRow","rows":[["Transportation (per 5 miles)","","",""],["{@indentFirst Caravan}","3 cp","",""],["{@indentFirst Carriage}","2 sp","",""],["{@indentFirst Ferry or riverboat}","4 cp","",""],["{@indentFirst Sailing ship}","6 cp","",""]]}]},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, 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.",{"name":"Spellcasting Services","type":"table","source":"CRB","page":294,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["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","",""]],"footnotes":["* Plus any cost required to cast the specific spell."]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":294,"name":"Cost of Living","entries":["{@table Cost of Living||Table 6–16} shows how much it costs to get by. This covers room and board, dues, taxes, and other fees.",{"name":"Cost of Living","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[2,1,1,1],"rows":[["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"]],"footnotes":["* You can attempt to Subsist using {@skill Society} or {@skill Survival} for free."]}],"source":"CRB"},{"type":"pf2-h2","page":294,"name":"Animals","entries":["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 {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill 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 {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"name":"Animals","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center"],"rows":[["Animal","Rental Price* (per day)","Purchase Price"],{"type":"multiRow","rows":[["Dog","",""],["{@indentFirst Guard dog}","1 cp per day","2 sp"],["{@indentFirst Riding dog}","6 cp per day","4 gp"]]},{"type":"multiRow","rows":[["Horse","",""],["{@indentFirst Riding horse}","1 sp per day","8 gp"],["{@indentFirst Warhorse}","1 gp per day","30 gp (level 2)"],["{@indentFirst Pack animal}","2 cp per day","2 gp"]]},{"type":"multiRow","rows":[["Pony","",""],["{@indentFirst Riding pony}","8 cp per day","7 gp"],["{@indentFirst Warpony}","8 sp per day","24 gp (level 2)"]]}],"footnotes":["* Might require a deposit equal to the purchase Price."]},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). 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.",{"name":"Barding","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"colSizes":[2,1,1,1,1,1,1,1],"labelRowIdx":[0,3],"rows":[["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"],["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"]]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} 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 Bulk Conversions||Table 6–19}.","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.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"name":"Bulk conversions","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"name":"Differently Sized Items","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Creature Size","Prize","Buk","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"]],"footnotes":["* An item that would have its Bulk reduced below 1 has light Bulk."]},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["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 {@i +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 {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"statblock","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b 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 {@feat Shield Block} 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 {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b 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 {@condition 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 {@condition Broken} Threshold usually depend on the material the item is made of. This information appears on page 577.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["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 {@condition 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 {@condition 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."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["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."],"source":"CRB"},{"name":"Changing Equipment","type":"table","source":"CRB","page":274,"colSizes":[3,1,1],"colStyles":["text-left","text-center","text-center"],"rows":[["Change","Hands","Action"],["Draw or put away a worn item, or pick up an item{@sup 1}","1 or 2","{@action Interact}"],["Pass an item to or take an item from a willing creature{@sup 2}","1 or 2","{@action Interact}"],["Drop an item to the ground","1 or 2","{@action Release}"],["Detach a shield or item strapped to you","1","{@action Interact}"],["Change your grip by removing a hand from an item","2","{@action Release}"],["Change your grip by adding a hand to an item","2","{@action Interact}"],["Retrieve an item from a backpack{@sup 3}, sack, or similar container","2","{@action Interact}"]],"footnotes":["{@sup 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.","{@sup 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.","{@sup 3} Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate {@action Interact} action."]}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["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."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["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.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"name":"Coin Values","type":"table","source":"CRB","page":271,"labelRowIdx":[0],"colSizes":[2,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["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"]]}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"Raise a Shield 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. A buckler, however, doesn't take up your hand, so you can Raise a Shield with a buckler 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 if that hand is no longer free.","When you have a tower shield raised, you can use the Take Cover action (page 471) 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 as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while Raising your Shield 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.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["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.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["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 {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["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 {@feat Shield Block} reaction."],"source":"CRB"},{"name":"Shields","type":"table","source":"CRB","page":277,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Shield","Price","AC Bonus{@sup 1}","Speed Penalty","Bulk","Hardness","HP (BT)"],["{@item Buckler}","1 gp","+1","—","L","3","6 (3)"],["{@item Wooden shield}","1 gp","+2","—","1","3","12 (6)"],["{@item Steel shield}","2 gp","+2","—","1","5","20 (10)"],["{@item Tower shield}","10 gp","+2/+4{@sup 2}","–5 ft.","4","5","20 (10)"]],"footnotes":["{@sup 1} Gaining a shield's circumstance bonus to AC requires using the {@action Raise a Shield} action (found on page 472).","{@sup 2} Getting the higher bonus for a tower shield requires using the {@action Take Cover} action (page 471) while the shield is raised."]}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. 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 {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b Buckler:} 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.","{@b Wooden Shield:} 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.","{@b Steel Shield:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b Tower Shield:} 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."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["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."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["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.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a finesse weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"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.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["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 {@trait agile} trait (page 282) to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["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.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"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 {@item striking}, {@item greater striking}, or {@item 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."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["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 {@action Strike}, your attack deals double damage (page 451). Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} 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 Unarmed Attacks||Table 6–6: Unarmed Attacks} 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."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["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.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["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.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||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.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"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.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["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.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an Interact 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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["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.",{"type":"pf2-title","name":"Weapon Categories"},"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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["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."],"source":"CRB"},{"name":"Unarmed Attacks","type":"table","source":"CRB","page":280,"minimizeTo":[0],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Unarmed Attack","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["Fist","—","{@dice 1d4} B","—","1","Brawling","{@trait Agile}, {@trait finesse}, {@trait nonlethal}, {@trait unarmed}"]]},{"name":"Melee Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,12,15,50,64],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Club}","0","{@dice 1d6} B","1","1","Club","{@trait Thrown} 10 ft."],["{@item Dagger}","2 sp","{@dice 1d4} P","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait thrown} 10 ft., {@trait versatile} S"],["{@item Gauntlet}","2sp","{@dice 1d4} B","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Light mace}","4 sp","{@dice 1d4} B","L","1","Club","{@trait Agile}, {@trait finesse}, {@trait shove}"],["{@item Longspear}","5 sp","{@dice 1d8} P","2","2","Spear","{@trait Reach}"],["{@item Mace}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Shove}"],["{@item Morningstar}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Versatile} P"],["{@item Sickle}","2 sp","{@dice 1d4} S","L","1","Knife","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Spear}","1 sp","{@dice 1d6} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item Spiked gauntlet}","3 sp","{@dice 1d4} P","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Staff}","0","{@dice 1d4} B","1","1","Club","{@trait Two-hand} d8"],["Uncommon Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Clan dagger}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait dwarf}, {@trait parry}, {@trait versatile} B"],["{@item Katar}","3 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait monk}"],["Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Bastard sword}","4 gp","{@dice 1d8} S","1","1","Sword","{@trait Two-hand} d12"],["{@item Battle axe}","1 gp","{@dice 1d8} S","1","1","Axe","{@trait Sweep}"],["{@item Bo staff}","2 sp","{@dice 1d8} B","2","2","Club","{@trait Monk}, {@trait parry}, {@trait reach}, {@trait trip}"],["{@item Falchion}","3 gp","{@dice 1d10} S","2","2","Sword","{@trait Forceful}, {@trait sweep}"],["{@item Flail}","8 sp","{@dice 1d6} B","1","1","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Glaive}","1 gp","{@dice 1d8} S","2","2","Polearm","{@trait Deadly} d8, {@trait forceful}, {@trait reach}"],["{@item Greataxe}","2 gp","{@dice 1d12} S","2","2","Axe","{@trait Sweep}"],["{@item Greatclub}","1 gp","{@dice 1d10} B","2","2","Club","{@trait Backswing}, {@trait shove}"],["{@item Greatpick}","1 gp","{@dice 1d10} P","2","2","Pick","{@trait Fatal} d12"],["{@item Greatsword}","2 gp","{@dice 1d12} S","2","2","Sword","{@trait Versatile} P"],["{@item Guisarme}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Reach}, {@trait trip}"],["{@item Halberd}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Reach}, {@trait versatile} S"],["{@item Hatchet}","4 sp","{@dice 1d6} S","L","1","Axe","{@trait Agile}, {@trait sweep}, {@trait thrown} 10 ft."],["{@item Lance}","1 gp","{@dice 1d8} P","2","2","Spear","{@trait Deadly} d8, {@trait jousting} d6, {@trait reach}"],["{@item Light hammer}","3 sp","{@dice 1d6} B","L","1","Hammer","{@trait Agile}, {@trait thrown} 20 ft."],["{@item Light pick}","4 sp","{@dice 1d4} P","L","1","Pick","{@trait Agile}, {@trait fatal} d8"],["{@item Longsword}","1 gp","{@dice 1d8} S","1","1","Sword","{@trait Versatile} P"],["{@item Main-gauche}","5 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait parry}, {@trait versatile} S"],["{@item Maul}","3 gp","{@dice 1d12} B","2","2","Hammer","{@trait Shove}"],["{@item Pick}","7 sp","{@dice 1d6} P","1","1","Pick","{@trait Fatal} d10"],["{@item Ranseur}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Disarm}, {@trait reach}"],["{@item Rapier}","2 gp","{@dice 1d6} P","1","1","Sword","{@trait Deadly} d8, {@trait disarm}, {@trait finesse}"],["{@item Sap}","1 sp","{@dice 1d6} B","L","1","Club","{@trait Agile}, {@trait nonlethal}"],["{@item Scimitar}","1 gp","{@dice 1d6} S","1","1","Sword","{@trait Forceful}, {@trait sweep"],["{@item Scythe}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Deadly} d10, {@trait trip}"],["{@item Shield bash}","—","{@dice 1d4} B","—","1","Shield","—"],["{@item Shield boss}","5 sp","{@dice 1d6} B","—","1","Shield","Attached to shield"],["{@item Shield spikes}","5 sp","{@dice 1d6} P","—","1","Shield","Attached to shield"],["{@item Shortsword}","9 sp","{@dice 1d6} P","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait versatile} S"],["{@item Starknife}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait finesse}, {@trait thrown} 20 ft., {@trait versatile} S"],["{@item Trident}","1 gp","{@dice 1d8} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item War flail}","2 gp","{@dice 1d10} B","2","2","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Warhammer}","1 gp","{@dice 1d8} B","1","1","Hammer","{@trait Shove}"],["{@item Whip}","1 sp","{@dice 1d4} S","1","1","Flail","{@trait Disarm}, {@trait finesse}, {@trait nonlethal}, {@trait reach}, {@trait trip}"],["Uncommon Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dogslicer}","1 sp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait backstabber}, {@trait finesse}, {@trait goblin}"],["{@item Elven Curce blade}","4 gp","{@dice 1d8} S","2","2","Sword","{@trait Elf}, {@trait finesse}, {@trait forceful}"],["{@item Filcher's fork}","1 gp","{@dice 1d4} P","L","1","Spear","{@trait Agile}, {@trait backstabber}, {@trait deadly} d6, {@trait finesse}, {@trait halfling}, {@trait thrown} 20 ft."],["{@item Gnome hooked hammer}","2 gp","{@dice 1d6} B","1","1","Hammer","{@trait Gnome}, {@trait trip}, {@trait two-hand} d10, {@trait versatile} P"],["{@item Horsechopper}","9 sp","{@dice 1d8} S","2","2","Polearm","{@trait Goblin}, {@trait reach}, {@trait trip}, {@trait versatile} P"],["{@item Kama}","1 gp","{@dice 1d6} S","L","1","Knife","{@trait Agile}, {@trait monk}, {@trait trip}"],["{@item Katana}","2 gp","{@dice 1d6} S","1","1","Sword","{@trait Deadly} d8, {@trait two-hand} d10, {@trait versatile} P"],["{@item Kukri}","6 sp","{@dice 1d6} S","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Nunchaku}","2 sp","{@dice 1d6} B","L","1","Club","{@trait Backswing}, {@trait disarm}, {@trait finesse}, {@trait monk}"],["{@item Orc knuckle dagger}","7 sp","{@dice 1d6} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait orc}"],["{@item Sai}","6 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait monk}, {@trait versatile} B"],["{@item Spiked chain}","3 gp","{@dice 1d8} S","1","2","Flail","{@trait Disarm}, {@trait finesse}, {@trait trip}"],["{@item Temple sword}","2 gp","{@dice 1d8} S","1","1","Sword","{@trait Monk}, {@trait trip}"],["Uncommon Advanced Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dwarven waraxe}","3 gp","{@dice 1d8} S","2","1","Axe","{@trait Dwarf}, {@trait sweep}, {@trait two-hand} d12"],["{@item Gnome flickmace}","3 gp","{@dice 1d8} B","2","1","Flail","{@trait Gnome}, {@trait reach}"],["{@item Orc necksplitter}","2 gp","{@dice 1d8} S","1","1","Axe","{@trait Forceful}, {@trait orc}, {@trait sweep}"],["{@item Sawtooth saber}","5 gp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait twin}"]]},{"name":"Ranged Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,7,13],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-center","text-center","text-left"],"colSizes":[2,1,1,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Blowgun}","1 sp","1 P","20 ft.","1","L","1","Dart","{@trait Agile}, {@trait nonlethal}"],["{@indentFirst 10 blowgun darts}","5 cp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Crossbow}","3 gp","{@damage 1d8} P","120 ft.","1","1","2","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Dart}","1 cp","{@damage 1d4} P","20 ft.","—","L","1","Dart","{@trait Agile}, {@trait thrown}"],{"type":"multiRow","rows":[["{@item Hand crossbow}","3 gp","{@damage 1d6} P","60 ft.","1","L","1","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Javelin}","1 sp","{@damage 1d6} P","30 ft.","—","L","1","Dart","{@trait Thrown}"],{"type":"multiRow","rows":[["{@item Sling}","0","{@damage 1d6} B","50 ft.","1","L","1","Sling","{@trait Propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],["{@item Alchemical Bomb}*","Varies","Varies","20 ft.","—","L","1","Bomb","Varies"],{"type":"multiRow","rows":[["{@item Composite longbow}","20 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait propulsive}, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Composite shortbow}","14 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10, {@trait propulsive}"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Longbow}","6 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Shortbow}","3 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},["Uncommon Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Halfling sling staff}","5 gp","{@damage 1d10} B","80 ft.","1","1","2","Sling","{@trait Halfling}, {@trait propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["{@item Shuriken}","1 cp","{@dice 1d4} P","20 ft.","0","—","1","Dart","{@trait Agile}, {@trait monk},{@trait thrown}"]],"footnotes":["* Statistics for alchemical bombs can be found starting on page 544"]},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||source=CRB}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["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.","{@b 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.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b 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 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.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["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. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, 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.",{"type":"statblock","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["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 {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["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 {@action Cast a Spell||Casting the Spell}, 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 {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the occult tradition you can usually play an instrument 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 {@class cleric} {@action Cast a Spell||Casting a Spell} from the divine tradition while holding a divine focus (such as a religious symbol or text), 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 {@class druid} {@action Cast a Spell||Casting a Spell} from the primal tradition while holding a primal focus (such as holly and mistletoe), 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 {@class sorcerer} {@action Cast a Spell||Casting a Spell} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["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 {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["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 {@spell restore senses}).","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.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["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.",{"type":"statblock","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["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 {@action Cast a Spell||Cast the Spell} 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."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"statblock","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["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 {@action Refocus} 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.",{"type":"statblock","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":301,"name":"Other Spell Traits","entries":["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.",{"type":"pf2-title","name":"Auditory"},"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.",{"type":"pf2-title","name":"Darkness and Light"},"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.",{"type":"pf2-title","name":"Incapacitation"},"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.",{"type":"pf2-title","name":"Minion"},"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 {@trait concentrate}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.",{"type":"pf2-title","name":"Morph"},"Spells that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract 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.",{"type":"pf2-title","name":"Polymorph"},"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 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.",{"type":"pf2-title","name":"Summoned"},"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 {@action Cast a Spell||Casting the Spell}, 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.",{"type":"pf2-title","name":"Visual"},"A visual spell can affect only creatures that can see it."],"source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["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 {@action Refocus}, 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."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["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 {@feat Ki Strike} 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 {@action Cast a Spell} 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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["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 {@spell fireball} 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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["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. 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 {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["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'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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":297,"name":"Magical Schools","entries":["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.",{"type":"pf2-h3","page":297,"name":"Abjuration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":297,"name":"Conjuration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":297,"name":"Divination","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":297,"name":"Enchantment","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Evocation","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Illusion","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is visual, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Necromancy","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Transmutation","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":298,"name":"Spell Attack Roll and Spell DC","entries":["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.","{@c {@b Spell attack roll = your spellcasting ability modifier + proficiency bonus + other bonuses + penalties}}","{@c {@b 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 {@spell bless} 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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["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!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found on page 456. 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."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["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 on page 457."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["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.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["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 {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["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.",{"name":"Creature Creation Rituals","type":"table","source":"CRB","page":408,"colStyles":["text-left","text-center","text-center"],"rows":[["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"]]}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["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.",{"type":"successDegree","entries":{"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."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["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)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["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.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A Stealth check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["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.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["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."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["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.",{"type":"table","style":"pf2-box__table--red","rows":[["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."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["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, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["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 {@spell fireball} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["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.",{"type":"table","style":"pf2-box__table--red","rows":[["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."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":297,"name":"Tradition and School","entries":["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.",{"type":"pf2-sidebar","page":297,"name":"Spellbooks","entries":["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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["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."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["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.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"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.",{"type":"pf2-title","name":"Subordinate Actions"},"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 {@spell haste} 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."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["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 {@i 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.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["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 {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["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 {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} 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. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["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 {@action Cast a Spell} 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["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.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["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.",{"type":"list","style":"list-decimal","items":["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 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. 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.",{"type":"pf2-brown-box","page":444,"name":"GAME CONVENTIONS","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-title","name":"The GM Has the Final Say"},"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.",{"type":"pf2-title","name":"Specific Overrides General"},"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 {@flatDC 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.",{"type":"pf2-title","name":"Rounding"},"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.",{"type":"pf2-title","name":"Multiplying"},"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.",{"type":"pf2-title","name":"Duplicate Effects"},"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 {@spell mage armor} 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.",{"type":"pf2-title","name":"Ambiguous Rules"},"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."],"source":"CRB"},{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b 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 {@b 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 {@b 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.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["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.","{@b 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.","{@b 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 checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} 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.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b 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 {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b 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."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b 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 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.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["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 {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition 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 {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition 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 {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["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.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["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.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["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.",{"type":"successDegree","entries":{"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."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["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.",{"type":"list","style":"list-decimal","items":["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."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["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 {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 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.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} 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."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["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 {@flatDC 15} flat check to see if you recover from the persistent damage.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["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 {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["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 {@spell lightning bolt} 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.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the Strikes and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"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. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b 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.",{"type":"pf2-title","name":"Energy Damage"},"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. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b 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 {@b 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 {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b 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.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b 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.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b 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.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b 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.",{"type":"pf2-title","name":"Precious Materials"},"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."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["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.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["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 {@action Grapple} and {@action Shove}).","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 {@creature 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 {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["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 {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} 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."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["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 {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["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.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i 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.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["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.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["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 gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the Crafting skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using Crafting, Lore, or Performance (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b 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 {@spell fly} 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.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b 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.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee Strikes 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."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["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 {@quickref difficult terrain||3|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.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["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 {@spell fireball}, 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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} 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..pdf"],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["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 {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["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 {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} 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."],"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["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 on pages 476–477), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Structure","entries":["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.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["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 check. A social encounter could call for a Deception or 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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). 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.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["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:",{"type":"list","items":["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 {@condition 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.",{"type":"list","items":["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 {@condition quickened} and {@condition 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 {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["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.",{"type":"list","items":["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 {@action Sustain a Spell} 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 {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, 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."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["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 {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["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.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["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 skill check to Lie, require spending actions and follow their own rules.","All speech has the auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.","not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).","If you want to prepare to Release something outside of your turn, use the Ready activity."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["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 {@action Attack of Opportunity}, which {@class fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["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 {@quickref difficult terrain||3|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.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["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 Size and Reach||Table 9–1: Size and Reach}.","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.",{"name":"Size and Reach","type":"table","source":"CRB","page":474,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]},"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."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["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 that creature's space using 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).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["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."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["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 {@b 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 {@b 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."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition 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 {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition 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 check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to 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 with that weapon for this purpose."],"source":"CRB"},{"type":"pf2-h3","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to Hide, Sneak, or otherwise avoid detection. You can increase this to greater cover using the Take Cover basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+2 to AC, Reflex, {@skill 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 (page 457) and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the Mount specialty basic action (page 472), your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the Command an Animal action (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 that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then Command an Animal to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["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:",{"type":"list","items":["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\nbaseline, 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."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition 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."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["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 {@condition 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)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["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.",{"name":"Travel Speed","type":"table","source":"CRB","page":479,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]},"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 {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["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.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use Arcana to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use Intimidation to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use Survival to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use Diplomacy to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use Deception and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use Diplomacy to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the Crafting skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use Survival to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using Acrobatics, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use Survival to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use Medicine to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["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 {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition 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:",{"type":"list","items":["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."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found on page 507).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b 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).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["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.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["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:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying} 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying} 2 condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition 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."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["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.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["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 {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["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 {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["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 {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition 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.","{@b If you're {@condition unconscious} because you're {@condition 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 {@condition unconscious} and at 0 Hit Points, but not {@b 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 {@condition 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 {@condition unconscious} condition.",{"type":"list","items":["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 {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their Stealth DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["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)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["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.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["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.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} 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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt 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 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 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 checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","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 {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["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).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["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.",{"type":"successDegree","entries":{"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."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["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."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["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 {@action Seek} 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.",{"type":"pf2-h3","page":464,"name":"Light","entries":["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.",{"type":"pf2-h4","page":464,"name":"Bright Light","entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","entries":["The ways a creature can use {@skill 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.",{"type":"pf2-h4","page":464,"name":"Precise Senses","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden—it can't make the creature observed."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.","When one creature might detect another, the GM almost always uses the most precise sense available.","Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["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 {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["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 {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable Stealth action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based Stealth skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the Stealth check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","entries":["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 Appendix on pages 618–623.","With the exception of {@condition 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 {@ability darkvision}.","You can attempt to avoid detection by using the Stealth skill (page 251) to Avoid Notice, Hide, or Sneak, or by using Deception to Create a Diversion (page 245).",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["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 {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 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 {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition 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 {@condition 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. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["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 {@action 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["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.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} 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.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the finesse trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a finesse weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["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 action during your turn, you take a –5 penalty to your attack roll. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your attack roll. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.","Some weapons and abilities reduce multiple attack penalties, such as agile weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["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 in one hand and a shortsword (which has the agile trait) in your other hand, and you are going to make three Strikes with these weapons during the course of your turn. The first Strike 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 or a –4 penalty if you use the shortsword.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular Strike. It would be a –10 penalty with the longsword and a –8 penalty with the shortsword, no matter what weapon you used for your previous Strikes.","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.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with Strikes 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.",{"type":"pf2-inset","entries":["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)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} 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.","{@b {@action Strike}} 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, special attacks like the Grapple action of the Athletics skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["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 {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["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 {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["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.",{"type":"pf2-inset","entries":["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 {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["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 {@item resilient} armor or other magic items that give an item bonus.","{@b 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.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b 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.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b 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.",{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["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.",{"type":"successDegree","entries":{"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."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from Athletics to Medicine to 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 deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. 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.",{"type":"pf2-inset","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["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 {@item +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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":503,"name":"Difficulty Classes","alias":["DCs"],"entries":[{"type":"pf2-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"name":"Simple DCs","type":"table","source":"CRB","page":503,"colStyles":["text-left","text-center"],"colSizes":[2,1],"rows":[["Proficiency Rank","DC"],["Untrained","10"],["Trained","15"],["Expert","20"],["Master","30"],["Legendary","40"]]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["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 {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"name":"DCs by Level","type":"table","source":"CRB","page":503,"labelRowIdx":[0,14],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]]],"rows":[["Level","DC","Level","DC"],["0","14","13","31"],["1","15","14","32"],["5","16","15","34"],["3","18","16","35"],["4","19","17","36"],["5","20","18","38"],["6","22","19","39"],["7","23","20","40"],["8","24","21","42"],["9","26","22","44"],["10","27","23","46"],["11","28","24","48"],["12","30","25","50"],["Spell Level*","DC"],["1st","15"],["2nd","18"],["3rd","20"],["4th","23"],["5th","26"],["6th","28"],["7th","31"],["8th","34"],["9th","36"],["10th","39"]],"footnotes":["* If a spell is uncommon or rare, its difficulty should be adjusted accordingly."]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["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.",{"name":"DC Adjustments","type":"table","source":"CRB","page":504,"colStyles":["text-left","text-center","text-left"],"rows":[["Difficulty","Adjustment","Rarity"],["Incredibly easy","-10","—"],["Very easy","–5","—"],["Easy","–2","—"],["Hard","+2","Uncommon"],["Very hard","+5","Rare"],["Incredibly hard","+10","Unique"]]},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an Occultism check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Arcana and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["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."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of Thievery. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in Arcana to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["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.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for Performance, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to Recall Knowledge. For a check about a specific creature, trap, or other subject with a level, use a level-based DC (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using Medicine to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"name":"Creature Identification Skills","type":"table","source":"CRB","page":506,"colStyles":["text-left","text-center"],"rows":[["Creature Trait","Skills"],["Aberration","{@skill Occultism}"],["Animal","{@skill Nature}"],["Astral","{@skill Occultism}"],["Beast","{@skill Arcana}, {@skill Nature}"],["Celestial","{@skill Religion}"],["Construct","{@skill Arcana}, {@skill Crafting}"],["Dragon","{@skill Arcana}"],["Elemental","{@skill Arcana}, {@skill Nature}"],["Ethereal","{@skill Occultism}"],["Fey","{@skill Nature}"],["Fiend","{@skill Religion}"],["Fungus","{@skill Nature}"],["Humanoid","{@skill Society}"],["Monitor","{@skill Religion}"],["Ooze","{@skill Occultism}"],["Plant","{@skill Nature}"],["Spirit","{@skill Occultism}"],["Undead","{@skill Religion}"]]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill 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 {@skill Lore} subcategory doesn't cover all religions—that's covered by the Religion skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill 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 {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses Survival to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses Deception, Diplomacy, Intimidation, or Performance to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for Deception, Diplomacy, or Performance, making the DC easy for a friendly 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."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses Survival to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their Survival DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":512,"name":"Environment","entries":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"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 {@quickref difficult terrain||3|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.",{"name":"Enviromental Features","type":"table","source":"CRB","page":513,"colStyles":["text-center","text-center","text-left"],"rows":[["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"]]},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["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.",{"name":"Enviromental Damage","type":"table","source":"CRB","page":512,"colStyles":["text-left","text-center"],"rows":[["Category","Damage"],["Minor","{@damage 1d6}-{@damage 2d6}"],["Moderate","{@damage 4d6}-{@damage 6d6}"],["Major","{@damage 8d6}-{@damage 12d6}"],["Massive","{@damage 18d6}-{@damage 24d6}"]]}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["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 {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["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.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["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.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["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 or 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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["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 {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["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.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["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 {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b 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 {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b 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 {@quickref difficult terrain||3|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 {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b 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."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["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.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using Diplomacy, Intimidation, or 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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["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 or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["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)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for 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.",{"type":"pf2-title","name":"Demolishing"},"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.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["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)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using Athletics. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the 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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["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.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|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 {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["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 {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["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.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["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 to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["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.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill 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."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["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.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["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.",{"name":"Temperature Effects","type":"table","source":"CRB","page":518,"rows":[["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"]],"footnotes":["* Adjust temperatures down by 15º in areas of high humidity."]}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill 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.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|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 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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["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 on page 512.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["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.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["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 check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["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.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["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 {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["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.",{"type":"tbl","page":518,"name":"TABLE 10–13: TEMPERATURE EFFECTS","entries":[{"type":"tbl","page":518,"table_head":"Category Temperature Fatigue Damage","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["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, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["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.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill 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)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["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 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 {@action Seek} 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 {@spell detect magic}, 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 {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["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.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["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 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."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the 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 or Survival, and haunts can often be overcome with Occultism or 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.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["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.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["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.",{"name":"Hazard XP","type":"table","source":"CRB","page":521,"spans":[[[2,4]]],"labelRowIdx":[0,1],"rowStyles":["text-center"],"colStyles":["text-left","text-center","text-center"],"rows":[["XP Award"],["Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","30 XP","150 XP"]]}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["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.",{"type":"dataGeneric","dataGeneric":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["Traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the Stealth modifier for a complex\nhazard's initiative or the Stealth DC to detect a simple\nhazard, followed by the minimum proficiency rank to detect\nthe hazard (if any) in parentheses. If {@spell detect magic} can be\nused to detect the hazard, this information is located here\nas well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might\ninclude special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the\nhazard are here; if the hazard can be counteracted, its spell\nlevel and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually\nonly haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points,\nwith its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the\nhazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses,\nif any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the\nhazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard\nappears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often\nall the hazard does. For a complex hazard, this might also\ncause the hazard to roll initiative.\nRoutine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on\neach of its turns during an encounter; the number in parentheses\nafter the word \"Routine\" indicates how many actions the hazard\ncan use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically,\nthis is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their Stealth modifier, which they use for initiative, instead of their Stealth DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["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 on page 503 to determine the Thievery DC and spell DC, using the trap's level and applying a hard adjustment (+2). The Stealth modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in Perception to find, and they might require a higher proficiency rank in Thievery to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["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.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["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.",{"type":"pf2-h4","name":"Expected Duration","entries":["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."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["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.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["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 {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["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:",{"type":"list","items":["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."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["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.",{"type":"list","items":["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:",{"type":"list","items":["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."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["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 {@book Pathfinder Core Rulebook|CRB}. 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."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["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.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":487,"name":"CHARACTERS WITH DISABILITIES","entries":["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.",{"type":"pf2-title","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to visual effects, and can't be blinded or dazzled. You might give this character the Blind-Fight feat (page 149) for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. Spectacles or other corrective devices might reduce or remove this.",{"type":"pf2-title","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to auditory 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 {@flatDC 5} flat check or the action is lost. It's best to give them the Sign Language feat for free, and you might give them Read Lips as well (page 266 and 265). You might give one or more other characters in the group Sign Language for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. Corrective devices for hearing are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-title","name":"Missing Limb"},"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 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.",{"type":"pf2-title","name":"Mental Illness and Chronic Illness"},"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."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["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.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["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 {@spell 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.",{"type":"pf2-title","name":"Rewards"},"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.",{"type":"pf2-title","name":"Different Locations"},"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."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["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). 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."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["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. 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."],"source":"CRB"},{"name":"Encounter Budget","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-center"],"rows":[["Threat","XP Budget","Character Adjustment"],["Trivial","40 or less","10 or less"],["Low","60","15"],["Moderate","80","20"],["Severe","120","30"],["Extreme","160","40"]]},{"name":"Creature XP and Role","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-left"],"colSizes":[2,1,4],"rows":[["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"]]}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["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 overthe- top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["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.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["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.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["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 on page 508 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."],"source":"CRB"},{"name":"XP Awards","type":"table","source":"CRB","page":508,"labelRowIdx":[0,4,14,15],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[2,4]]],"rows":[["Accomplishment","XP Award"],["Minor","10 XP"],["Moderate*","30 XP"],["Major*","80 XP"],["Adversary Level","XP Award"],["Party level –4","10 XP"],["Party level –3","15 XP"],["Party level –2","20 XP"],["Party level –1","30 XP"],["Party level","40 XP"],["Party level + 1","60 XP"],["Party level + 2","80 XP"],["Party level + 3","120 XP"],["Party level + 4","160 XP"],["XP Award"],["Hazard Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","32 XP","160 XP"]]}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["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.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["Table 10–9: Party Treasure by Level on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} 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.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["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.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"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."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the Crafting skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["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."],"source":"CRB"},{"name":"Party Treasure by Level","type":"table","source":"CRB","page":509,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center"],"colSizes":[1,2,3,3,2,2],"rows":[["Level","Total Value","Permanent Items (By Item Level)","Consumables (By Item Level)","Party Currency","Currency per Additional PC"],["1","175 gp","{@b 2nd}: 2, {@b 1st}: 2*","{@b 2nd}: 2, {@b 1st}: 3","40 gp","10 gp"],["2","300 gp","{@b 3rd}: 2, {@b 2nd}: 2","{@b 3rd}: 2, {@b 2nd}: 2, {@b 1st}: 2","70 gp","18 gp"],["3","500 gp","{@b 4th}: 2, {@b 3rd}: 2","{@b 4th}: 2, {@b 3rd}: 2, {@b 2nd}: 2","120 gp","30 gp"],["4","850 gp","{@b 5th}: 2, {@b 4th}: 2","{@b 5th}: 2, {@b 4th}: 2, {@b 3rd}: 2","200 gp","50 gp"],["5","1,350 gp","{@b 6th}: 2, {@b 5th}: 2","{@b 6th}: 2, {@b 5th}: 2, {@b 4th}: 2","320 gp","80 gp"],["6","2,000 gp","{@b 7th}: 2, {@b 6th}: 2","{@b 7th}: 2, {@b 6th}: 2, {@b 5th}: 2","500 gp","125 gp"],["7","2,900 gp","{@b 8th}: 2, {@b 7th}: 2","{@b 8th}: 2, {@b 7th}: 2, {@b 6th}: 2","720 gp","180 gp"],["8","4,000 gp","{@b 9th}: 2, {@b 8th}: 2","{@b 9th}: 2, {@b 8th}: 2, {@b 7th}: 2","1,000 gp","250 gp"],["9","5,700 gp","{@b 10th}: 2, {@b 9th}: 2","{@b 10th}: 2, {@b 9th}: 2, {@b 8th}: 2","1,400 gp","350 gp"],["10","8,000 gp","{@b 11th}: 2, {@b 10th}: 2","{@b 11th}: 2, {@b 10th}: 2, {@b 9th}: 2","2,000 gp","500 gp"],["11","11,500 gp","{@b 12th}: 2, {@b 11th}: 2","{@b 12th}: 2, {@b 11th}: 2, {@b 10th}: 2","2,800 gp","700 gp"],["12","16,500 gp","{@b 13th}: 2, {@b 12th}: 2","{@b 13th}: 2, {@b 12th}: 2, {@b 11th}: 2","4,000 gp","1,000 gp"],["13","25,000 gp","{@b 14th}: 2, {@b 13th}: 2","{@b 14th}: 2, {@b 13th}: 2, {@b 12th}: 2","6,000 gp","1,500 gp"],["14","36,500 gp","{@b 15th}: 2, {@b 14th}: 2","{@b 15th}: 2, {@b 14th}: 2, {@b 13th}: 2","9,000 gp","2,250 gp"],["15","54,500 gp","{@b 16th}: 2, {@b 15th}: 2","{@b 16th}: 2, {@b 15th}: 2, {@b 14th}: 2","13,000 gp","3,250 gp"],["16","82,500 gp","{@b 17th}: 2, {@b 16th}: 2","{@b 17th}: 2, {@b 16th}: 2, {@b 15th}: 2","20,000 gp","5,000 gp"],["17","128,000 gp","{@b 18th}: 2, {@b 17th}: 2","{@b 18th}: 2, {@b 17th}: 2, {@b 16th}: 2","30,000 gp","7,500 gp"],["18","208,000 gp","{@b 19th}: 2, {@b 18th}: 2","{@b 19th}: 2, {@b 18th}: 2, {@b 17th}: 2","48,000 gp","12,000 gp"],["19","355,000 gp","{@b 20th}: 2, {@b 19th}: 2","{@b 20th}: 2, {@b 19th}: 2, {@b 18th}: 2","80,000 gp","20,000 gp"],["20","490,000 gp","{@b 20th}: 4","{@b 20th}: 4, {@b 19th}: 2","140,000 gp","35,000 gp"]],"footnotes":["* Many 1st-level permanent items should be items from Chapter 6 instead of magic items."]},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on Table 10–9: Party Treasure by Level aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification }rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 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."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["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.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["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 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.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["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."],"source":"CRB"},{"name":"Character Wealth","type":"table","source":"CRB","page":511,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[1,4,2,2],"rows":[["Level","Permanent Items","Currency","Lump sum"],["1","—","15 gp","15 gp"],["2","{@b 1st}: 1","20 gp","30 gp"],["3","{@b 2nd}: 1, {@b 1st}: 2","25 gp","75 gp"],["4","{@b 3rd}: 1, {@b 2nd}: 2, {@b 1st}: 1","30 gp","140 gp"],["5","{@b 4th}: 1, {@b 3rd}: 2, {@b 2nd}: 1, {@b 1st}: 2","50 gp","270 gp"],["6","{@b 5th}: 1, {@b 4th}: 2, {@b 3rd}: 1, {@b 2nd}: 2","80 gp","450 gp"],["7","{@b 6th}: 1, {@b 5th}: 2, {@b 4th}: 1, {@b 3rd}: 2","125 gp","720 gp"],["8","{@b 7th}: 1, {@b 6th}: 2, {@b 5th}: 1, {@b 4th}: 2","180 gp","1,100 gp"],["9","{@b 8th}: 1, {@b 7th}: 2, {@b 6th}: 1, {@b 5th}: 2","250 gp","1,600 gp"],["10","{@b 9th}: 1, {@b 8th}: 2, {@b 7th}: 1, {@b 6th}: 2","350 gp","2,300 gp"],["11","{@b 10th}: 1, {@b 9th}: 2, {@b 8th}: 1, {@b 7th}: 2","500 gp","3,200 gp"],["12","{@b 11th}: 1, {@b 10th}: 2, {@b 9th}: 1, {@b 8th}: 2","700 gp","4,500 gp"],["13","{@b 12th}: 1, {@b 11th}: 2, {@b 10th}: 1, {@b 9th}: 2","1,000 gp","6,400 gp"],["14","{@b 13th}: 1, {@b 12th}: 2, {@b 11th}: 1, {@b 10th}: 2","1,500 gp","9,300 gp"],["15","{@b 14th}: 1, {@b 13th}: 2, {@b 12th}: 1, {@b 11th}: 2","2,250 gp","13,500 gp"],["16","{@b 15th}: 1, {@b 14th}: 2, {@b 13th}: 1, {@b 12th}: 2","3,250 gp","20,000 gp"],["17","{@b 16th}: 1, {@b 15th}: 2, {@b 14th}: 1, {@b 13th}: 2","5,000 gp","30,000 gp"],["18","{@b 17th}: 1, {@b 16th}: 2, {@b 15th}: 1, {@b 14th}: 2","7,500 gp","45,000 gp"],["19","{@b 18th}: 1, {@b 17th}: 2, {@b 16th}: 1, {@b 15th}: 2","12,000 gp","69,000 gp"],["20","{@b 19th}: 1, {@b 18th}: 2, {@b 17th}: 1, {@b 16th}: 2","20,000 gp","112,000 gp"]]}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["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)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["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.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b 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.","{@b 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.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["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 check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["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.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["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 {@condition 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:",{"type":"list","items":["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."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill 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."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["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—{@condition hostile}, {@condition unfriendly}, {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["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.","{@b 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.","{@b 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.","{@b 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.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["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.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["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 {@spell detect magic}, 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."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action 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 {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, 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 {@action Search||Searching} 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), {@action Search||Searching} 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 {@action Search||Searching} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"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."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["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.","{@quickref difficult terrain||3|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 Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["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:",{"type":"list","items":["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 {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using 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."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill 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 {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill 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 {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["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 {@skill 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["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.",{"type":"pf2-title","name":"Multiple Encounters"},"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.",{"type":"pf2-title","name":"Before a Fight"},"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."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["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:",{"type":"list","items":["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 {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition 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.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["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 check against the Perception DCs of all characters to see if anyone noticed its approach.",{"name":"Watches and Rest","type":"table","source":"CRB","page":500,"colStyles":["text-center","text-left","text-left"],"colSizes":[1,3,3],"rows":[["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"]]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["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.",{"type":"list","items":["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)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["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.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b 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.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["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.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["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.",{"type":"pf2-h4","page":501,"name":"Events","entries":["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 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 check, and the second an Arcana or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["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.",{"type":"pf2-h4","page":502,"name":"Time","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["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.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["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.",{"type":"list","items":["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 (page 507).","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."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["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.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["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.",{"type":"list","items":["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, use an appropriate 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 on page 507).","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."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link 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 {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"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.",{"type":"pf2-title","name":"Pathfinder Adventures"},"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.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"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."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"}]}]}} \ No newline at end of file +{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Formulas","Gear","Investing Magic Items","Item Damage","Item Level","Price","Services","Shields","Shoddy Items","Weapons"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session"]}]},"bookref-gmscreen":{"name":"GM Reference","id":"bookref-gmscreen","contents":[]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["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 minion trait, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this is in place of the usual effects of Command an Animal. 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.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["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, and 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."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b 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."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["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 {@skill Intimidation}, {@skill Stealth}, and {@skill 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."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["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 and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["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 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."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["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 {@action Command an Animal||Commanding the Animal} 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."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["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.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a Sneak action even if it's currently observed. Its proficiency rank in 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, or master if it's nimble."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for Athletics and 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."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the deny advantage ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in Acrobatics increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert, or master if it's nimble."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in Survival increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its Athletics proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"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.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","entries":["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.","{@b 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.\"","{@b 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.\"","{@b 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.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["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.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["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.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["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.","{@b 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).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["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.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"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.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"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.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to Table 1–1. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["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 to determine its ability modifier.",{"type":"tbl","page":20,"name":"TABLE 1–1: ABILITY MODIFIERS","entries":[{"type":"tbl","page":20,"table_head":"Ability Score Modifier Ability Score Modifier","entries":["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..."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["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.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["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."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["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."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["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:",{"type":"list","items":["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."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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 {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["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.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["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.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["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."]},"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.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["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.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["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."],"source":"CRB"},{"type":"list","items":["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."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["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.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["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 and Ranged Strikes 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 and ranged Strikes with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["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.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["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 and Dexterity for ranged Strikes).","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."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["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."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["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 and ranged Strikes 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."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["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).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["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)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["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."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["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.",{"type":"pf2-title","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. Spectacles or {@filter other corrective devices|items||Subcategory=Vision} might reduce or remove this.",{"type":"pf2-title","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} 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 {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-title","name":"Missing Limb"},"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 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.",{"type":"pf2-title","name":"Mental Illness and Chronic Illness"},"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."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["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.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, Acrobatics, and 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."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} 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."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["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.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["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."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["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."]},{"name":"Lab Assistant","entries":["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."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["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."]},{"name":"Extra Reagents","entries":["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."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, 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."]},{"name":"Spell Battery","entries":["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."]},{"name":"Spell Delivery","entries":["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."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["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.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["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."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["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. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, 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.",{"type":"statblock","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. 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."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["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.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} 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 {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} 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.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} 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.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["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.",{"type":"statblock","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["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.",{"type":"statblock","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["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 {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill 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 {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"name":"Animals","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center"],"rows":[["Animal","Rental Price* (per day)","Purchase Price"],{"type":"multiRow","rows":[["Dog","",""],["{@indentFirst Guard dog}","1 cp per day","2 sp"],["{@indentFirst Riding dog}","6 cp per day","4 gp"]]},{"type":"multiRow","rows":[["Horse","",""],["{@indentFirst Riding horse}","1 sp per day","8 gp"],["{@indentFirst Warhorse}","1 gp per day","30 gp (level 2)"],["{@indentFirst Pack animal}","2 cp per day","2 gp"]]},{"type":"multiRow","rows":[["Pony","",""],["{@indentFirst Riding pony}","8 cp per day","7 gp"],["{@indentFirst Warpony}","8 sp per day","24 gp (level 2)"]]}],"footnotes":["* Might require a deposit equal to the purchase Price."]},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). 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.",{"name":"Barding","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"colSizes":[2,1,1,1,1,1,1,1],"labelRowIdx":[0,3],"rows":[["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"],["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"]]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"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."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} 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.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b Bulwark:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b Comfort:} The armor is so comfortable that you can rest normally while wearing it.","{@b Flexible:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to Acrobatics or Athletics checks.","{@b Noisy:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity (page 479).",{"type":"tbl","page":275,"name":"TABLE 6–3: UNARMORED DEFENSE","entries":[{"type":"tbl","page":275,"table_head":"Unarmored Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Armor Traits","entries":["No armor—+0—————Explorer's clothing 1 sp +0 +5——L Comfort"],"source":"CRB"}],"source":"CRB"},{"type":"tbl","page":275,"name":"TABLE 6–4: ARMOR","entries":[{"type":"tbl","page":275,"table_head":"Light Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Padded armor 2 sp +1 +3——10 L—Comfort Leather 2 gp +1 +4–1—10 1——Studded leather 3 gp +2 +3–1—12 1——Chain shirt 5 gp +2 +3–1—12 1—Flexible, Noisy"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Medium Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Hide 2 gp +3 +2 –2–5 ft. 14 2 Leather—Scale mail 4 gp +3 +2 –2–5 ft. 14 2 Composite—Chain mail 6 gp +4 +1 –2–5 ft. 16 2 Chain Flexible, noisy Breastplate 8 gp +4 +1 –2–5 ft. 16 2 Plate—"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Heavy Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Splint mail (level 1) 13 gp +5 +1–3–10 ft. 16 3 Composite—Half plate (level 1) 18 gp +5 +1–3–10 ft. 16 3 Plate—Full plate (level 2) 30 gp +6 +0–3–10 ft. 18 4 Plate Bulwark"],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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."],"source":"CRB"},{"name":"Unarmored Defense","type":"table","source":"CRB","page":275,"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["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"]]},{"name":"Armor","type":"table","source":"CRB","page":275,"labelRowIdx":[0,5,10],"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Light Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Padded Armor}","2 sp","+1","+3","—","—","10","L","Cloth","{@trait Comfort}"],["{@item Leather}","2 gp","+1","+4","-1","—","10","1","Leather","—"],["{@item Studded Leather}","3 gp","+2","+3","-1","—","12","1","Leather","—"],["{@item Chain shirt}","5 gp","+2","+3","-1","—","12","1","Chain","{@trait Flexible}, {@trait Noisy}"],["Medium Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Hide}","2 gp","+3","+2","–2","–5 ft.","14","2","Leather","—"],["{@item Scale mail}","4 gp","+3","+2","–2","–5 ft.","14","2","Composite","—"],["{@item Chain mail}","6 gp","+4","+1","–2","–5 ft.","16","2","Chain","{@trait Flexible}, {@trait Noisy}"],["{@item Breastplate}","8 gp","+4","+1","-2","-5 ft.","16","2","Plate","—"],["Heavy Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Splint mail} (level 1)","13 gp","+5","+1","-3","-10 ft.","16","3","Composite","—"],["{@item Half plate} (level 1)","18 gp","+5","+1","-3","-10 ft.","16","3","Plate","—"],["{@item Full plate} (level 2)","30 gp","+6","+0","-3","-10 ft.","18","4","Plate","{@trait Bulwark}"]]},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b Breastplate:} 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.","{@b Chain Mail:} 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.","{@b Chain Shirt:} 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.","{@b Explorer's Clothing:} 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).","{@b Full Plate:} 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).","{@b Half Plate:} 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).","{@b Hide:} 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.","{@b Leather:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b Padded Armor:} 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.","{@b Scale Mail:} 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.","{@b Splint Mail:} 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).","{@b Studded Leather:} 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.",{"name":"Damaging Armor","type":"table","source":"CRB","page":276,"labelRowIdx":[0],"colSizes":[3,1,1,1],"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Material","Hardness","HP","BT"],["Cloth ({@item explorer's clothing}, {@item padded armor})","1","4","2"],["Leather ({@item hide}, {@item leather}, {@item studded leather})","4","16","8"],["Metal ({@item breastplate}, {@item chain mail}, {@item chain shirt}, {@item full plate}, {@item half plate}, {@item scale mail}, {@item splint mail})","9","36","18"]],"intro":["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."]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["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 {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} 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 {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["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.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["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.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy} 1 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["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, {@item full plate} armor is 4 Bulk, a {@item longsword} 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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["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.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["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."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["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 {@b silver piece} ({@b 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 {@b copper piece} ({@b cp}). Each copper piece is worth one‑tenth of a silver piece. The {@b gold piece} ({@b 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 {@b platinum piece} ({@b 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 Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["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 {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse‑engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"name":"Formulas","type":"table","source":"CRB","page":293,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["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","",""]],"footnotes":["* Formulas for all 0-level common items from this chapter can be purchased collectively in a {@item basic crafter's book}."]},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["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, {@i 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.}"],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Gear","entries":[{"type":"pf2-h1-flavor","page":287,"entries":["{@i Your character needs all sorts of items both while exploring and in downtime, ranging from rations to climbing gear to fancy clothing, depending on the situation.}"],"source":"CRB"},{"type":"pf2-h2","page":287,"name":"Gear Statistics","entries":["{@table Adventuring Gear||Tables 6–9} and {@table Uncommon Adventuring Gear||6–10} 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.",{"type":"pf2-h3","page":287,"name":"Hands","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) 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 {@action Interact} action to use."],"source":"CRB"},{"name":"Adventuring Gear","type":"table","source":"CRB","page":288,"minimizeTo":[0],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],["{@item Adventurer's pack}","15 sp","1","—"],{"type":"multiRow","rows":[["{@item Alchemist's lab}","5 gp","6","2"],["{@indentFirst {@item Expanded alchemist's lab (level 3)}}","5 gp","6","2"]]},["{@item Alchemist's tools}","3 gp","1","2"],{"type":"multiRow","rows":[["{@item Artisan's tools}","4 gp","2","2"],["{@indentFirst {@item Sterling artisan's tools (level 3)}}","50 gp","2","2"]]},["{@item Backpack}","1 sp","—","—"],["{@item Basic crafter's book}","1 sp","L","2"],["{@item Bedroll}","2 cp","L","—"],["{@item Caltrops}","3 sp","L","1"],["{@item Candle (10)}","1 cp","—","1"],["{@item Chain (10 feet)}","4 gp","1","2"],["{@item Chalk (10)}","1 cp","—","1"],["{@item Chest}","6 sp","2","2"],{"type":"multiRow","rows":[["{@item Clothing}","","",""],["{@indentFirst {@item Ordinary}}","1 sp","—","—"],["{@indentFirst {@item Explorer's}}","1 sp","L","—"],["{@indentFirst {@item Fine}}","2 gp","L","—"],["{@indentFirst {@item High-fashion fine (level 3)}}","55 gp","L","—"],["{@indentFirst {@item Winter}}","4 sp","L","—"]]},{"type":"multiRow","rows":[["{@item Compass}","1 gp","—","1"],["{@indentFirst {@item Lensatic compass (level 3)}}","20 gp","—","1"]]},["{@item Cookware}","1 gp","2","2"],{"type":"multiRow","rows":[["{@item Crowbar}","5 sp","L","2"],["{@indentFirst {@item Levered crowbar (level 3)}}","20 gp","L","2"]]},{"type":"multiRow","rows":[["{@item Disguise kit}","2 gp","L","2"],["{@indentFirst {@item Replacement cosmetics}}","1 sp","—","—"],["{@indentFirst {@item Elite disguise kit (level 3)}}","40 gp","L","2"],["{@indentFirst {@item Elite cosmetics (level 3)}}","5 sp","—","—"]]},{"type":"multiRow","rows":[["{@item Fishing tackle}","8 sp","1","2"],["{@indentFirst {@item Professional fishing tackle (level 3)}}","20 gp","1","2"]]},["{@item Flint and steel}","5 cp","—","2"],["{@item Formula book (blank)}","1 gp","L","1"],["{@item Grappling hook}","1 sp","L","1"],["{@item Hammer}","1 sp","L","1"],{"type":"multiRow","rows":[["{@item Healer's tools}","5 gp","1","2"],["{@indentFirst {@item Expanded healer's tools (level 3)}}","50 gp","1","2"]]},["{@item Holly and mistletoe}","0","—","1"],["{@item Hourglass}","3 gp","L","1"],["{@item Ladder (10-foot)}","3 cp","3","2"],{"type":"multiRow","rows":[["{@item Lantern}","","",""],["{@indentFirst {@item Bull's eye}}","1 gp","1","1"],["{@indentFirst {@item Hooded}}","7 sp","L","1"]]},{"type":"multiRow","rows":[["{@item Lock}","","",""],["{@indentFirst {@item Poor lock (level 0)}}","2 sp","—","2"],["{@indentFirst {@item Simple lock (level 1)}}","2 gp","—","2"],["{@indentFirst {@item Average lock (level 3)}}","15 gp","—","2"],["{@indentFirst {@item Good lock (level 9)}}","200 gp","—","2"],["{@indentFirst {@item Superior lock (level 17)}}","4,500 gp","—","2"]]},["{@item Magnifying glass (level 3)}","40 gp","—","1"],{"type":"multiRow","rows":[["{@item Manacles}","","",""],["{@indentFirst {@item Poor manacles (level 0)}}","2 sp","—","2"],["{@indentFirst {@item Simple manacles (level 1)}}","3 gp","—","2"],["{@indentFirst {@item Average manacles (level 3)}}","20 gp","—","2"],["{@indentFirst {@item Good manacles (level 9)}}","250 gp","—","2"],["{@indentFirst {@item Superior manacles (level 17)}}","5,000 gp","—","2"]]},["{@item Material component pouch}","5 sp","L","1"],["{@item Merchant's scale}","2 sp","L","2"],["{@item Mirror}","1 gp","—","1"],["{@item Mug}","1 cp","—","1"],{"type":"multiRow","rows":[["{@item Musical instrument}","","",""],["{@indentFirst {@item Handheld}}","8 sp","1","2"],["{@indentFirst {@item Virtuoso handheld (level 3)}}","50 gp","1","2"],["{@indentFirst {@item Heavy}}","2 gp","16","2"],["{@indentFirst {@item Virtuoso heavy (level 3)}}","100 gp","16","2"]]},["{@item Oil (1 pint)}","1 cp","—","2"],["{@item Piton}","1 cp","—","1"],["{@item Rations (1 week)}","4 sp","L","1"],{"type":"multiRow","rows":[["{@item Religious symbol}","","",""],["{@indentFirst {@item Wooden}}","1 sp","L","1"],["{@indentFirst {@item Silver}}","2 gp","L","1"]]},["{@item Religious text}","1 gp","L","1"],{"type":"multiRow","rows":[["{@item Repair kit}","2 gp","1","2"],["{@indentFirst {@item Superb repair kit (level 3)}}","25 gp","1","2"]]},["{@item Rope (50 feet)}","5 sp","L","2"],["{@item Sack (5)}","1 cp","L","1"],["{@item Saddlebags}","2 sp","L","2"],["{@item Signal whistle}","8 cp","—","1"],{"type":"multiRow","rows":[["{@item Snare kit}","5 gp","2","2"],["{@indentFirst {@item Specialist snare kit (level 3)}}","55 gp","2","2"]]},["{@item Soap}","2 cp","—","1"],["{@item Speelbook (blank)}","1 gp","L","1"],{"type":"multiRow","rows":[["{@item Spyglass}","20 gp","L","2"],["{@indentFirst {@item Fine spyglass (level 4)}}","80 gp","L","2"]]},["{@item Tack}","4 gp","1","—"],["{@item Ten-foot pole}","1 cp","1","2"],{"type":"multiRow","rows":[["{@item Tent}","","",""],["{@indentFirst {@item Pup}}","8 sp","L","2"],["{@indentFirst {@item Four-person}}","5 gp","1","2"],["{@indentFirst {@item Pavilion (level 2)}}","40 gp","12","2"]]},{"type":"multiRow","rows":[["{@item Thieves' tools}","3 gp","L","2"],["{@indentFirst {@item Replacement picks}}","3 sp","—","—"],["{@indentFirst {@item Infiltrator thieves' tools (level 3)}}","50 gp","L","2"],["{@indentFirst {@item Infiltrator picks (level 3)}}","3 gp","—","—"]]},{"type":"multiRow","rows":[["{@item Tool}","","",""],["{@indentFirst {@item Long tool}}","1 gp","1","2"],["{@indentFirst {@item Short tool}}","4 sp","L","1 or 2"]]},["{@item Torch}","1 cp","L","1"],["{@item Waterskin}","5 cp","L","1"],{"type":"multiRow","rows":[["{@item Writing set}","1 gp","L","2"],["{@indentFirst {@item Extra ink and paper}}","1 sp","—","—"]]}]},{"name":"Uncommon Adventuring Gear","type":"table","source":"CRB","page":288,"minimizeTo":[0],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],["{@item Scholarly journal (level 3)}","6 gp","L","1"],["{@indentFirst {@item Scholarly journal compendium (level 3)}}","30 gp","L","2"],["{@item Survey map (level 3)}","10 gp","L","1"],["{@indentFirst {@item Survey map atlas (level 3)}}","50 gp","L","2"]]}],"source":"CRB"},{"type":"pf2-h2","page":290,"name":"Adventuring Gear","entries":["These items follow special rules or require more detail.","{@b 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 {@item torch||torches}, and a waterskin.","{@b 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 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.","{@b 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.","{@b 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.","{@b Basic Crafter's Book:} This book contains the {@quickref formulas|CRB|1|formulas|0} for Crafting the common items in this chapter.","{@b 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 {@skill Acrobatics} check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage 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.","{@b Candle:} A lit candle sheds dim light in a 10-foot radius.","{@b Chest:} A wooden chest can hold up to 8 Bulk of items.","{@b 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 {@flatDC 5} flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to 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.","{@b 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.","{@b 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.","{@b 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 check to Force Open (similar to using a shoddy item). A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.","{@b 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 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.","{@b Healer's Tools:} This kit of bandages, herbs, and suturing tools is necessary for 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.","{@b 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.","{@b 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.","{@b Lock:} Picking a poor lock requires two successful DC 15 {@skill Thievery} checks, a simple lock requires three successful DC 20 {@skill 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.","{@b Magnifying Glass:} This quality handheld lens gives you a +1 item bonus to {@skill Perception} checks to notice minute details of documents, fabric, and the like.","{@b 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 {@flatDC 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 {@skill 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.","{@b 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.","{@b 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 checks using that instrument.","{@b 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 {@flatDC 10} flat check for the oil to ignite successfully when it hits.","If the oil ignites, the target takes {@dice 1d6} fire damage.","{@b 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.","{@b 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.","{@b 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.","{@b 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 {@skill Crafting} skill. A superb repair kit gives you a +1 item bonus to the check.","{@b 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.","{@b 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.","{@b 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 {@action Recall Knowledge} 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.","{@b Signal Whistle:} When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.","{@b Snare Kit:} This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the {@skill Crafting} skill. A specialist snare kit gives you a +1 item bonus to the check.","{@b 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.","{@b Spyglass:} A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +1 item bonus to {@skill Perception} checks to notice details at a distance.","{@b Survey Map:} Maps are uncommon.","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 checks and any skill checks to Recall Knowledge, 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.","{@b 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.","{@b 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.","{@b Thieves' Tools:} You need thieves' tools to Pick Locks or Disable Devices (of some types) using the 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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."],"source":"CRB"},{"type":"pf2-h2","page":289,"name":"Class Kits","entries":["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 {@item torch||torches}, and a waterskin.",{"type":"pf2-h3","page":289,"name":"Alchemist","entries":["{@b Price} 9 gp, 6 sp; {@b Bulk} 4 Bulk, 6 light;","{@b Money Left Over} 5 gp, 4 sp","{@b Armor} studded leather armor","{@b Weapons} dagger, sling with 20 sling bullets","{@b Gear} adventurer's pack, alchemist's tools, bandolier, basic crafter's book, 2 sets of caltrops, sheath","{@b Options} repair kit (2 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Barbarian","entries":["{@b Price} 3 gp, 2 sp; {@b Bulk} 3 Bulk, 5 light; {@b Money Left Over} 11 gp, 8 sp {@b Armor} hide armor {@b Weapons} 4 javelins {@b Gear} adventurer's pack, grappling hook, 2 sheaths {@b Options} greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battle axe and steel shield (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Bard","entries":["{@b Price} 6 gp, 8 sp; {@b Bulk} 4 Bulk, 3 light; {@b Money Left Over} 8 gp, 2 sp {@b Armor} studded leather armor {@b Weapons} dagger, rapier, sling with 20 sling bullets {@b Gear} adventurer's pack, bandolier, handheld instrument, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Champion","entries":["{@b Price} 3 gp, 8 sp; {@b Bulk} 3 Bulk, 7 light; {@b Money Left Over} 11 gp, 2 sp {@b Armor} hide armor {@b Weapons} dagger, 4 javelins {@b Gear} adventurer's pack, crowbar, grappling hook, sheath {@b Options} your deity's favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Cleric","entries":["{@b Price} 1 gp 5 sp; {@b Bulk} 1 Bulk, 3 light; {@b Money Left Over} 13 gp {@b Gear} adventurer's pack, bandolier, 2 sets of caltrops, religious symbol (wooden) {@b 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)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Druid","entries":["{@b Price} 3 gp, 7 sp; {@b Bulk} 4 Bulk, 4 light; {@b Money Left Over} 11 gp, 3 sp {@b Armor} leather armor {@b Weapons} 4 javelins, longspear {@b Gear} adventurer's pack, bandolier, holly and mistletoe {@b Options} healer's tools (5 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Fighter","entries":["{@b Price} 3 gp; {@b Bulk} 3 Bulk, 2 light; {@b Left Over} 12 gp {@b Armor} hide armor {@b Weapons} dagger {@b Gear} adventurer's pack, grappling hook, sheath {@b Options} greatsword (2 gp), longbow with 20 arrows (6 gp, 2 sp), or longsword and steel shield (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Monk","entries":["{@b Price} 4 gp, 9 sp; {@b Bulk} 4 Bulk, 2 light; {@b Money Left Over} 10 gp, 2 sp {@b Weapons} longspear, staff {@b Gear} adventurer's pack, bandolier, climbing kit, grappling hook, lesser smokestick"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Ranger","entries":["{@b Price} 9 gp, 1 sp; {@b Bulk} 3 Bulk, 3 light; {@b Money Left Over} 5 gp, 9 sp {@b Armor} leather armor {@b Weapons} dagger, longbow with 20 arrows {@b Gear} adventurer's pack, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Rogue","entries":["{@b Price} 5 gp, 4 sp; {@b Bulk} 4 Bulk, 1 light; {@b Money Left Over} 9 gp, 6 sp {@b Armor} leather armor {@b Weapons} dagger, rapier {@b Gear} adventurer's pack, climbing kit, sheath {@b Options} thieves' tools (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Sorcerer","entries":["{@b Price} 1 gp, 6 sp; {@b Bulk} 1 Bulk, 6 light; {@b Money Left Over} 12 gp, 9 sp {@b Weapons} dagger, slingshot with 20 sling bullets {@b Gear} adventurer's pack, bandolier, 2 sets of caltrops, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Wizard","entries":["{@b Price} 1 gp, 2 sp; {@b Bulk} 2 Bulk, 2 light; {@b Money Left Over} 11 gp, 8 sp {@b Weapons} staff {@b Gear} adventurer's pack, material component pouch, writing set {@b Options} crossbow with 20 bolts (3 gp, 2 sp)"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":292,"name":"Alchemical Gear","entries":["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.",{"type":"tbl","page":292,"name":"TABLE 6–11: ALCHEMICAL GEAR","entries":[{"type":"tbl","page":292,"table_head":"Alchemical Bombs Price Bulk Page","entries":["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"],"source":"CRB"},{"type":"tbl","page":292,"table_head":"Elixirs Price Bulk Page","entries":["Lesser antidote 3 gp L 546 Lesser antiplague 3 gp L 546 Minor elixir of life 3 gp L 548"],"source":"CRB"},{"type":"tbl","page":292,"table_head":"Alchemical Tools Price Bulk Page","entries":["Lesser smokestick 3 gp L 554 Sunrod 3 gp L 554 Tindertwig (10) 2 sp—554"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Alchemical Bombs","entries":["Alchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal splash damage. For more on alchemical bombs, see page 544.","{@b Lesser Acid Flask:} This alchemical bomb deals 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage.","{@b Lesser Alchemist's Fire:} This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.","{@b Lesser Bottled Lightning:} This alchemical bomb deals 1d6 electricity damage and 1 electricity splash damage, and it makes the target {@condition flat-footed}.","{@b Lesser Frost Vial:} This alchemical bomb deals 1d6 cold damage and 1 cold splash damage, and it gives the target a –5-foot status penalty to its Speeds until the end of its next turn.","{@b 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 {@action Escape||Escapes}.","{@b Lesser Thunderstone:} This alchemical bomb deals {@damage 1d4} sonic damage and 1 sonic splash damage, and any creature within 10 feet that fails a DC 17 Fortitude save is deafened until the end of its turn."],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Elixirs","entries":["Elixirs are alchemical items you drink to gain various unusual effects. For more on elixirs, see page 546.","{@b Lesser Antidote:} After drinking a lesser antidote, you gain a +2 item bonus to Fortitude saves against poison for 6 hours.","{@b 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.","{@b 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."],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Alchemical Tools","entries":["Alchemical tools are a type of alchemical item you use, rather than drink or throw. For more on alchemical tools, see page 564.","{@b Smokestick:} You create a 5-foot radius smokescreen for 1 minute.","{@b 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.","{@b Tindertwig:} You can use a tindertwig to ignite something flammable with a single Interact action, faster than with flint and steel."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":293,"name":"Magical Gear","entries":["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.",{"name":"Magical Gear","type":"table","source":"CRB","page":293,"labelRowIdx":[0,3,5,7],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Consumable Magic Items","Price","Bulk","Page"],["{@i {@item Holy water}}","3 gp","L","571"],["{@i {@item Unholy water}}","3 gp","L","571"],["Potions","Price","Bulk","Page"],["{@i {@item Minor healing potion}}","4 gp","L","563"],["Scrolls","Price","Bulk","Page"],["Scroll of a common 1st-level spell","4 gp","L","565"],["Talismans","Price","Bulk","Page"],["{@i {@item Potency crystal}}","4 gp","—","568"]]},{"type":"pf2-h3","page":293,"name":"Consumable Magic Items","entries":["You can typically purchase {@item holy water||holy} and {@item unholy water} in a settlement. Particularly good settlements tend to ban {@item unholy water} and evil settlements tend to ban {@item holy water}.","{@b Holy Water:} You can throw {@item holy water} like a bomb, dealing {@dice 1d6} good damage and 1 good splash damage to {@filter fiends|bestiary||creature type=fiend}, {@filter undead|bestiary||creature type=undead}, and {@filter other creatures weak to good damage|bestiary||weaknesses=good}.","{@b Unholy Water:} You can throw {@item unholy water} like a bomb, dealing {@dice 1d6} evil damage and 1 evil splash damage to {@filter celestials|bestiary||creature type=celestial} and {@filter other creatures weak to evil damage|bestiary||weaknesses=evil}."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Potions","entries":["Potions are magic items you drink to gain a variety of benefits. For more on potions, see page 562."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Scrolls","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Talismans","entries":["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.","{@b 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":294,"name":"Cost of Living","entries":["{@table Cost of Living||Table 6–16} shows how much it costs to get by. This covers room and board, dues, taxes, and other fees.",{"name":"Cost of Living","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[2,1,1,1],"rows":[["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"]],"footnotes":["* You can attempt to Subsist using {@skill Society} or {@skill Survival} for free."]}],"source":"CRB"},{"type":"pf2-h2","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} 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 Bulk Conversions||Table 6–19}.","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.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"name":"Bulk conversions","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"name":"Differently Sized Items","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Creature Size","Prize","Buk","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"]],"footnotes":["* An item that would have its Bulk reduced below 1 has light Bulk."]},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["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 {@i +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 {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"statblock","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b 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 {@feat Shield Block} 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 {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b 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 {@condition 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 {@condition Broken} Threshold usually depend on the material the item is made of. This information appears on page 577.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["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 {@condition 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 {@condition 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."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["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."],"source":"CRB"},{"name":"Changing Equipment","type":"table","source":"CRB","page":274,"colSizes":[3,1,1],"colStyles":["text-left","text-center","text-center"],"rows":[["Change","Hands","Action"],["Draw or put away a worn item, or pick up an item{@sup 1}","1 or 2","{@action Interact}"],["Pass an item to or take an item from a willing creature{@sup 2}","1 or 2","{@action Interact}"],["Drop an item to the ground","1 or 2","{@action Release}"],["Detach a shield or item strapped to you","1","{@action Interact}"],["Change your grip by removing a hand from an item","2","{@action Release}"],["Change your grip by adding a hand to an item","2","{@action Interact}"],["Retrieve an item from a backpack{@sup 3}, sack, or similar container","2","{@action Interact}"]],"footnotes":["{@sup 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.","{@sup 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.","{@sup 3} Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate {@action Interact} action."]}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["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."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["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.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"name":"Coin Values","type":"table","source":"CRB","page":271,"labelRowIdx":[0],"colSizes":[2,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["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"]]}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"name":"Basic Services and Consumables","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],{"type":"multiRow","rows":[["Beverages","","",""],["{@indentFirst Mug of ale}","1 cp","L","1"],["{@indentFirst Keg of ale}","2 sp","2","2"],["{@indentFirst Pot of coffee or tea}","2 cp","L","1"],["{@indentFirst Bottle of wine}","1 sp","L","1"],["{@indentFirst Bottle of fine wine}","1 gp","L","1"]]},{"type":"multiRow","rows":[["Hireling (1 day)","","",""],["{@indentFirst Unskilled}","1 sp","",""],["{@indentFirst Skilled}","5 sp","",""]]},{"type":"multiRow","rows":[["Lodging (1 day)","","",""],["{@indentFirst Floor space}","3 cp","",""],["{@indentFirst Bed (for 1)}","1 sp","",""],["{@indentFirst Private room (for 2)}","8 sp","",""],["{@indentFirst Extravagant suite (for 6)}","10 gp","",""]]},{"type":"multiRow","rows":[["Meals","","",""],["{@indentFirst Poor meal}","1 cp","L","2"],["{@indentFirst Square meal}","3 cp","L","2"],["{@indentFirst Fine dining}","1 gp","L","2"]]},["Stabling (1 day)","2 cp","",""],["Toll","at least 1 cp","",""],{"type":"multiRow","rows":[["Transportation (per 5 miles)","","",""],["{@indentFirst Caravan}","3 cp","",""],["{@indentFirst Carriage}","2 sp","",""],["{@indentFirst Ferry or riverboat}","4 cp","",""],["{@indentFirst Sailing ship}","6 cp","",""]]}]},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, 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.",{"name":"Spellcasting Services","type":"table","source":"CRB","page":294,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["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","",""]],"footnotes":["* Plus any cost required to cast the specific spell."]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"Raise a Shield 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. A buckler, however, doesn't take up your hand, so you can Raise a Shield with a buckler 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 if that hand is no longer free.","When you have a tower shield raised, you can use the Take Cover action (page 471) 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 as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while Raising your Shield 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.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["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.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["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 {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["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 {@feat Shield Block} reaction."],"source":"CRB"},{"name":"Shields","type":"table","source":"CRB","page":277,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Shield","Price","AC Bonus{@sup 1}","Speed Penalty","Bulk","Hardness","HP (BT)"],["{@item Buckler}","1 gp","+1","—","L","3","6 (3)"],["{@item Wooden shield}","1 gp","+2","—","1","3","12 (6)"],["{@item Steel shield}","2 gp","+2","—","1","5","20 (10)"],["{@item Tower shield}","10 gp","+2/+4{@sup 2}","–5 ft.","4","5","20 (10)"]],"footnotes":["{@sup 1} Gaining a shield's circumstance bonus to AC requires using the {@action Raise a Shield} action (found on page 472).","{@sup 2} Getting the higher bonus for a tower shield requires using the {@action Take Cover} action (page 471) while the shield is raised."]}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. 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 {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b Buckler:} 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.","{@b Wooden Shield:} 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.","{@b Steel Shield:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b Tower Shield:} 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."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["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."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["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.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a finesse weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"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.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["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 {@trait agile} trait (page 282) to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["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.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"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 {@item striking}, {@item greater striking}, or {@item 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."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["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 {@action Strike}, your attack deals double damage (page 451). Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} 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 Unarmed Attacks||Table 6–6: Unarmed Attacks} 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."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["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.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["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.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||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.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"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.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["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.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an Interact 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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["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.",{"type":"pf2-title","name":"Weapon Categories"},"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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["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."],"source":"CRB"},{"name":"Unarmed Attacks","type":"table","source":"CRB","page":280,"minimizeTo":[0],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Unarmed Attack","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["Fist","—","{@dice 1d4} B","—","1","Brawling","{@trait Agile}, {@trait finesse}, {@trait nonlethal}, {@trait unarmed}"]]},{"name":"Melee Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,12,15,50,64],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Club}","0","{@dice 1d6} B","1","1","Club","{@trait Thrown} 10 ft."],["{@item Dagger}","2 sp","{@dice 1d4} P","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait thrown} 10 ft., {@trait versatile} S"],["{@item Gauntlet}","2sp","{@dice 1d4} B","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Light mace}","4 sp","{@dice 1d4} B","L","1","Club","{@trait Agile}, {@trait finesse}, {@trait shove}"],["{@item Longspear}","5 sp","{@dice 1d8} P","2","2","Spear","{@trait Reach}"],["{@item Mace}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Shove}"],["{@item Morningstar}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Versatile} P"],["{@item Sickle}","2 sp","{@dice 1d4} S","L","1","Knife","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Spear}","1 sp","{@dice 1d6} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item Spiked gauntlet}","3 sp","{@dice 1d4} P","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Staff}","0","{@dice 1d4} B","1","1","Club","{@trait Two-hand} d8"],["Uncommon Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Clan dagger}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait dwarf}, {@trait parry}, {@trait versatile} B"],["{@item Katar}","3 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait monk}"],["Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Bastard sword}","4 gp","{@dice 1d8} S","1","1","Sword","{@trait Two-hand} d12"],["{@item Battle axe}","1 gp","{@dice 1d8} S","1","1","Axe","{@trait Sweep}"],["{@item Bo staff}","2 sp","{@dice 1d8} B","2","2","Club","{@trait Monk}, {@trait parry}, {@trait reach}, {@trait trip}"],["{@item Falchion}","3 gp","{@dice 1d10} S","2","2","Sword","{@trait Forceful}, {@trait sweep}"],["{@item Flail}","8 sp","{@dice 1d6} B","1","1","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Glaive}","1 gp","{@dice 1d8} S","2","2","Polearm","{@trait Deadly} d8, {@trait forceful}, {@trait reach}"],["{@item Greataxe}","2 gp","{@dice 1d12} S","2","2","Axe","{@trait Sweep}"],["{@item Greatclub}","1 gp","{@dice 1d10} B","2","2","Club","{@trait Backswing}, {@trait shove}"],["{@item Greatpick}","1 gp","{@dice 1d10} P","2","2","Pick","{@trait Fatal} d12"],["{@item Greatsword}","2 gp","{@dice 1d12} S","2","2","Sword","{@trait Versatile} P"],["{@item Guisarme}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Reach}, {@trait trip}"],["{@item Halberd}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Reach}, {@trait versatile} S"],["{@item Hatchet}","4 sp","{@dice 1d6} S","L","1","Axe","{@trait Agile}, {@trait sweep}, {@trait thrown} 10 ft."],["{@item Lance}","1 gp","{@dice 1d8} P","2","2","Spear","{@trait Deadly} d8, {@trait jousting} d6, {@trait reach}"],["{@item Light hammer}","3 sp","{@dice 1d6} B","L","1","Hammer","{@trait Agile}, {@trait thrown} 20 ft."],["{@item Light pick}","4 sp","{@dice 1d4} P","L","1","Pick","{@trait Agile}, {@trait fatal} d8"],["{@item Longsword}","1 gp","{@dice 1d8} S","1","1","Sword","{@trait Versatile} P"],["{@item Main-gauche}","5 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait parry}, {@trait versatile} S"],["{@item Maul}","3 gp","{@dice 1d12} B","2","2","Hammer","{@trait Shove}"],["{@item Pick}","7 sp","{@dice 1d6} P","1","1","Pick","{@trait Fatal} d10"],["{@item Ranseur}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Disarm}, {@trait reach}"],["{@item Rapier}","2 gp","{@dice 1d6} P","1","1","Sword","{@trait Deadly} d8, {@trait disarm}, {@trait finesse}"],["{@item Sap}","1 sp","{@dice 1d6} B","L","1","Club","{@trait Agile}, {@trait nonlethal}"],["{@item Scimitar}","1 gp","{@dice 1d6} S","1","1","Sword","{@trait Forceful}, {@trait sweep"],["{@item Scythe}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Deadly} d10, {@trait trip}"],["{@item Shield bash}","—","{@dice 1d4} B","—","1","Shield","—"],["{@item Shield boss}","5 sp","{@dice 1d6} B","—","1","Shield","Attached to shield"],["{@item Shield spikes}","5 sp","{@dice 1d6} P","—","1","Shield","Attached to shield"],["{@item Shortsword}","9 sp","{@dice 1d6} P","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait versatile} S"],["{@item Starknife}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait finesse}, {@trait thrown} 20 ft., {@trait versatile} S"],["{@item Trident}","1 gp","{@dice 1d8} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item War flail}","2 gp","{@dice 1d10} B","2","2","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Warhammer}","1 gp","{@dice 1d8} B","1","1","Hammer","{@trait Shove}"],["{@item Whip}","1 sp","{@dice 1d4} S","1","1","Flail","{@trait Disarm}, {@trait finesse}, {@trait nonlethal}, {@trait reach}, {@trait trip}"],["Uncommon Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dogslicer}","1 sp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait backstabber}, {@trait finesse}, {@trait goblin}"],["{@item Elven Curce blade}","4 gp","{@dice 1d8} S","2","2","Sword","{@trait Elf}, {@trait finesse}, {@trait forceful}"],["{@item Filcher's fork}","1 gp","{@dice 1d4} P","L","1","Spear","{@trait Agile}, {@trait backstabber}, {@trait deadly} d6, {@trait finesse}, {@trait halfling}, {@trait thrown} 20 ft."],["{@item Gnome hooked hammer}","2 gp","{@dice 1d6} B","1","1","Hammer","{@trait Gnome}, {@trait trip}, {@trait two-hand} d10, {@trait versatile} P"],["{@item Horsechopper}","9 sp","{@dice 1d8} S","2","2","Polearm","{@trait Goblin}, {@trait reach}, {@trait trip}, {@trait versatile} P"],["{@item Kama}","1 gp","{@dice 1d6} S","L","1","Knife","{@trait Agile}, {@trait monk}, {@trait trip}"],["{@item Katana}","2 gp","{@dice 1d6} S","1","1","Sword","{@trait Deadly} d8, {@trait two-hand} d10, {@trait versatile} P"],["{@item Kukri}","6 sp","{@dice 1d6} S","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Nunchaku}","2 sp","{@dice 1d6} B","L","1","Club","{@trait Backswing}, {@trait disarm}, {@trait finesse}, {@trait monk}"],["{@item Orc knuckle dagger}","7 sp","{@dice 1d6} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait orc}"],["{@item Sai}","6 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait monk}, {@trait versatile} B"],["{@item Spiked chain}","3 gp","{@dice 1d8} S","1","2","Flail","{@trait Disarm}, {@trait finesse}, {@trait trip}"],["{@item Temple sword}","2 gp","{@dice 1d8} S","1","1","Sword","{@trait Monk}, {@trait trip}"],["Uncommon Advanced Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dwarven waraxe}","3 gp","{@dice 1d8} S","2","1","Axe","{@trait Dwarf}, {@trait sweep}, {@trait two-hand} d12"],["{@item Gnome flickmace}","3 gp","{@dice 1d8} B","2","1","Flail","{@trait Gnome}, {@trait reach}"],["{@item Orc necksplitter}","2 gp","{@dice 1d8} S","1","1","Axe","{@trait Forceful}, {@trait orc}, {@trait sweep}"],["{@item Sawtooth saber}","5 gp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait twin}"]]},{"name":"Ranged Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,7,13],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-center","text-center","text-left"],"colSizes":[2,1,1,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Blowgun}","1 sp","1 P","20 ft.","1","L","1","Dart","{@trait Agile}, {@trait nonlethal}"],["{@indentFirst 10 blowgun darts}","5 cp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Crossbow}","3 gp","{@damage 1d8} P","120 ft.","1","1","2","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Dart}","1 cp","{@damage 1d4} P","20 ft.","—","L","1","Dart","{@trait Agile}, {@trait thrown}"],{"type":"multiRow","rows":[["{@item Hand crossbow}","3 gp","{@damage 1d6} P","60 ft.","1","L","1","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Javelin}","1 sp","{@damage 1d6} P","30 ft.","—","L","1","Dart","{@trait Thrown}"],{"type":"multiRow","rows":[["{@item Sling}","0","{@damage 1d6} B","50 ft.","1","L","1","Sling","{@trait Propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],["{@item Alchemical Bomb}*","Varies","Varies","20 ft.","—","L","1","Bomb","Varies"],{"type":"multiRow","rows":[["{@item Composite longbow}","20 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait propulsive}, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Composite shortbow}","14 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10, {@trait propulsive}"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Longbow}","6 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Shortbow}","3 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},["Uncommon Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Halfling sling staff}","5 gp","{@damage 1d10} B","80 ft.","1","1","2","Sling","{@trait Halfling}, {@trait propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["{@item Shuriken}","1 cp","{@dice 1d4} P","20 ft.","0","—","1","Dart","{@trait Agile}, {@trait monk},{@trait thrown}"]],"footnotes":["* Statistics for alchemical bombs can be found starting on page 544"]},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||source=CRB}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["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.","{@b 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.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b 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 {@skill 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.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["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. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, 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.",{"type":"statblock","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["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 {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["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 {@action Cast a Spell||Casting the Spell}, 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 {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the occult tradition you can usually play an instrument 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 {@class cleric} {@action Cast a Spell||Casting a Spell} from the divine tradition while holding a divine focus (such as a religious symbol or text), 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 {@class druid} {@action Cast a Spell||Casting a Spell} from the primal tradition while holding a primal focus (such as holly and mistletoe), 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 {@class sorcerer} {@action Cast a Spell||Casting a Spell} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["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 {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["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 {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["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 {@spell restore senses}).","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.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["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.",{"type":"statblock","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["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 {@action Cast a Spell||Cast the Spell} 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."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"statblock","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["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 {@action Refocus} 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.",{"type":"statblock","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":301,"name":"Other Spell Traits","entries":["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.",{"type":"pf2-title","name":"Auditory"},"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.",{"type":"pf2-title","name":"Darkness and Light"},"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.",{"type":"pf2-title","name":"Incapacitation"},"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.",{"type":"pf2-title","name":"Minion"},"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 {@trait concentrate}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.",{"type":"pf2-title","name":"Morph"},"Spells that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract 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.",{"type":"pf2-title","name":"Polymorph"},"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 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.",{"type":"pf2-title","name":"Summoned"},"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 {@action Cast a Spell||Casting the Spell}, 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.",{"type":"pf2-title","name":"Visual"},"A visual spell can affect only creatures that can see it."],"source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["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 {@action Refocus}, 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."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["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 {@feat Ki Strike} 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 {@action Cast a Spell} 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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["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 {@spell fireball} 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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["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. 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 {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["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'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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["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!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found on page 456. 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."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["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 on page 457."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["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.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["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 {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["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.",{"name":"Creature Creation Rituals","type":"table","source":"CRB","page":408,"colStyles":["text-left","text-center","text-center"],"rows":[["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"]]}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["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.",{"type":"successDegree","entries":{"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."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["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)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["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.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A Stealth check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["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.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["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."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["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.",{"type":"table","style":"pf2-box__table--red","rows":[["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."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["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, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["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 {@spell fireball} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["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.",{"type":"table","style":"pf2-box__table--red","rows":[["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."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["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."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["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.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"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.",{"type":"pf2-title","name":"Subordinate Actions"},"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 {@spell haste} 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."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["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 {@i 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.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["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 {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["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 {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} 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. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["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 {@action Cast a Spell} 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["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.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["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.",{"type":"list","style":"list-decimal","items":["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 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. 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.",{"type":"pf2-brown-box","page":444,"name":"GAME CONVENTIONS","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-title","name":"The GM Has the Final Say"},"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.",{"type":"pf2-title","name":"Specific Overrides General"},"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 {@flatDC 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.",{"type":"pf2-title","name":"Rounding"},"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.",{"type":"pf2-title","name":"Multiplying"},"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.",{"type":"pf2-title","name":"Duplicate Effects"},"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 {@spell mage armor} 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.",{"type":"pf2-title","name":"Ambiguous Rules"},"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."],"source":"CRB"},{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b 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 {@b 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 {@b 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.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["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.","{@b 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.","{@b 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 checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} 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.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b 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 {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b 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."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b 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 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.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["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 {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition 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 {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition 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 {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["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.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["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.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["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.",{"type":"successDegree","entries":{"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."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["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.",{"type":"list","style":"list-decimal","items":["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."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["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 {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 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.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} 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."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["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 {@flatDC 15} flat check to see if you recover from the persistent damage.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["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 {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["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 {@spell lightning bolt} 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.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the Strikes and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"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. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b 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.",{"type":"pf2-title","name":"Energy Damage"},"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. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b 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 {@b 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 {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b 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.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b 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.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b 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.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b 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.",{"type":"pf2-title","name":"Precious Materials"},"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."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["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.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["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 {@action Grapple} and {@action Shove}).","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 {@creature 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 {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["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 {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} 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."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["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 {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["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.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i 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.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["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.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["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 gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using Crafting, Lore, or Performance (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b 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 {@spell fly} 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.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b 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.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee Strikes 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."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["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 {@quickref difficult terrain||3|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.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["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 {@spell fireball}, 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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} 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..pdf"],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["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 {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["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 {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} 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."],"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["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 on pages 476–477), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Structure","entries":["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.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["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 check. A social encounter could call for a Deception or 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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). 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.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["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:",{"type":"list","items":["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 {@condition 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.",{"type":"list","items":["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 {@condition quickened} and {@condition 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 {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["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.",{"type":"list","items":["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 {@action Sustain a Spell} 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 {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, 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."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["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 {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["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.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["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 skill check to Lie, require spending actions and follow their own rules.","All speech has the auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.","not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).","If you want to prepare to Release something outside of your turn, use the Ready activity."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["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 {@action Attack of Opportunity}, which {@class fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["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 {@quickref difficult terrain||3|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.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["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 Size and Reach||Table 9–1: Size and Reach}.","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.",{"name":"Size and Reach","type":"table","source":"CRB","page":474,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]},"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."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["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 that creature's space using 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).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["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."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["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 {@b 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 {@b 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."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition 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 {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition 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 check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to 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 with that weapon for this purpose."],"source":"CRB"},{"type":"pf2-h3","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to Hide, Sneak, or otherwise avoid detection. You can increase this to greater cover using the Take Cover basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+2 to AC, Reflex, {@skill 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 (page 457) and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the Mount specialty basic action (page 472), your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the Command an Animal action (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 that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then Command an Animal to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["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:",{"type":"list","items":["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\nbaseline, 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."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition 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."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["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 {@condition 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)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["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.",{"name":"Travel Speed","type":"table","source":"CRB","page":479,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]},"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 {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["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.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use Arcana to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use Intimidation to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use Survival to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use Diplomacy to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use Deception and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use Diplomacy to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use Survival to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using Acrobatics, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use Survival to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use Medicine to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["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 {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition 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:",{"type":"list","items":["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."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found on page 507).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b 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).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["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.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["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:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying} 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying} 2 condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition 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."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["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.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["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 {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["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 {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["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 {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition 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.","{@b If you're {@condition unconscious} because you're {@condition 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 {@condition unconscious} and at 0 Hit Points, but not {@b 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 {@condition 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 {@condition unconscious} condition.",{"type":"list","items":["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 {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their Stealth DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["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)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["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.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["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.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} 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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt 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 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 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 checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","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 {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["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).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["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.",{"type":"successDegree","entries":{"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."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["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."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["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 {@action Seek} 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.",{"type":"pf2-h3","page":464,"name":"Light","entries":["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.",{"type":"pf2-h4","page":464,"name":"Bright Light","entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","entries":["The ways a creature can use {@skill 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.",{"type":"pf2-h4","page":464,"name":"Precise Senses","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden—it can't make the creature observed."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.","When one creature might detect another, the GM almost always uses the most precise sense available.","Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["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 {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["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 {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable Stealth action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based Stealth skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the Stealth check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","entries":["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 Appendix on pages 618–623.","With the exception of {@condition 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 {@ability darkvision}.","You can attempt to avoid detection by using the Stealth skill (page 251) to Avoid Notice, Hide, or Sneak, or by using Deception to Create a Diversion (page 245).",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["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 {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 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 {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition 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 {@condition 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. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["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 {@action 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["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.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} 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.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the finesse trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a finesse weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["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 action during your turn, you take a –5 penalty to your attack roll. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your attack roll. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.","Some weapons and abilities reduce multiple attack penalties, such as agile weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["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 in one hand and a shortsword (which has the agile trait) in your other hand, and you are going to make three Strikes with these weapons during the course of your turn. The first Strike 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 or a –4 penalty if you use the shortsword.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular Strike. It would be a –10 penalty with the longsword and a –8 penalty with the shortsword, no matter what weapon you used for your previous Strikes.","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.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with Strikes 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.",{"type":"pf2-inset","entries":["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)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} 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.","{@b {@action Strike}} 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, special attacks like the Grapple action of the Athletics skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["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 {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["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 {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["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.",{"type":"pf2-inset","entries":["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 {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["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 {@item resilient} armor or other magic items that give an item bonus.","{@b 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.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b 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.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b 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.",{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["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.",{"type":"successDegree","entries":{"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."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from Athletics to Medicine to 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 deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. 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.",{"type":"pf2-inset","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["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 {@item +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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":503,"name":"Difficulty Classes","alias":["DCs"],"entries":[{"type":"pf2-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"name":"Simple DCs","type":"table","source":"CRB","page":503,"colStyles":["text-left","text-center"],"colSizes":[2,1],"rows":[["Proficiency Rank","DC"],["Untrained","10"],["Trained","15"],["Expert","20"],["Master","30"],["Legendary","40"]]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["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 {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"name":"DCs by Level","type":"table","source":"CRB","page":503,"labelRowIdx":[0,14],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]]],"rows":[["Level","DC","Level","DC"],["0","14","13","31"],["1","15","14","32"],["5","16","15","34"],["3","18","16","35"],["4","19","17","36"],["5","20","18","38"],["6","22","19","39"],["7","23","20","40"],["8","24","21","42"],["9","26","22","44"],["10","27","23","46"],["11","28","24","48"],["12","30","25","50"],["Spell Level*","DC"],["1st","15"],["2nd","18"],["3rd","20"],["4th","23"],["5th","26"],["6th","28"],["7th","31"],["8th","34"],["9th","36"],["10th","39"]],"footnotes":["* If a spell is uncommon or rare, its difficulty should be adjusted accordingly."]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["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.",{"name":"DC Adjustments","type":"table","source":"CRB","page":504,"colStyles":["text-left","text-center","text-left"],"rows":[["Difficulty","Adjustment","Rarity"],["Incredibly easy","-10","—"],["Very easy","–5","—"],["Easy","–2","—"],["Hard","+2","Uncommon"],["Very hard","+5","Rare"],["Incredibly hard","+10","Unique"]]},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an Occultism check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Arcana and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["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."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of Thievery. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in Arcana to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["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.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for Performance, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to Recall Knowledge. For a check about a specific creature, trap, or other subject with a level, use a level-based DC (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using Medicine to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"name":"Creature Identification Skills","type":"table","source":"CRB","page":506,"colStyles":["text-left","text-center"],"rows":[["Creature Trait","Skills"],["Aberration","{@skill Occultism}"],["Animal","{@skill Nature}"],["Astral","{@skill Occultism}"],["Beast","{@skill Arcana}, {@skill Nature}"],["Celestial","{@skill Religion}"],["Construct","{@skill Arcana}, {@skill Crafting}"],["Dragon","{@skill Arcana}"],["Elemental","{@skill Arcana}, {@skill Nature}"],["Ethereal","{@skill Occultism}"],["Fey","{@skill Nature}"],["Fiend","{@skill Religion}"],["Fungus","{@skill Nature}"],["Humanoid","{@skill Society}"],["Monitor","{@skill Religion}"],["Ooze","{@skill Occultism}"],["Plant","{@skill Nature}"],["Spirit","{@skill Occultism}"],["Undead","{@skill Religion}"]]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill 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 {@skill Lore} subcategory doesn't cover all religions—that's covered by the Religion skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill 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 {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses Survival to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses Deception, Diplomacy, Intimidation, or Performance to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for Deception, Diplomacy, or Performance, making the DC easy for a friendly 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."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses Survival to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their Survival DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["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 {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["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.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["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 {@trait virulent} 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."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"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 {@quickref difficult terrain||3|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.",{"name":"Enviromental Features","type":"table","source":"CRB","page":513,"colStyles":["text-center","text-center","text-left"],"rows":[["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"]]},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["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.",{"name":"Enviromental Damage","type":"table","source":"CRB","page":512,"colStyles":["text-left","text-center"],"rows":[["Category","Damage"],["Minor","{@damage 1d6}-{@damage 2d6}"],["Moderate","{@damage 4d6}-{@damage 6d6}"],["Major","{@damage 8d6}-{@damage 12d6}"],["Massive","{@damage 18d6}-{@damage 24d6}"]]}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["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 {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["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.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["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.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["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 or 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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["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 {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["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.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["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 {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b 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 {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b 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 {@quickref difficult terrain||3|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 {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b 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."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["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.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using Diplomacy, Intimidation, or 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."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["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 or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["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)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for 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.",{"type":"pf2-title","name":"Demolishing"},"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.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["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)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using Athletics. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the 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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["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.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|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 {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["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 {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["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.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["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 to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["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.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill 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."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["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.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["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.",{"name":"Temperature Effects","type":"table","source":"CRB","page":518,"rows":[["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"]],"footnotes":["* Adjust temperatures down by 15º in areas of high humidity."]}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill 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.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|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 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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["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 on page 512.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["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.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["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 check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["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.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["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 {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["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.",{"type":"tbl","page":518,"name":"TABLE 10–13: TEMPERATURE EFFECTS","entries":[{"type":"tbl","page":518,"table_head":"Category Temperature Fatigue Damage","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["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, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["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.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill 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)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["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 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 {@action Seek} 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 {@spell detect magic}, 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 {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["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.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["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 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."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the 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 or Survival, and haunts can often be overcome with Occultism or 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.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["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.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["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.",{"name":"Hazard XP","type":"table","source":"CRB","page":521,"spans":[[[2,4]]],"labelRowIdx":[0,1],"rowStyles":["text-center"],"colStyles":["text-left","text-center","text-center"],"rows":[["XP Award"],["Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","30 XP","150 XP"]]}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["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.",{"type":"dataGeneric","dataGeneric":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["Traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the Stealth modifier for a complex\nhazard's initiative or the Stealth DC to detect a simple\nhazard, followed by the minimum proficiency rank to detect\nthe hazard (if any) in parentheses. If {@spell detect magic} can be\nused to detect the hazard, this information is located here\nas well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might\ninclude special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the\nhazard are here; if the hazard can be counteracted, its spell\nlevel and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually\nonly haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points,\nwith its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the\nhazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses,\nif any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the\nhazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard\nappears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often\nall the hazard does. For a complex hazard, this might also\ncause the hazard to roll initiative.\nRoutine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on\neach of its turns during an encounter; the number in parentheses\nafter the word \"Routine\" indicates how many actions the hazard\ncan use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically,\nthis is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their Stealth modifier, which they use for initiative, instead of their Stealth DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["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 on page 503 to determine the Thievery DC and spell DC, using the trap's level and applying a hard adjustment (+2). The Stealth modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in Perception to find, and they might require a higher proficiency rank in Thievery to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["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.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["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.",{"type":"pf2-h4","name":"Expected Duration","entries":["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."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["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.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["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 {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["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:",{"type":"list","items":["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."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["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.",{"type":"list","items":["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:",{"type":"list","items":["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."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["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 {@book Pathfinder Core Rulebook|CRB}. 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."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["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.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["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.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["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 {@spell 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.",{"type":"pf2-title","name":"Rewards"},"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.",{"type":"pf2-title","name":"Different Locations"},"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."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["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). 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."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["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. 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."],"source":"CRB"},{"name":"Encounter Budget","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-center"],"rows":[["Threat","XP Budget","Character Adjustment"],["Trivial","40 or less","10 or less"],["Low","60","15"],["Moderate","80","20"],["Severe","120","30"],["Extreme","160","40"]]},{"name":"Creature XP and Role","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-left"],"colSizes":[2,1,4],"rows":[["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"]]}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["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 overthe- top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["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.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["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.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["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 on page 508 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."],"source":"CRB"},{"name":"XP Awards","type":"table","source":"CRB","page":508,"labelRowIdx":[0,4,14,15],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[2,4]]],"rows":[["Accomplishment","XP Award"],["Minor","10 XP"],["Moderate*","30 XP"],["Major*","80 XP"],["Adversary Level","XP Award"],["Party level –4","10 XP"],["Party level –3","15 XP"],["Party level –2","20 XP"],["Party level –1","30 XP"],["Party level","40 XP"],["Party level + 1","60 XP"],["Party level + 2","80 XP"],["Party level + 3","120 XP"],["Party level + 4","160 XP"],["XP Award"],["Hazard Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","32 XP","160 XP"]]}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["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.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["Table 10–9: Party Treasure by Level on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} 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.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["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.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"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."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill 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."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["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."],"source":"CRB"},{"name":"Party Treasure by Level","type":"table","source":"CRB","page":509,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center"],"colSizes":[1,2,3,3,2,2],"rows":[["Level","Total Value","Permanent Items (By Item Level)","Consumables (By Item Level)","Party Currency","Currency per Additional PC"],["1","175 gp","{@b 2nd}: 2, {@b 1st}: 2*","{@b 2nd}: 2, {@b 1st}: 3","40 gp","10 gp"],["2","300 gp","{@b 3rd}: 2, {@b 2nd}: 2","{@b 3rd}: 2, {@b 2nd}: 2, {@b 1st}: 2","70 gp","18 gp"],["3","500 gp","{@b 4th}: 2, {@b 3rd}: 2","{@b 4th}: 2, {@b 3rd}: 2, {@b 2nd}: 2","120 gp","30 gp"],["4","850 gp","{@b 5th}: 2, {@b 4th}: 2","{@b 5th}: 2, {@b 4th}: 2, {@b 3rd}: 2","200 gp","50 gp"],["5","1,350 gp","{@b 6th}: 2, {@b 5th}: 2","{@b 6th}: 2, {@b 5th}: 2, {@b 4th}: 2","320 gp","80 gp"],["6","2,000 gp","{@b 7th}: 2, {@b 6th}: 2","{@b 7th}: 2, {@b 6th}: 2, {@b 5th}: 2","500 gp","125 gp"],["7","2,900 gp","{@b 8th}: 2, {@b 7th}: 2","{@b 8th}: 2, {@b 7th}: 2, {@b 6th}: 2","720 gp","180 gp"],["8","4,000 gp","{@b 9th}: 2, {@b 8th}: 2","{@b 9th}: 2, {@b 8th}: 2, {@b 7th}: 2","1,000 gp","250 gp"],["9","5,700 gp","{@b 10th}: 2, {@b 9th}: 2","{@b 10th}: 2, {@b 9th}: 2, {@b 8th}: 2","1,400 gp","350 gp"],["10","8,000 gp","{@b 11th}: 2, {@b 10th}: 2","{@b 11th}: 2, {@b 10th}: 2, {@b 9th}: 2","2,000 gp","500 gp"],["11","11,500 gp","{@b 12th}: 2, {@b 11th}: 2","{@b 12th}: 2, {@b 11th}: 2, {@b 10th}: 2","2,800 gp","700 gp"],["12","16,500 gp","{@b 13th}: 2, {@b 12th}: 2","{@b 13th}: 2, {@b 12th}: 2, {@b 11th}: 2","4,000 gp","1,000 gp"],["13","25,000 gp","{@b 14th}: 2, {@b 13th}: 2","{@b 14th}: 2, {@b 13th}: 2, {@b 12th}: 2","6,000 gp","1,500 gp"],["14","36,500 gp","{@b 15th}: 2, {@b 14th}: 2","{@b 15th}: 2, {@b 14th}: 2, {@b 13th}: 2","9,000 gp","2,250 gp"],["15","54,500 gp","{@b 16th}: 2, {@b 15th}: 2","{@b 16th}: 2, {@b 15th}: 2, {@b 14th}: 2","13,000 gp","3,250 gp"],["16","82,500 gp","{@b 17th}: 2, {@b 16th}: 2","{@b 17th}: 2, {@b 16th}: 2, {@b 15th}: 2","20,000 gp","5,000 gp"],["17","128,000 gp","{@b 18th}: 2, {@b 17th}: 2","{@b 18th}: 2, {@b 17th}: 2, {@b 16th}: 2","30,000 gp","7,500 gp"],["18","208,000 gp","{@b 19th}: 2, {@b 18th}: 2","{@b 19th}: 2, {@b 18th}: 2, {@b 17th}: 2","48,000 gp","12,000 gp"],["19","355,000 gp","{@b 20th}: 2, {@b 19th}: 2","{@b 20th}: 2, {@b 19th}: 2, {@b 18th}: 2","80,000 gp","20,000 gp"],["20","490,000 gp","{@b 20th}: 4","{@b 20th}: 4, {@b 19th}: 2","140,000 gp","35,000 gp"]],"footnotes":["* Many 1st-level permanent items should be items from Chapter 6 instead of magic items."]},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on Table 10–9: Party Treasure by Level aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification }rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 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."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["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.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["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 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.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["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."],"source":"CRB"},{"name":"Character Wealth","type":"table","source":"CRB","page":511,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[1,4,2,2],"rows":[["Level","Permanent Items","Currency","Lump sum"],["1","—","15 gp","15 gp"],["2","{@b 1st}: 1","20 gp","30 gp"],["3","{@b 2nd}: 1, {@b 1st}: 2","25 gp","75 gp"],["4","{@b 3rd}: 1, {@b 2nd}: 2, {@b 1st}: 1","30 gp","140 gp"],["5","{@b 4th}: 1, {@b 3rd}: 2, {@b 2nd}: 1, {@b 1st}: 2","50 gp","270 gp"],["6","{@b 5th}: 1, {@b 4th}: 2, {@b 3rd}: 1, {@b 2nd}: 2","80 gp","450 gp"],["7","{@b 6th}: 1, {@b 5th}: 2, {@b 4th}: 1, {@b 3rd}: 2","125 gp","720 gp"],["8","{@b 7th}: 1, {@b 6th}: 2, {@b 5th}: 1, {@b 4th}: 2","180 gp","1,100 gp"],["9","{@b 8th}: 1, {@b 7th}: 2, {@b 6th}: 1, {@b 5th}: 2","250 gp","1,600 gp"],["10","{@b 9th}: 1, {@b 8th}: 2, {@b 7th}: 1, {@b 6th}: 2","350 gp","2,300 gp"],["11","{@b 10th}: 1, {@b 9th}: 2, {@b 8th}: 1, {@b 7th}: 2","500 gp","3,200 gp"],["12","{@b 11th}: 1, {@b 10th}: 2, {@b 9th}: 1, {@b 8th}: 2","700 gp","4,500 gp"],["13","{@b 12th}: 1, {@b 11th}: 2, {@b 10th}: 1, {@b 9th}: 2","1,000 gp","6,400 gp"],["14","{@b 13th}: 1, {@b 12th}: 2, {@b 11th}: 1, {@b 10th}: 2","1,500 gp","9,300 gp"],["15","{@b 14th}: 1, {@b 13th}: 2, {@b 12th}: 1, {@b 11th}: 2","2,250 gp","13,500 gp"],["16","{@b 15th}: 1, {@b 14th}: 2, {@b 13th}: 1, {@b 12th}: 2","3,250 gp","20,000 gp"],["17","{@b 16th}: 1, {@b 15th}: 2, {@b 14th}: 1, {@b 13th}: 2","5,000 gp","30,000 gp"],["18","{@b 17th}: 1, {@b 16th}: 2, {@b 15th}: 1, {@b 14th}: 2","7,500 gp","45,000 gp"],["19","{@b 18th}: 1, {@b 17th}: 2, {@b 16th}: 1, {@b 15th}: 2","12,000 gp","69,000 gp"],["20","{@b 19th}: 1, {@b 18th}: 2, {@b 17th}: 1, {@b 16th}: 2","20,000 gp","112,000 gp"]]}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["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)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["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.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b 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.","{@b 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.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["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 check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["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.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["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 {@condition 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:",{"type":"list","items":["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."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill 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."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["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—{@condition hostile}, {@condition unfriendly}, {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["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.","{@b 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.","{@b 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.","{@b 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.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["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.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["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 {@spell detect magic}, 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."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action 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 {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, 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 {@action Search||Searching} 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), {@action Search||Searching} 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 {@action Search||Searching} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"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."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["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.","{@quickref difficult terrain||3|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 Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["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:",{"type":"list","items":["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 {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using 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."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill 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 {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill 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 {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["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 {@skill 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["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.",{"type":"pf2-title","name":"Multiple Encounters"},"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.",{"type":"pf2-title","name":"Before a Fight"},"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."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["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:",{"type":"list","items":["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 {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition 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.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["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 check against the Perception DCs of all characters to see if anyone noticed its approach.",{"name":"Watches and Rest","type":"table","source":"CRB","page":500,"colStyles":["text-center","text-left","text-left"],"colSizes":[1,3,3],"rows":[["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"]]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["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.",{"type":"list","items":["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)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["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.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b 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.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["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.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["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.",{"type":"pf2-h4","page":501,"name":"Events","entries":["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 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 check, and the second an Arcana or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["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.",{"type":"pf2-h4","page":502,"name":"Time","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["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.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["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.",{"type":"list","items":["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 (page 507).","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."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["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.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["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.",{"type":"list","items":["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, use an appropriate 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 on page 507).","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."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link 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 {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"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.",{"type":"pf2-title","name":"Pathfinder Adventures"},"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.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"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."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"}]}]}} \ No newline at end of file diff --git a/data/generated/bookref-quick.json b/data/generated/bookref-quick.json index 95278488aa..23a3c7920d 100644 --- a/data/generated/bookref-quick.json +++ b/data/generated/bookref-quick.json @@ -1 +1 @@ -{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Archetypes","Character Creation","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Gear","Investing Magic Items","Item Damage","Item Level","Price","Shields","Shoddy Items","Weapons"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Magical Schools","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Tradition and School","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":219,"name":"Archetypes","entries":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"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.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","entries":["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.","{@b 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.\"","{@b 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.\"","{@b 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.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["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.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["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.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["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.","{@b 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).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["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.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"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.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"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.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to Table 1–1. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["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 to determine its ability modifier.",{"type":"tbl","page":20,"name":"TABLE 1–1: ABILITY MODIFIERS","entries":[{"type":"tbl","page":20,"table_head":"Ability Score Modifier Ability Score Modifier","entries":["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..."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["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.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["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."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["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."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["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:",{"type":"list","items":["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."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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 {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["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.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["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.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["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."]},"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.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["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.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["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."],"source":"CRB"},{"type":"list","items":["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."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["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.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["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 and Ranged Strikes 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 and ranged Strikes with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["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.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["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 and Dexterity for ranged Strikes).","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."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["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."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["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 and ranged Strikes 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."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["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).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["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)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["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."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["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.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["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."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["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. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, 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.",{"type":"statblock","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. 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."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["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.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} 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 {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} 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.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} 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.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["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.",{"type":"statblock","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["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.",{"type":"statblock","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"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."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} 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.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b Bulwark:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b Comfort:} The armor is so comfortable that you can rest normally while wearing it.","{@b Flexible:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to Acrobatics or Athletics checks.","{@b Noisy:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity (page 479).",{"type":"tbl","page":275,"name":"TABLE 6–3: UNARMORED DEFENSE","entries":[{"type":"tbl","page":275,"table_head":"Unarmored Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Armor Traits","entries":["No armor—+0—————Explorer's clothing 1 sp +0 +5——L Comfort"],"source":"CRB"}],"source":"CRB"},{"type":"tbl","page":275,"name":"TABLE 6–4: ARMOR","entries":[{"type":"tbl","page":275,"table_head":"Light Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Padded armor 2 sp +1 +3——10 L—Comfort Leather 2 gp +1 +4–1—10 1——Studded leather 3 gp +2 +3–1—12 1——Chain shirt 5 gp +2 +3–1—12 1—Flexible, Noisy"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Medium Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Hide 2 gp +3 +2 –2–5 ft. 14 2 Leather—Scale mail 4 gp +3 +2 –2–5 ft. 14 2 Composite—Chain mail 6 gp +4 +1 –2–5 ft. 16 2 Chain Flexible, noisy Breastplate 8 gp +4 +1 –2–5 ft. 16 2 Plate—"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Heavy Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Splint mail (level 1) 13 gp +5 +1–3–10 ft. 16 3 Composite—Half plate (level 1) 18 gp +5 +1–3–10 ft. 16 3 Plate—Full plate (level 2) 30 gp +6 +0–3–10 ft. 18 4 Plate Bulwark"],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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."],"source":"CRB"},{"name":"Unarmored Defense","type":"table","source":"CRB","page":275,"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["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"]]},{"name":"Armor","type":"table","source":"CRB","page":275,"labelRowIdx":[0,5,10],"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Light Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Padded Armor}","2 sp","+1","+3","—","—","10","L","Cloth","{@trait Comfort}"],["{@item Leather}","2 gp","+1","+4","-1","—","10","1","Leather","—"],["{@item Studded Leather}","3 gp","+2","+3","-1","—","12","1","Leather","—"],["{@item Chain shirt}","5 gp","+2","+3","-1","—","12","1","Chain","{@trait Flexible}, {@trait Noisy}"],["Medium Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Hide}","2 gp","+3","+2","–2","–5 ft.","14","2","Leather","—"],["{@item Scale mail}","4 gp","+3","+2","–2","–5 ft.","14","2","Composite","—"],["{@item Chain mail}","6 gp","+4","+1","–2","–5 ft.","16","2","Chain","{@trait Flexible}, {@trait Noisy}"],["{@item Breastplate}","8 gp","+4","+1","-2","-5 ft.","16","2","Plate","—"],["Heavy Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Splint mail} (level 1)","13 gp","+5","+1","-3","-10 ft.","16","3","Composite","—"],["{@item Half plate} (level 1)","18 gp","+5","+1","-3","-10 ft.","16","3","Plate","—"],["{@item Full plate} (level 2)","30 gp","+6","+0","-3","-10 ft.","18","4","Plate","{@trait Bulwark}"]]},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b Breastplate:} 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.","{@b Chain Mail:} 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.","{@b Chain Shirt:} 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.","{@b Explorer's Clothing:} 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).","{@b Full Plate:} 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).","{@b Half Plate:} 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).","{@b Hide:} 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.","{@b Leather:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b Padded Armor:} 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.","{@b Scale Mail:} 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.","{@b Splint Mail:} 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).","{@b Studded Leather:} 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.",{"name":"Damaging Armor","type":"table","source":"CRB","page":276,"labelRowIdx":[0],"colSizes":[3,1,1,1],"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Material","Hardness","HP","BT"],["Cloth ({@item explorer's clothing}, {@item padded armor})","1","4","2"],["Leather ({@item hide}, {@item leather}, {@item studded leather})","4","16","8"],["Metal ({@item breastplate}, {@item chain mail}, {@item chain shirt}, {@item full plate}, {@item half plate}, {@item scale mail}, {@item splint mail})","9","36","18"]],"intro":["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."]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["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 {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} 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 {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["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.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["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.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy} 1 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["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, {@item full plate} armor is 4 Bulk, a {@item longsword} 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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["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.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["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."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["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 {@b silver piece} ({@b 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 {@b copper piece} ({@b cp}). Each copper piece is worth one‑tenth of a silver piece. The {@b gold piece} ({@b 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 {@b platinum piece} ({@b 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 Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["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 {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Gear","entries":[{"type":"pf2-h1-flavor","page":287,"entries":["{@i Your character needs all sorts of items both while exploring and in downtime, ranging from rations to climbing gear to fancy clothing, depending on the situation.}"],"source":"CRB"},{"type":"pf2-h2","page":287,"name":"Gear Statistics","entries":["{@table Adventuring Gear||Tables 6–9} and {@table Uncommon Adventuring Gear||6–10} 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.",{"type":"pf2-h3","page":287,"name":"Hands","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) 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 {@action Interact} action to use."],"source":"CRB"},{"name":"Adventuring Gear","type":"table","source":"CRB","page":288,"minimizeTo":[0],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],["{@item Adventurer's pack}","15 sp","1","—"],{"type":"multiRow","rows":[["{@item Alchemist's lab}","5 gp","6","2"],["{@indentFirst {@item Expanded alchemist's lab (level 3)}}","5 gp","6","2"]]},["{@item Alchemist's tools}","3 gp","1","2"],{"type":"multiRow","rows":[["{@item Artisan's tools}","4 gp","2","2"],["{@indentFirst {@item Sterling artisan's tools (level 3)}}","50 gp","2","2"]]},["{@item Backpack}","1 sp","—","—"],["{@item Basic crafter's book}","1 sp","L","2"],["{@item Bedroll}","2 cp","L","—"],["{@item Caltrops}","3 sp","L","1"],["{@item Candle (10)}","1 cp","—","1"],["{@item Chain (10 feet)}","4 gp","1","2"],["{@item Chalk (10)}","1 cp","—","1"],["{@item Chest}","6 sp","2","2"],{"type":"multiRow","rows":[["{@item Clothing}","","",""],["{@indentFirst {@item Ordinary}}","1 sp","—","—"],["{@indentFirst {@item Explorer's}}","1 sp","L","—"],["{@indentFirst {@item Fine}}","2 gp","L","—"],["{@indentFirst {@item High-fashion fine (level 3)}}","55 gp","L","—"],["{@indentFirst {@item Winter}}","4 sp","L","—"]]},{"type":"multiRow","rows":[["{@item Compass}","1 gp","—","1"],["{@indentFirst {@item Lensatic compass (level 3)}}","20 gp","—","1"]]},["{@item Cookware}","1 gp","2","2"],{"type":"multiRow","rows":[["{@item Crowbar}","5 sp","L","2"],["{@indentFirst {@item Levered crowbar (level 3)}}","20 gp","L","2"]]},{"type":"multiRow","rows":[["{@item Disguise kit}","2 gp","L","2"],["{@indentFirst {@item Replacement cosmetics}}","1 sp","—","—"],["{@indentFirst {@item Elite disguise kit (level 3)}}","40 gp","L","2"],["{@indentFirst {@item Elite cosmetics (level 3)}}","5 sp","—","—"]]},{"type":"multiRow","rows":[["{@item Fishing tackle}","8 sp","1","2"],["{@indentFirst {@item Professional fishing tackle (level 3)}}","20 gp","1","2"]]},["{@item Flint and steel}","5 cp","—","2"],["{@item Formula book (blank)}","1 gp","L","1"],["{@item Grappling hook}","1 sp","L","1"],["{@item Hammer}","1 sp","L","1"],{"type":"multiRow","rows":[["{@item Healer's tools}","5 gp","1","2"],["{@indentFirst {@item Expanded healer's tools (level 3)}}","50 gp","1","2"]]},["{@item Holly and mistletoe}","0","—","1"],["{@item Hourglass}","3 gp","L","1"],["{@item Ladder (10-foot)}","3 cp","3","2"],{"type":"multiRow","rows":[["{@item Lantern}","","",""],["{@indentFirst {@item Bull's eye}}","1 gp","1","1"],["{@indentFirst {@item Hooded}}","7 sp","L","1"]]},{"type":"multiRow","rows":[["{@item Lock}","","",""],["{@indentFirst {@item Poor lock (level 0)}}","2 sp","—","2"],["{@indentFirst {@item Simple lock (level 1)}}","2 gp","—","2"],["{@indentFirst {@item Average lock (level 3)}}","15 gp","—","2"],["{@indentFirst {@item Good lock (level 9)}}","200 gp","—","2"],["{@indentFirst {@item Superior lock (level 17)}}","4,500 gp","—","2"]]},["{@item Magnifying glass (level 3)}","40 gp","—","1"],{"type":"multiRow","rows":[["{@item Manacles}","","",""],["{@indentFirst {@item Poor manacles (level 0)}}","2 sp","—","2"],["{@indentFirst {@item Simple manacles (level 1)}}","3 gp","—","2"],["{@indentFirst {@item Average manacles (level 3)}}","20 gp","—","2"],["{@indentFirst {@item Good manacles (level 9)}}","250 gp","—","2"],["{@indentFirst {@item Superior manacles (level 17)}}","5,000 gp","—","2"]]},["{@item Material component pouch}","5 sp","L","1"],["{@item Merchant's scale}","2 sp","L","2"],["{@item Mirror}","1 gp","—","1"],["{@item Mug}","1 cp","—","1"],{"type":"multiRow","rows":[["{@item Musical instrument}","","",""],["{@indentFirst {@item Handheld}}","8 sp","1","2"],["{@indentFirst {@item Virtuoso handheld (level 3)}}","50 gp","1","2"],["{@indentFirst {@item Heavy}}","2 gp","16","2"],["{@indentFirst {@item Virtuoso heavy (level 3)}}","100 gp","16","2"]]},["{@item Oil (1 pint)}","1 cp","—","2"],["{@item Piton}","1 cp","—","1"],["{@item Rations (1 week)}","4 sp","L","1"],{"type":"multiRow","rows":[["{@item Religious symbol}","","",""],["{@indentFirst {@item Wooden}}","1 sp","L","1"],["{@indentFirst {@item Silver}}","2 gp","L","1"]]},["{@item Religious text","1 gp","L","1"],{"type":"multiRow","rows":[["{@item Repair kit}","2 gp","1","2"],["{@indentFirst {@item Superb repair kit (level 3)}}","25 gp","1","2"]]},["{@item Rope (50 feet)}","5 sp","L","2"],["{@item Sack (5)}","1 cp","L","1"],["{@item Saddlebags}","2 sp","L","2"],["{@item Signal whistle}","8 cp","—","1"],{"type":"multiRow","rows":[["{@item Snare kit}","5 gp","2","2"],["{@indentFirst {@item Specialist snare kit (level 3)}}","55 gp","2","2"]]},["{@item Soap}","2 cp","—","1"],["{@item Speelbook (blank)}","1 gp","L","1"],{"type":"multiRow","rows":[["{@item Spyglass}","20 gp","L","2"],["{@indentFirst {@item Fine spyglass (level 4)}}","80 gp","L","2"]]},["{@item Tack}","4 gp","1","—"],["{@item Ten-foot pole}","1 cp","1","2"],{"type":"multiRow","rows":[["{@item Tent}","","",""],["{@indentFirst {@item Pup}}","8 sp","L","2"],["{@indentFirst {@item Four-person}}","5 gp","1","2"],["{@indentFirst {@item Pavilion (level 2)}}","40 gp","12","2"]]},{"type":"multiRow","rows":[["{@item Thieves' tools}","3 gp","L","2"],["{@indentFirst {@item Replacement picks}}","3 sp","—","—"],["{@indentFirst {@item Infiltrator thieves' tools (level 3)}}","50 gp","L","2"],["{@indentFirst {@item Infiltrator picks (level 3)}}","3 gp","—","—"]]},{"type":"multiRow","rows":[["{@item Tool}","","",""],["{@indentFirst {@item Long tool}}","1 gp","1","2"],["{@indentFirst {@item Short tool}}","4 sp","L","1 or 2"]]},["{@item Torch}","1 cp","L","1"],["{@item Waterskin}","5 cp","L","1"],{"type":"multiRow","rows":[["{@item Writing set}","1 gp","L","2"],["{@indentFirst {@item Extra ink and paper}}","1 sp","—","—"]]}]},{"name":"Uncommon Adventuring Gear","type":"table","source":"CRB","page":288,"minimizeTo":[0],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],["{@item Scholarly journal (level 3)}","6 gp","L","1"],["{@indentFirst {@item Scholarly journal compendium (level 3)}}","30 gp","L","2"],["{@item Survey map (level 3)}","10 gp","L","1"],["{@indentFirst {@item Survey map atlas (level 3)}}","50 gp","L","2"]]}],"source":"CRB"},{"type":"pf2-h2","page":290,"name":"Adventuring Gear","entries":["These items follow special rules or require more detail.","{@b 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 {@item torch||torches}, and a waterskin.","{@b 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 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.","{@b 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.","{@b 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.","{@b Basic Crafter's Book:} This book contains the formulas (page 293) for Crafting the common items in this chapter.","{@b 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 check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage 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.","{@b Candle:} A lit candle sheds dim light in a 10-foot radius.","{@b Chest:} A wooden chest can hold up to 8 Bulk of items.","{@b 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 {@flatDC 5} flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to 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.","{@b 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.","{@b 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.","{@b 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 check to Force Open (similar to using a shoddy item). A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.","{@b 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 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.","{@b Healer's Tools:} This kit of bandages, herbs, and suturing tools is necessary for 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.","{@b 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.","{@b 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.","{@b Lock:} Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 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.","{@b Magnifying Glass:} This quality handheld lens gives you a +1 item bonus to {@skill Perception} checks to notice minute details of documents, fabric, and the like.","{@b 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 {@flatDC 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 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.","{@b 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.","{@b 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 checks using that instrument.","{@b 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 {@flatDC 10} flat check for the oil to ignite successfully when it hits.","If the oil ignites, the target takes {@dice 1d6} fire damage.","{@b 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.","{@b 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.","{@b 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.","{@b 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 skill. A superb repair kit gives you a +1 item bonus to the check.","{@b 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.","{@b 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.","{@b 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 {@action Recall Knowledge} 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.","{@b Signal Whistle:} When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.","{@b Snare Kit:} This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. A specialist snare kit gives you a +1 item bonus to the check.","{@b 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.","{@b Spyglass:} A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +1 item bonus to {@skill Perception} checks to notice details at a distance.","{@b Survey Map:} Maps are uncommon.","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 checks and any skill checks to Recall Knowledge, 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.","{@b 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.","{@b 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.","{@b Thieves' Tools:} You need thieves' tools to Pick Locks or Disable Devices (of some types) using the 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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."],"source":"CRB"},{"type":"pf2-h2","page":289,"name":"Class Kits","entries":["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 {@item torch||torches}, and a waterskin.",{"type":"pf2-h3","page":289,"name":"Alchemist","entries":["{@b Price} 9 gp, 6 sp; {@b Bulk} 4 Bulk, 6 light;","{@b Money Left Over} 5 gp, 4 sp","{@b Armor} studded leather armor","{@b Weapons} dagger, sling with 20 sling bullets","{@b Gear} adventurer's pack, alchemist's tools, bandolier, basic crafter's book, 2 sets of caltrops, sheath","{@b Options} repair kit (2 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Barbarian","entries":["{@b Price} 3 gp, 2 sp; {@b Bulk} 3 Bulk, 5 light; {@b Money Left Over} 11 gp, 8 sp {@b Armor} hide armor {@b Weapons} 4 javelins {@b Gear} adventurer's pack, grappling hook, 2 sheaths {@b Options} greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battle axe and steel shield (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Bard","entries":["{@b Price} 6 gp, 8 sp; {@b Bulk} 4 Bulk, 3 light; {@b Money Left Over} 8 gp, 2 sp {@b Armor} studded leather armor {@b Weapons} dagger, rapier, sling with 20 sling bullets {@b Gear} adventurer's pack, bandolier, handheld instrument, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Champion","entries":["{@b Price} 3 gp, 8 sp; {@b Bulk} 3 Bulk, 7 light; {@b Money Left Over} 11 gp, 2 sp {@b Armor} hide armor {@b Weapons} dagger, 4 javelins {@b Gear} adventurer's pack, crowbar, grappling hook, sheath {@b Options} your deity's favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Cleric","entries":["{@b Price} 1 gp 5 sp; {@b Bulk} 1 Bulk, 3 light; {@b Money Left Over} 13 gp {@b Gear} adventurer's pack, bandolier, 2 sets of caltrops, religious symbol (wooden) {@b 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)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Druid","entries":["{@b Price} 3 gp, 7 sp; {@b Bulk} 4 Bulk, 4 light; {@b Money Left Over} 11 gp, 3 sp {@b Armor} leather armor {@b Weapons} 4 javelins, longspear {@b Gear} adventurer's pack, bandolier, holly and mistletoe {@b Options} healer's tools (5 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Fighter","entries":["{@b Price} 3 gp; {@b Bulk} 3 Bulk, 2 light; {@b Left Over} 12 gp {@b Armor} hide armor {@b Weapons} dagger {@b Gear} adventurer's pack, grappling hook, sheath {@b Options} greatsword (2 gp), longbow with 20 arrows (6 gp, 2 sp), or longsword and steel shield (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Monk","entries":["{@b Price} 4 gp, 9 sp; {@b Bulk} 4 Bulk, 2 light; {@b Money Left Over} 10 gp, 2 sp {@b Weapons} longspear, staff {@b Gear} adventurer's pack, bandolier, climbing kit, grappling hook, lesser smokestick"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Ranger","entries":["{@b Price} 9 gp, 1 sp; {@b Bulk} 3 Bulk, 3 light; {@b Money Left Over} 5 gp, 9 sp {@b Armor} leather armor {@b Weapons} dagger, longbow with 20 arrows {@b Gear} adventurer's pack, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Rogue","entries":["{@b Price} 5 gp, 4 sp; {@b Bulk} 4 Bulk, 1 light; {@b Money Left Over} 9 gp, 6 sp {@b Armor} leather armor {@b Weapons} dagger, rapier {@b Gear} adventurer's pack, climbing kit, sheath {@b Options} thieves' tools (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Sorcerer","entries":["{@b Price} 1 gp, 6 sp; {@b Bulk} 1 Bulk, 6 light; {@b Money Left Over} 12 gp, 9 sp {@b Weapons} dagger, slingshot with 20 sling bullets {@b Gear} adventurer's pack, bandolier, 2 sets of caltrops, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Wizard","entries":["{@b Price} 1 gp, 2 sp; {@b Bulk} 2 Bulk, 2 light; {@b Money Left Over} 11 gp, 8 sp {@b Weapons} staff {@b Gear} adventurer's pack, material component pouch, writing set {@b Options} crossbow with 20 bolts (3 gp, 2 sp)"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":292,"name":"Alchemical Gear","entries":["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.",{"type":"tbl","page":292,"name":"TABLE 6–11: ALCHEMICAL GEAR","entries":[{"type":"tbl","page":292,"table_head":"Alchemical Bombs Price Bulk Page","entries":["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"],"source":"CRB"},{"type":"tbl","page":292,"table_head":"Elixirs Price Bulk Page","entries":["Lesser antidote 3 gp L 546 Lesser antiplague 3 gp L 546 Minor elixir of life 3 gp L 548"],"source":"CRB"},{"type":"tbl","page":292,"table_head":"Alchemical Tools Price Bulk Page","entries":["Lesser smokestick 3 gp L 554 Sunrod 3 gp L 554 Tindertwig (10) 2 sp—554"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Alchemical Bombs","entries":["Alchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal splash damage. For more on alchemical bombs, see page 544.","{@b Lesser Acid Flask:} This alchemical bomb deals 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage.","{@b Lesser Alchemist's Fire:} This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.","{@b Lesser Bottled Lightning:} This alchemical bomb deals 1d6 electricity damage and 1 electricity splash damage, and it makes the target {@condition flat-footed}.","{@b Lesser Frost Vial:} This alchemical bomb deals 1d6 cold damage and 1 cold splash damage, and it gives the target a –5-foot status penalty to its Speeds until the end of its next turn.","{@b 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 {@action Escape||Escapes}.","{@b Lesser Thunderstone:} This alchemical bomb deals {@damage 1d4} sonic damage and 1 sonic splash damage, and any creature within 10 feet that fails a DC 17 Fortitude save is deafened until the end of its turn."],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Elixirs","entries":["Elixirs are alchemical items you drink to gain various unusual effects. For more on elixirs, see page 546.","{@b Lesser Antidote:} After drinking a lesser antidote, you gain a +2 item bonus to Fortitude saves against poison for 6 hours.","{@b 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.","{@b 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."],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Alchemical Tools","entries":["Alchemical tools are a type of alchemical item you use, rather than drink or throw. For more on alchemical tools, see page 564.","{@b Smokestick:} You create a 5-foot radius smokescreen for 1 minute.","{@b 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.","{@b Tindertwig:} You can use a tindertwig to ignite something flammable with a single Interact action, faster than with flint and steel."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":293,"name":"Magical Gear","entries":["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.",{"name":"Magical Gear","type":"table","source":"CRB","page":293,"labelRowIdx":[0,3,5,7],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Consumable Magic Items","Price","Bulk","Page"],["{@i {@item Holy water}}","3 gp","L","571"],["{@i {@item Unholy water}}","3 gp","L","571"],["Potions","Price","Bulk","Page"],["{@i {@item Minor healing potion}}","4 gp","L","563"],["Scrolls","Price","Bulk","Page"],["Scroll of a common 1st-level spell","4 gp","L","565"],["Talismans","Price","Bulk","Page"],["{@i {@item Potency crystal}}","4 gp","—","568"]]},{"type":"pf2-h3","page":293,"name":"Consumable Magic Items","entries":["You can typically purchase {@item holy water||holy} and {@item unholy water} in a settlement. Particularly good settlements tend to ban {@item unholy water} and evil settlements tend to ban {@item holy water}.","{@b Holy Water:} You can throw {@item holy water} like a bomb, dealing {@dice 1d6} good damage and 1 good splash damage to {@filter fiends|bestiary||creature type=fiend}, {@filter undead|bestiary||creature type=undead}, and {@filter other creatures weak to good damage|bestiary||weaknesses=good}.","{@b Unholy Water:} You can throw {@item unholy water} like a bomb, dealing {@dice 1d6} evil damage and 1 evil splash damage to {@filter celestials|bestiary||creature type=celestial} and {@filter other creatures weak to evil damage|bestiary||weaknesses=evil}."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Potions","entries":["Potions are magic items you drink to gain a variety of benefits. For more on potions, see page 562."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Scrolls","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Talismans","entries":["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.","{@b 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse‑engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"name":"Formulas","type":"table","source":"CRB","page":293,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["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","",""]],"footnotes":["* Formulas for all 0-level common items from this chapter can be purchased collectively in a {@item basic crafter's book}."]},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["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, {@i 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.}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"name":"Basic Services and Consumables","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],{"type":"multiRow","rows":[["Beverages","","",""],["{@indentFirst Mug of ale}","1 cp","L","1"],["{@indentFirst Keg of ale}","2 sp","2","2"],["{@indentFirst Pot of coffee or tea}","2 cp","L","1"],["{@indentFirst Bottle of wine}","1 sp","L","1"],["{@indentFirst Bottle of fine wine}","1 gp","L","1"]]},{"type":"multiRow","rows":[["Hireling (1 day)","","",""],["{@indentFirst Unskilled}","1 sp","",""],["{@indentFirst Skilled}","5 sp","",""]]},{"type":"multiRow","rows":[["Lodging (1 day)","","",""],["{@indentFirst Floor space}","3 cp","",""],["{@indentFirst Bed (for 1)}","1 sp","",""],["{@indentFirst Private room (for 2)}","8 sp","",""],["{@indentFirst Extravagant suite (for 6)}","10 gp","",""]]},{"type":"multiRow","rows":[["Meals","","",""],["{@indentFirst Poor meal}","1 cp","L","2"],["{@indentFirst Square meal}","3 cp","L","2"],["{@indentFirst Fine dining}","1 gp","L","2"]]},["Stabling (1 day)","2 cp","",""],["Toll","at least 1 cp","",""],{"type":"multiRow","rows":[["Transportation (per 5 miles)","","",""],["{@indentFirst Caravan}","3 cp","",""],["{@indentFirst Carriage}","2 sp","",""],["{@indentFirst Ferry or riverboat}","4 cp","",""],["{@indentFirst Sailing ship}","6 cp","",""]]}]},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, 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.",{"name":"Spellcasting Services","type":"table","source":"CRB","page":294,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["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","",""]],"footnotes":["* Plus any cost required to cast the specific spell."]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":294,"name":"Cost of Living","entries":["{@table Cost of Living||Table 6–16} shows how much it costs to get by. This covers room and board, dues, taxes, and other fees.",{"name":"Cost of Living","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[2,1,1,1],"rows":[["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"]],"footnotes":["* You can attempt to Subsist using {@skill Society} or {@skill Survival} for free."]}],"source":"CRB"},{"type":"pf2-h2","page":294,"name":"Animals","entries":["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 {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill 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 {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"name":"Animals","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center"],"rows":[["Animal","Rental Price* (per day)","Purchase Price"],{"type":"multiRow","rows":[["Dog","",""],["{@indentFirst Guard dog}","1 cp per day","2 sp"],["{@indentFirst Riding dog}","6 cp per day","4 gp"]]},{"type":"multiRow","rows":[["Horse","",""],["{@indentFirst Riding horse}","1 sp per day","8 gp"],["{@indentFirst Warhorse}","1 gp per day","30 gp (level 2)"],["{@indentFirst Pack animal}","2 cp per day","2 gp"]]},{"type":"multiRow","rows":[["Pony","",""],["{@indentFirst Riding pony}","8 cp per day","7 gp"],["{@indentFirst Warpony}","8 sp per day","24 gp (level 2)"]]}],"footnotes":["* Might require a deposit equal to the purchase Price."]},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). 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.",{"name":"Barding","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"colSizes":[2,1,1,1,1,1,1,1],"labelRowIdx":[0,3],"rows":[["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"],["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"]]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} 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 Bulk Conversions||Table 6–19}.","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.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"name":"Bulk conversions","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"name":"Differently Sized Items","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Creature Size","Prize","Buk","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"]],"footnotes":["* An item that would have its Bulk reduced below 1 has light Bulk."]},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["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 {@i +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 {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"statblock","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b 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 {@feat Shield Block} 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 {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b 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 {@condition 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 {@condition Broken} Threshold usually depend on the material the item is made of. This information appears on page 577.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["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 {@condition 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 {@condition 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."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["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."],"source":"CRB"},{"name":"Changing Equipment","type":"table","source":"CRB","page":274,"colSizes":[3,1,1],"colStyles":["text-left","text-center","text-center"],"rows":[["Change","Hands","Action"],["Draw or put away a worn item, or pick up an item{@sup 1}","1 or 2","{@action Interact}"],["Pass an item to or take an item from a willing creature{@sup 2}","1 or 2","{@action Interact}"],["Drop an item to the ground","1 or 2","{@action Release}"],["Detach a shield or item strapped to you","1","{@action Interact}"],["Change your grip by removing a hand from an item","2","{@action Release}"],["Change your grip by adding a hand to an item","2","{@action Interact}"],["Retrieve an item from a backpack{@sup 3}, sack, or similar container","2","{@action Interact}"]],"footnotes":["{@sup 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.","{@sup 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.","{@sup 3} Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate {@action Interact} action."]}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["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."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["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.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"name":"Coin Values","type":"table","source":"CRB","page":271,"labelRowIdx":[0],"colSizes":[2,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["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"]]}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"Raise a Shield 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. A buckler, however, doesn't take up your hand, so you can Raise a Shield with a buckler 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 if that hand is no longer free.","When you have a tower shield raised, you can use the Take Cover action (page 471) 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 as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while Raising your Shield 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.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["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.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["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 {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["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 {@feat Shield Block} reaction."],"source":"CRB"},{"name":"Shields","type":"table","source":"CRB","page":277,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Shield","Price","AC Bonus{@sup 1}","Speed Penalty","Bulk","Hardness","HP (BT)"],["{@item Buckler}","1 gp","+1","—","L","3","6 (3)"],["{@item Wooden shield}","1 gp","+2","—","1","3","12 (6)"],["{@item Steel shield}","2 gp","+2","—","1","5","20 (10)"],["{@item Tower shield}","10 gp","+2/+4{@sup 2}","–5 ft.","4","5","20 (10)"]],"footnotes":["{@sup 1} Gaining a shield's circumstance bonus to AC requires using the {@action Raise a Shield} action (found on page 472).","{@sup 2} Getting the higher bonus for a tower shield requires using the {@action Take Cover} action (page 471) while the shield is raised."]}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. 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 {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b Buckler:} 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.","{@b Wooden Shield:} 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.","{@b Steel Shield:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b Tower Shield:} 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."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["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."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["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.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a finesse weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"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.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["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 {@trait agile} trait (page 282) to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["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.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"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 {@item striking}, {@item greater striking}, or {@item 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."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["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 {@action Strike}, your attack deals double damage (page 451). Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} 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 Unarmed Attacks||Table 6–6: Unarmed Attacks} 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."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["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.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["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.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||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.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"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.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["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.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an Interact 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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["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.",{"type":"pf2-title","name":"Weapon Categories"},"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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["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."],"source":"CRB"},{"name":"Unarmed Attacks","type":"table","source":"CRB","page":280,"minimizeTo":[0],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Unarmed Attack","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["Fist","—","{@dice 1d4} B","—","1","Brawling","{@trait Agile}, {@trait finesse}, {@trait nonlethal}, {@trait unarmed}"]]},{"name":"Melee Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,12,15,50,64],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Club}","0","{@dice 1d6} B","1","1","Club","{@trait Thrown} 10 ft."],["{@item Dagger}","2 sp","{@dice 1d4} P","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait thrown} 10 ft., {@trait versatile} S"],["{@item Gauntlet}","2sp","{@dice 1d4} B","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Light mace}","4 sp","{@dice 1d4} B","L","1","Club","{@trait Agile}, {@trait finesse}, {@trait shove}"],["{@item Longspear}","5 sp","{@dice 1d8} P","2","2","Spear","{@trait Reach}"],["{@item Mace}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Shove}"],["{@item Morningstar}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Versatile} P"],["{@item Sickle}","2 sp","{@dice 1d4} S","L","1","Knife","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Spear}","1 sp","{@dice 1d6} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item Spiked gauntlet}","3 sp","{@dice 1d4} P","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Staff}","0","{@dice 1d4} B","1","1","Club","{@trait Two-hand} d8"],["Uncommon Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Clan dagger}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait dwarf}, {@trait parry}, {@trait versatile} B"],["{@item Katar}","3 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait monk}"],["Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Bastard sword}","4 gp","{@dice 1d8} S","1","1","Sword","{@trait Two-hand} d12"],["{@item Battle axe}","1 gp","{@dice 1d8} S","1","1","Axe","{@trait Sweep}"],["{@item Bo staff}","2 sp","{@dice 1d8} B","2","2","Club","{@trait Monk}, {@trait parry}, {@trait reach}, {@trait trip}"],["{@item Falchion}","3 gp","{@dice 1d10} S","2","2","Sword","{@trait Forceful}, {@trait sweep}"],["{@item Flail}","8 sp","{@dice 1d6} B","1","1","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Glaive}","1 gp","{@dice 1d8} S","2","2","Polearm","{@trait Deadly} d8, {@trait forceful}, {@trait reach}"],["{@item Greataxe}","2 gp","{@dice 1d12} S","2","2","Axe","{@trait Sweep}"],["{@item Greatclub}","1 gp","{@dice 1d10} B","2","2","Club","{@trait Backswing}, {@trait shove}"],["{@item Greatpick}","1 gp","{@dice 1d10} P","2","2","Pick","{@trait Fatal} d12"],["{@item Greatsword}","2 gp","{@dice 1d12} S","2","2","Sword","{@trait Versatile} P"],["{@item Guisarme}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Reach}, {@trait trip}"],["{@item Halberd}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Reach}, {@trait versatile} S"],["{@item Hatchet}","4 sp","{@dice 1d6} S","L","1","Axe","{@trait Agile}, {@trait sweep}, {@trait thrown} 10 ft."],["{@item Lance}","1 gp","{@dice 1d8} P","2","2","Spear","{@trait Deadly} d8, {@trait jousting} d6, {@trait reach}"],["{@item Light hammer}","3 sp","{@dice 1d6} B","L","1","Hammer","{@trait Agile}, {@trait thrown} 20 ft."],["{@item Light pick}","4 sp","{@dice 1d4} P","L","1","Pick","{@trait Agile}, {@trait fatal} d8"],["{@item Longsword}","1 gp","{@dice 1d8} S","1","1","Sword","{@trait Versatile} P"],["{@item Main-gauche}","5 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait parry}, {@trait versatile} S"],["{@item Maul}","3 gp","{@dice 1d12} B","2","2","Hammer","{@trait Shove}"],["{@item Pick}","7 sp","{@dice 1d6} P","1","1","Pick","{@trait Fatal} d10"],["{@item Ranseur}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Disarm}, {@trait reach}"],["{@item Rapier}","2 gp","{@dice 1d6} P","1","1","Sword","{@trait Deadly} d8, {@trait disarm}, {@trait finesse}"],["{@item Sap}","1 sp","{@dice 1d6} B","L","1","Club","{@trait Agile}, {@trait nonlethal}"],["{@item Scimitar}","1 gp","{@dice 1d6} S","1","1","Sword","{@trait Forceful}, {@trait sweep"],["{@item Scythe}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Deadly} d10, {@trait trip}"],["{@item Shield bash}","—","{@dice 1d4} B","—","1","Shield","—"],["{@item Shield boss}","5 sp","{@dice 1d6} B","—","1","Shield","Attached to shield"],["{@item Shield spikes}","5 sp","{@dice 1d6} P","—","1","Shield","Attached to shield"],["{@item Shortsword}","9 sp","{@dice 1d6} P","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait versatile} S"],["{@item Starknife}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait finesse}, {@trait thrown} 20 ft., {@trait versatile} S"],["{@item Trident}","1 gp","{@dice 1d8} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item War flail}","2 gp","{@dice 1d10} B","2","2","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Warhammer}","1 gp","{@dice 1d8} B","1","1","Hammer","{@trait Shove}"],["{@item Whip}","1 sp","{@dice 1d4} S","1","1","Flail","{@trait Disarm}, {@trait finesse}, {@trait nonlethal}, {@trait reach}, {@trait trip}"],["Uncommon Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dogslicer}","1 sp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait backstabber}, {@trait finesse}, {@trait goblin}"],["{@item Elven Curce blade}","4 gp","{@dice 1d8} S","2","2","Sword","{@trait Elf}, {@trait finesse}, {@trait forceful}"],["{@item Filcher's fork}","1 gp","{@dice 1d4} P","L","1","Spear","{@trait Agile}, {@trait backstabber}, {@trait deadly} d6, {@trait finesse}, {@trait halfling}, {@trait thrown} 20 ft."],["{@item Gnome hooked hammer}","2 gp","{@dice 1d6} B","1","1","Hammer","{@trait Gnome}, {@trait trip}, {@trait two-hand} d10, {@trait versatile} P"],["{@item Horsechopper}","9 sp","{@dice 1d8} S","2","2","Polearm","{@trait Goblin}, {@trait reach}, {@trait trip}, {@trait versatile} P"],["{@item Kama}","1 gp","{@dice 1d6} S","L","1","Knife","{@trait Agile}, {@trait monk}, {@trait trip}"],["{@item Katana}","2 gp","{@dice 1d6} S","1","1","Sword","{@trait Deadly} d8, {@trait two-hand} d10, {@trait versatile} P"],["{@item Kukri}","6 sp","{@dice 1d6} S","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Nunchaku}","2 sp","{@dice 1d6} B","L","1","Club","{@trait Backswing}, {@trait disarm}, {@trait finesse}, {@trait monk}"],["{@item Orc knuckle dagger}","7 sp","{@dice 1d6} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait orc}"],["{@item Sai}","6 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait monk}, {@trait versatile} B"],["{@item Spiked chain}","3 gp","{@dice 1d8} S","1","2","Flail","{@trait Disarm}, {@trait finesse}, {@trait trip}"],["{@item Temple sword}","2 gp","{@dice 1d8} S","1","1","Sword","{@trait Monk}, {@trait trip}"],["Uncommon Advanced Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dwarven waraxe}","3 gp","{@dice 1d8} S","2","1","Axe","{@trait Dwarf}, {@trait sweep}, {@trait two-hand} d12"],["{@item Gnome flickmace}","3 gp","{@dice 1d8} B","2","1","Flail","{@trait Gnome}, {@trait reach}"],["{@item Orc necksplitter}","2 gp","{@dice 1d8} S","1","1","Axe","{@trait Forceful}, {@trait orc}, {@trait sweep}"],["{@item Sawtooth saber}","5 gp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait twin}"]]},{"name":"Ranged Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,7,13],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-center","text-center","text-left"],"colSizes":[2,1,1,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Blowgun}","1 sp","1 P","20 ft.","1","L","1","Dart","{@trait Agile}, {@trait nonlethal}"],["{@indentFirst 10 blowgun darts}","5 cp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Crossbow}","3 gp","{@damage 1d8} P","120 ft.","1","1","2","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Dart}","1 cp","{@damage 1d4} P","20 ft.","—","L","1","Dart","{@trait Agile}, {@trait thrown}"],{"type":"multiRow","rows":[["{@item Hand crossbow}","3 gp","{@damage 1d6} P","60 ft.","1","L","1","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Javelin}","1 sp","{@damage 1d6} P","30 ft.","—","L","1","Dart","{@trait Thrown}"],{"type":"multiRow","rows":[["{@item Sling}","0","{@damage 1d6} B","50 ft.","1","L","1","Sling","{@trait Propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],["{@item Alchemical Bomb}*","Varies","Varies","20 ft.","—","L","1","Bomb","Varies"],{"type":"multiRow","rows":[["{@item Composite longbow}","20 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait propulsive}, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Composite shortbow}","14 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10, {@trait propulsive}"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Longbow}","6 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Shortbow}","3 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},["Uncommon Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Halfling sling staff}","5 gp","{@damage 1d10} B","80 ft.","1","1","2","Sling","{@trait Halfling}, {@trait propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["{@item Shuriken}","1 cp","{@dice 1d4} P","20 ft.","0","—","1","Dart","{@trait Agile}, {@trait monk},{@trait thrown}"]],"footnotes":["* Statistics for alchemical bombs can be found starting on page 544"]},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||source=CRB}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["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.","{@b 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.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b 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 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.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["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. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, 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.",{"type":"statblock","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["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 {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["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 {@action Cast a Spell||Casting the Spell}, 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 {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the occult tradition you can usually play an instrument 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 {@class cleric} {@action Cast a Spell||Casting a Spell} from the divine tradition while holding a divine focus (such as a religious symbol or text), 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 {@class druid} {@action Cast a Spell||Casting a Spell} from the primal tradition while holding a primal focus (such as holly and mistletoe), 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 {@class sorcerer} {@action Cast a Spell||Casting a Spell} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["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 {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["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 {@spell restore senses}).","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.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["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.",{"type":"statblock","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["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 {@action Cast a Spell||Cast the Spell} 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."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"statblock","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["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 {@action Refocus} 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.",{"type":"statblock","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":301,"name":"Other Spell Traits","entries":["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.",{"type":"pf2-title","name":"Auditory"},"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.",{"type":"pf2-title","name":"Darkness and Light"},"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.",{"type":"pf2-title","name":"Incapacitation"},"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.",{"type":"pf2-title","name":"Minion"},"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 {@trait concentrate}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.",{"type":"pf2-title","name":"Morph"},"Spells that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract 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.",{"type":"pf2-title","name":"Polymorph"},"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 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.",{"type":"pf2-title","name":"Summoned"},"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 {@action Cast a Spell||Casting the Spell}, 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.",{"type":"pf2-title","name":"Visual"},"A visual spell can affect only creatures that can see it."],"source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["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 {@action Refocus}, 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."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["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 {@feat Ki Strike} 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 {@action Cast a Spell} 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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["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 {@spell fireball} 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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["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. 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 {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["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'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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":297,"name":"Magical Schools","entries":["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.",{"type":"pf2-h3","page":297,"name":"Abjuration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":297,"name":"Conjuration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":297,"name":"Divination","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":297,"name":"Enchantment","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Evocation","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Illusion","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is visual, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Necromancy","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Transmutation","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":298,"name":"Spell Attack Roll and Spell DC","entries":["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.","{@c {@b Spell attack roll = your spellcasting ability modifier + proficiency bonus + other bonuses + penalties}}","{@c {@b 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 {@spell bless} 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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["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!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found on page 456. 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."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["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 on page 457."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["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.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["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 {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["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.",{"name":"Creature Creation Rituals","type":"table","source":"CRB","page":408,"colStyles":["text-left","text-center","text-center"],"rows":[["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"]]}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["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.",{"type":"successDegree","entries":{"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."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["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)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["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.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A Stealth check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["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.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["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."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["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.",{"type":"table","style":"pf2-box__table--red","rows":[["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."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["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, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["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 {@spell fireball} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["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.",{"type":"table","style":"pf2-box__table--red","rows":[["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."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":297,"name":"Tradition and School","entries":["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.",{"type":"pf2-sidebar","page":297,"name":"Spellbooks","entries":["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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["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."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["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.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"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.",{"type":"pf2-title","name":"Subordinate Actions"},"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 {@spell haste} 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."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["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 {@i 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.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["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 {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["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 {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} 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. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["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 {@action Cast a Spell} 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["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.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["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.",{"type":"list","style":"list-decimal","items":["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 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. 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.",{"type":"pf2-brown-box","page":444,"name":"GAME CONVENTIONS","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-title","name":"The GM Has the Final Say"},"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.",{"type":"pf2-title","name":"Specific Overrides General"},"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 {@flatDC 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.",{"type":"pf2-title","name":"Rounding"},"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.",{"type":"pf2-title","name":"Multiplying"},"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.",{"type":"pf2-title","name":"Duplicate Effects"},"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 {@spell mage armor} 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.",{"type":"pf2-title","name":"Ambiguous Rules"},"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."],"source":"CRB"},{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b 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 {@b 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 {@b 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.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["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.","{@b 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.","{@b 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 checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} 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.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b 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 {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b 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."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b 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 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.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["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 {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition 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 {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition 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 {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["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.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["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.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["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.",{"type":"successDegree","entries":{"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."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["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.",{"type":"list","style":"list-decimal","items":["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."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["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 {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 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.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} 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."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["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 {@flatDC 15} flat check to see if you recover from the persistent damage.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["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 {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["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 {@spell lightning bolt} 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.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the Strikes and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"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. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b 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.",{"type":"pf2-title","name":"Energy Damage"},"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. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b 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 {@b 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 {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b 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.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b 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.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b 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.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b 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.",{"type":"pf2-title","name":"Precious Materials"},"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."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["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.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["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 {@action Grapple} and {@action Shove}).","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 {@creature 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 {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["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 {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} 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."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["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 {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["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.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i 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.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["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.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["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 gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the Crafting skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using Crafting, Lore, or Performance (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b 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 {@spell fly} 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.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b 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.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee Strikes 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."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["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 {@quickref difficult terrain||3|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.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["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 {@spell fireball}, 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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} 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..pdf"],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["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 {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["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 {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} 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."],"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["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 on pages 476–477), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Structure","entries":["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.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["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 check. A social encounter could call for a Deception or 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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). 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.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["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:",{"type":"list","items":["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 {@condition 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.",{"type":"list","items":["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 {@condition quickened} and {@condition 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 {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["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.",{"type":"list","items":["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 {@action Sustain a Spell} 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 {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, 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."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["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 {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["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.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["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 skill check to Lie, require spending actions and follow their own rules.","All speech has the auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.","not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).","If you want to prepare to Release something outside of your turn, use the Ready activity."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["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 {@action Attack of Opportunity}, which {@class fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["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 {@quickref difficult terrain||3|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.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["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 Size and Reach||Table 9–1: Size and Reach}.","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.",{"name":"Size and Reach","type":"table","source":"CRB","page":474,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]},"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."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["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 that creature's space using 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).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["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."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["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 {@b 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 {@b 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."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition 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 {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition 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 check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to 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 with that weapon for this purpose."],"source":"CRB"},{"type":"pf2-h3","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to Hide, Sneak, or otherwise avoid detection. You can increase this to greater cover using the Take Cover basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+2 to AC, Reflex, {@skill 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 (page 457) and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the Mount specialty basic action (page 472), your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the Command an Animal action (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 that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then Command an Animal to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["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:",{"type":"list","items":["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\nbaseline, 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."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition 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."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["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 {@condition 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)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["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.",{"name":"Travel Speed","type":"table","source":"CRB","page":479,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]},"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 {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["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.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use Arcana to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use Intimidation to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use Survival to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use Diplomacy to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use Deception and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use Diplomacy to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the Crafting skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use Survival to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using Acrobatics, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use Survival to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use Medicine to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["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 {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition 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:",{"type":"list","items":["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."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found on page 507).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b 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).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["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.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["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:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying} 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying} 2 condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition 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."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["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.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["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 {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["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 {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["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 {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition 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.","{@b If you're {@condition unconscious} because you're {@condition 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 {@condition unconscious} and at 0 Hit Points, but not {@b 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 {@condition 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 {@condition unconscious} condition.",{"type":"list","items":["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 {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their Stealth DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["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)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["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.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["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.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} 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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt 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 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 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 checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","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 {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["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).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["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.",{"type":"successDegree","entries":{"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."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["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."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["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 {@action Seek} 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.",{"type":"pf2-h3","page":464,"name":"Light","entries":["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.",{"type":"pf2-h4","page":464,"name":"Bright Light","entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","entries":["The ways a creature can use {@skill 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.",{"type":"pf2-h4","page":464,"name":"Precise Senses","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden—it can't make the creature observed."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.","When one creature might detect another, the GM almost always uses the most precise sense available.","Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["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 {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["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 {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable Stealth action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based Stealth skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the Stealth check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","entries":["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 Appendix on pages 618–623.","With the exception of {@condition 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 {@ability darkvision}.","You can attempt to avoid detection by using the Stealth skill (page 251) to Avoid Notice, Hide, or Sneak, or by using Deception to Create a Diversion (page 245).",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["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 {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 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 {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition 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 {@condition 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. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["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 {@action 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["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.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} 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.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the finesse trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a finesse weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["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 action during your turn, you take a –5 penalty to your attack roll. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your attack roll. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.","Some weapons and abilities reduce multiple attack penalties, such as agile weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["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 in one hand and a shortsword (which has the agile trait) in your other hand, and you are going to make three Strikes with these weapons during the course of your turn. The first Strike 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 or a –4 penalty if you use the shortsword.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular Strike. It would be a –10 penalty with the longsword and a –8 penalty with the shortsword, no matter what weapon you used for your previous Strikes.","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.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with Strikes 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.",{"type":"pf2-inset","entries":["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)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} 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.","{@b {@action Strike}} 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, special attacks like the Grapple action of the Athletics skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["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 {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["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 {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["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.",{"type":"pf2-inset","entries":["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 {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["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 {@item resilient} armor or other magic items that give an item bonus.","{@b 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.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b 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.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b 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.",{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["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.",{"type":"successDegree","entries":{"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."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from Athletics to Medicine to 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 deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. 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.",{"type":"pf2-inset","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["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 {@item +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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":503,"name":"Difficulty Classes","alias":["DCs"],"entries":[{"type":"pf2-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"name":"Simple DCs","type":"table","source":"CRB","page":503,"colStyles":["text-left","text-center"],"colSizes":[2,1],"rows":[["Proficiency Rank","DC"],["Untrained","10"],["Trained","15"],["Expert","20"],["Master","30"],["Legendary","40"]]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["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 {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"name":"DCs by Level","type":"table","source":"CRB","page":503,"labelRowIdx":[0,14],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]]],"rows":[["Level","DC","Level","DC"],["0","14","13","31"],["1","15","14","32"],["5","16","15","34"],["3","18","16","35"],["4","19","17","36"],["5","20","18","38"],["6","22","19","39"],["7","23","20","40"],["8","24","21","42"],["9","26","22","44"],["10","27","23","46"],["11","28","24","48"],["12","30","25","50"],["Spell Level*","DC"],["1st","15"],["2nd","18"],["3rd","20"],["4th","23"],["5th","26"],["6th","28"],["7th","31"],["8th","34"],["9th","36"],["10th","39"]],"footnotes":["* If a spell is uncommon or rare, its difficulty should be adjusted accordingly."]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["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.",{"name":"DC Adjustments","type":"table","source":"CRB","page":504,"colStyles":["text-left","text-center","text-left"],"rows":[["Difficulty","Adjustment","Rarity"],["Incredibly easy","-10","—"],["Very easy","–5","—"],["Easy","–2","—"],["Hard","+2","Uncommon"],["Very hard","+5","Rare"],["Incredibly hard","+10","Unique"]]},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an Occultism check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Arcana and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["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."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of Thievery. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in Arcana to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["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.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for Performance, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to Recall Knowledge. For a check about a specific creature, trap, or other subject with a level, use a level-based DC (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using Medicine to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"name":"Creature Identification Skills","type":"table","source":"CRB","page":506,"colStyles":["text-left","text-center"],"rows":[["Creature Trait","Skills"],["Aberration","{@skill Occultism}"],["Animal","{@skill Nature}"],["Astral","{@skill Occultism}"],["Beast","{@skill Arcana}, {@skill Nature}"],["Celestial","{@skill Religion}"],["Construct","{@skill Arcana}, {@skill Crafting}"],["Dragon","{@skill Arcana}"],["Elemental","{@skill Arcana}, {@skill Nature}"],["Ethereal","{@skill Occultism}"],["Fey","{@skill Nature}"],["Fiend","{@skill Religion}"],["Fungus","{@skill Nature}"],["Humanoid","{@skill Society}"],["Monitor","{@skill Religion}"],["Ooze","{@skill Occultism}"],["Plant","{@skill Nature}"],["Spirit","{@skill Occultism}"],["Undead","{@skill Religion}"]]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill 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 {@skill Lore} subcategory doesn't cover all religions—that's covered by the Religion skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill 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 {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses Survival to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses Deception, Diplomacy, Intimidation, or Performance to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for Deception, Diplomacy, or Performance, making the DC easy for a friendly 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."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses Survival to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their Survival DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":512,"name":"Environment","entries":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"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 {@quickref difficult terrain||3|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.",{"name":"Enviromental Features","type":"table","source":"CRB","page":513,"colStyles":["text-center","text-center","text-left"],"rows":[["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"]]},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["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.",{"name":"Enviromental Damage","type":"table","source":"CRB","page":512,"colStyles":["text-left","text-center"],"rows":[["Category","Damage"],["Minor","{@damage 1d6}-{@damage 2d6}"],["Moderate","{@damage 4d6}-{@damage 6d6}"],["Major","{@damage 8d6}-{@damage 12d6}"],["Massive","{@damage 18d6}-{@damage 24d6}"]]}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["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 {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["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.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["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.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["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 or 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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["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 {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["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.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["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 {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b 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 {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b 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 {@quickref difficult terrain||3|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 {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b 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."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["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.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using Diplomacy, Intimidation, or 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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["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 or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["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)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for 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.",{"type":"pf2-title","name":"Demolishing"},"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.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["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)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using Athletics. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the 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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["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.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|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 {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["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 {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["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.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["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 to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["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.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill 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."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["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.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["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.",{"name":"Temperature Effects","type":"table","source":"CRB","page":518,"rows":[["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"]],"footnotes":["* Adjust temperatures down by 15º in areas of high humidity."]}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill 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.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|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 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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["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 on page 512.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["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.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["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 check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["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.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["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 {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["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.",{"type":"tbl","page":518,"name":"TABLE 10–13: TEMPERATURE EFFECTS","entries":[{"type":"tbl","page":518,"table_head":"Category Temperature Fatigue Damage","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["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, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["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.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill 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)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["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 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 {@action Seek} 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 {@spell detect magic}, 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 {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["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.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["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 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."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the 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 or Survival, and haunts can often be overcome with Occultism or 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.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["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.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["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.",{"name":"Hazard XP","type":"table","source":"CRB","page":521,"spans":[[[2,4]]],"labelRowIdx":[0,1],"rowStyles":["text-center"],"colStyles":["text-left","text-center","text-center"],"rows":[["XP Award"],["Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","30 XP","150 XP"]]}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["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.",{"type":"dataGeneric","dataGeneric":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["Traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the Stealth modifier for a complex\nhazard's initiative or the Stealth DC to detect a simple\nhazard, followed by the minimum proficiency rank to detect\nthe hazard (if any) in parentheses. If {@spell detect magic} can be\nused to detect the hazard, this information is located here\nas well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might\ninclude special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the\nhazard are here; if the hazard can be counteracted, its spell\nlevel and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually\nonly haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points,\nwith its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the\nhazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses,\nif any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the\nhazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard\nappears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often\nall the hazard does. For a complex hazard, this might also\ncause the hazard to roll initiative.\nRoutine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on\neach of its turns during an encounter; the number in parentheses\nafter the word \"Routine\" indicates how many actions the hazard\ncan use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically,\nthis is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their Stealth modifier, which they use for initiative, instead of their Stealth DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["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 on page 503 to determine the Thievery DC and spell DC, using the trap's level and applying a hard adjustment (+2). The Stealth modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in Perception to find, and they might require a higher proficiency rank in Thievery to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["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.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["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.",{"type":"pf2-h4","name":"Expected Duration","entries":["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."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["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.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["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 {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["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:",{"type":"list","items":["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."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["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.",{"type":"list","items":["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:",{"type":"list","items":["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."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["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 {@book Pathfinder Core Rulebook|CRB}. 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."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["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.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":487,"name":"CHARACTERS WITH DISABILITIES","entries":["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.",{"type":"pf2-title","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to visual effects, and can't be blinded or dazzled. You might give this character the Blind-Fight feat (page 149) for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. Spectacles or other corrective devices might reduce or remove this.",{"type":"pf2-title","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to auditory 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 {@flatDC 5} flat check or the action is lost. It's best to give them the Sign Language feat for free, and you might give them Read Lips as well (page 266 and 265). You might give one or more other characters in the group Sign Language for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. Corrective devices for hearing are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-title","name":"Missing Limb"},"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 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.",{"type":"pf2-title","name":"Mental Illness and Chronic Illness"},"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."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["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.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["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 {@spell 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.",{"type":"pf2-title","name":"Rewards"},"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.",{"type":"pf2-title","name":"Different Locations"},"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."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["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). 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."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["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. 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."],"source":"CRB"},{"name":"Encounter Budget","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-center"],"rows":[["Threat","XP Budget","Character Adjustment"],["Trivial","40 or less","10 or less"],["Low","60","15"],["Moderate","80","20"],["Severe","120","30"],["Extreme","160","40"]]},{"name":"Creature XP and Role","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-left"],"colSizes":[2,1,4],"rows":[["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"]]}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["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 overthe- top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["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.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["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.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["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 on page 508 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."],"source":"CRB"},{"name":"XP Awards","type":"table","source":"CRB","page":508,"labelRowIdx":[0,4,14,15],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[2,4]]],"rows":[["Accomplishment","XP Award"],["Minor","10 XP"],["Moderate*","30 XP"],["Major*","80 XP"],["Adversary Level","XP Award"],["Party level –4","10 XP"],["Party level –3","15 XP"],["Party level –2","20 XP"],["Party level –1","30 XP"],["Party level","40 XP"],["Party level + 1","60 XP"],["Party level + 2","80 XP"],["Party level + 3","120 XP"],["Party level + 4","160 XP"],["XP Award"],["Hazard Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","32 XP","160 XP"]]}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["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.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["Table 10–9: Party Treasure by Level on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} 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.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["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.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"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."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the Crafting skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["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."],"source":"CRB"},{"name":"Party Treasure by Level","type":"table","source":"CRB","page":509,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center"],"colSizes":[1,2,3,3,2,2],"rows":[["Level","Total Value","Permanent Items (By Item Level)","Consumables (By Item Level)","Party Currency","Currency per Additional PC"],["1","175 gp","{@b 2nd}: 2, {@b 1st}: 2*","{@b 2nd}: 2, {@b 1st}: 3","40 gp","10 gp"],["2","300 gp","{@b 3rd}: 2, {@b 2nd}: 2","{@b 3rd}: 2, {@b 2nd}: 2, {@b 1st}: 2","70 gp","18 gp"],["3","500 gp","{@b 4th}: 2, {@b 3rd}: 2","{@b 4th}: 2, {@b 3rd}: 2, {@b 2nd}: 2","120 gp","30 gp"],["4","850 gp","{@b 5th}: 2, {@b 4th}: 2","{@b 5th}: 2, {@b 4th}: 2, {@b 3rd}: 2","200 gp","50 gp"],["5","1,350 gp","{@b 6th}: 2, {@b 5th}: 2","{@b 6th}: 2, {@b 5th}: 2, {@b 4th}: 2","320 gp","80 gp"],["6","2,000 gp","{@b 7th}: 2, {@b 6th}: 2","{@b 7th}: 2, {@b 6th}: 2, {@b 5th}: 2","500 gp","125 gp"],["7","2,900 gp","{@b 8th}: 2, {@b 7th}: 2","{@b 8th}: 2, {@b 7th}: 2, {@b 6th}: 2","720 gp","180 gp"],["8","4,000 gp","{@b 9th}: 2, {@b 8th}: 2","{@b 9th}: 2, {@b 8th}: 2, {@b 7th}: 2","1,000 gp","250 gp"],["9","5,700 gp","{@b 10th}: 2, {@b 9th}: 2","{@b 10th}: 2, {@b 9th}: 2, {@b 8th}: 2","1,400 gp","350 gp"],["10","8,000 gp","{@b 11th}: 2, {@b 10th}: 2","{@b 11th}: 2, {@b 10th}: 2, {@b 9th}: 2","2,000 gp","500 gp"],["11","11,500 gp","{@b 12th}: 2, {@b 11th}: 2","{@b 12th}: 2, {@b 11th}: 2, {@b 10th}: 2","2,800 gp","700 gp"],["12","16,500 gp","{@b 13th}: 2, {@b 12th}: 2","{@b 13th}: 2, {@b 12th}: 2, {@b 11th}: 2","4,000 gp","1,000 gp"],["13","25,000 gp","{@b 14th}: 2, {@b 13th}: 2","{@b 14th}: 2, {@b 13th}: 2, {@b 12th}: 2","6,000 gp","1,500 gp"],["14","36,500 gp","{@b 15th}: 2, {@b 14th}: 2","{@b 15th}: 2, {@b 14th}: 2, {@b 13th}: 2","9,000 gp","2,250 gp"],["15","54,500 gp","{@b 16th}: 2, {@b 15th}: 2","{@b 16th}: 2, {@b 15th}: 2, {@b 14th}: 2","13,000 gp","3,250 gp"],["16","82,500 gp","{@b 17th}: 2, {@b 16th}: 2","{@b 17th}: 2, {@b 16th}: 2, {@b 15th}: 2","20,000 gp","5,000 gp"],["17","128,000 gp","{@b 18th}: 2, {@b 17th}: 2","{@b 18th}: 2, {@b 17th}: 2, {@b 16th}: 2","30,000 gp","7,500 gp"],["18","208,000 gp","{@b 19th}: 2, {@b 18th}: 2","{@b 19th}: 2, {@b 18th}: 2, {@b 17th}: 2","48,000 gp","12,000 gp"],["19","355,000 gp","{@b 20th}: 2, {@b 19th}: 2","{@b 20th}: 2, {@b 19th}: 2, {@b 18th}: 2","80,000 gp","20,000 gp"],["20","490,000 gp","{@b 20th}: 4","{@b 20th}: 4, {@b 19th}: 2","140,000 gp","35,000 gp"]],"footnotes":["* Many 1st-level permanent items should be items from Chapter 6 instead of magic items."]},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on Table 10–9: Party Treasure by Level aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification }rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 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."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["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.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["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 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.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["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."],"source":"CRB"},{"name":"Character Wealth","type":"table","source":"CRB","page":511,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[1,4,2,2],"rows":[["Level","Permanent Items","Currency","Lump sum"],["1","—","15 gp","15 gp"],["2","{@b 1st}: 1","20 gp","30 gp"],["3","{@b 2nd}: 1, {@b 1st}: 2","25 gp","75 gp"],["4","{@b 3rd}: 1, {@b 2nd}: 2, {@b 1st}: 1","30 gp","140 gp"],["5","{@b 4th}: 1, {@b 3rd}: 2, {@b 2nd}: 1, {@b 1st}: 2","50 gp","270 gp"],["6","{@b 5th}: 1, {@b 4th}: 2, {@b 3rd}: 1, {@b 2nd}: 2","80 gp","450 gp"],["7","{@b 6th}: 1, {@b 5th}: 2, {@b 4th}: 1, {@b 3rd}: 2","125 gp","720 gp"],["8","{@b 7th}: 1, {@b 6th}: 2, {@b 5th}: 1, {@b 4th}: 2","180 gp","1,100 gp"],["9","{@b 8th}: 1, {@b 7th}: 2, {@b 6th}: 1, {@b 5th}: 2","250 gp","1,600 gp"],["10","{@b 9th}: 1, {@b 8th}: 2, {@b 7th}: 1, {@b 6th}: 2","350 gp","2,300 gp"],["11","{@b 10th}: 1, {@b 9th}: 2, {@b 8th}: 1, {@b 7th}: 2","500 gp","3,200 gp"],["12","{@b 11th}: 1, {@b 10th}: 2, {@b 9th}: 1, {@b 8th}: 2","700 gp","4,500 gp"],["13","{@b 12th}: 1, {@b 11th}: 2, {@b 10th}: 1, {@b 9th}: 2","1,000 gp","6,400 gp"],["14","{@b 13th}: 1, {@b 12th}: 2, {@b 11th}: 1, {@b 10th}: 2","1,500 gp","9,300 gp"],["15","{@b 14th}: 1, {@b 13th}: 2, {@b 12th}: 1, {@b 11th}: 2","2,250 gp","13,500 gp"],["16","{@b 15th}: 1, {@b 14th}: 2, {@b 13th}: 1, {@b 12th}: 2","3,250 gp","20,000 gp"],["17","{@b 16th}: 1, {@b 15th}: 2, {@b 14th}: 1, {@b 13th}: 2","5,000 gp","30,000 gp"],["18","{@b 17th}: 1, {@b 16th}: 2, {@b 15th}: 1, {@b 14th}: 2","7,500 gp","45,000 gp"],["19","{@b 18th}: 1, {@b 17th}: 2, {@b 16th}: 1, {@b 15th}: 2","12,000 gp","69,000 gp"],["20","{@b 19th}: 1, {@b 18th}: 2, {@b 17th}: 1, {@b 16th}: 2","20,000 gp","112,000 gp"]]}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["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)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["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.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b 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.","{@b 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.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["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 check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["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.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["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 {@condition 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:",{"type":"list","items":["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."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill 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."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["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—{@condition hostile}, {@condition unfriendly}, {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["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.","{@b 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.","{@b 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.","{@b 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.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["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.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["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 {@spell detect magic}, 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."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action 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 {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, 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 {@action Search||Searching} 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), {@action Search||Searching} 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 {@action Search||Searching} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"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."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["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.","{@quickref difficult terrain||3|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 Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["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:",{"type":"list","items":["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 {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using 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."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill 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 {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill 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 {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["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 {@skill 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["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.",{"type":"pf2-title","name":"Multiple Encounters"},"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.",{"type":"pf2-title","name":"Before a Fight"},"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."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["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:",{"type":"list","items":["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 {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition 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.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["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 check against the Perception DCs of all characters to see if anyone noticed its approach.",{"name":"Watches and Rest","type":"table","source":"CRB","page":500,"colStyles":["text-center","text-left","text-left"],"colSizes":[1,3,3],"rows":[["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"]]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["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.",{"type":"list","items":["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)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["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.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b 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.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["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.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["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.",{"type":"pf2-h4","page":501,"name":"Events","entries":["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 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 check, and the second an Arcana or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["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.",{"type":"pf2-h4","page":502,"name":"Time","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["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.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["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.",{"type":"list","items":["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 (page 507).","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."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["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.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["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.",{"type":"list","items":["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, use an appropriate 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 on page 507).","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."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link 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 {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"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.",{"type":"pf2-title","name":"Pathfinder Adventures"},"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.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"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."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"}]}]}} \ No newline at end of file +{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Formulas","Gear","Investing Magic Items","Item Damage","Item Level","Price","Services","Shields","Shoddy Items","Weapons"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["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 minion trait, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this is in place of the usual effects of Command an Animal. 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.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["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, and 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."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b 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."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["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 {@skill Intimidation}, {@skill Stealth}, and {@skill 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."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["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 and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["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 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."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["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 {@action Command an Animal||Commanding the Animal} 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."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["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.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a Sneak action even if it's currently observed. Its proficiency rank in 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, or master if it's nimble."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for Athletics and 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."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the deny advantage ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in Acrobatics increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert, or master if it's nimble."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in Survival increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its Athletics proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"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.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","entries":["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.","{@b 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.\"","{@b 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.\"","{@b 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.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["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.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["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.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["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.","{@b 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).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["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.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"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.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"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.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to Table 1–1. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["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 to determine its ability modifier.",{"type":"tbl","page":20,"name":"TABLE 1–1: ABILITY MODIFIERS","entries":[{"type":"tbl","page":20,"table_head":"Ability Score Modifier Ability Score Modifier","entries":["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..."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["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.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["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."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["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."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["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:",{"type":"list","items":["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."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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 {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["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.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["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.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["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."]},"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.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["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.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["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."],"source":"CRB"},{"type":"list","items":["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."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["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."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["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.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["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 and Ranged Strikes 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 and ranged Strikes with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["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.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["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 and Dexterity for ranged Strikes).","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."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["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."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["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 and ranged Strikes 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."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["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).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["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)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["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."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["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.",{"type":"pf2-title","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. Spectacles or {@filter other corrective devices|items||Subcategory=Vision} might reduce or remove this.",{"type":"pf2-title","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} 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 {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-title","name":"Missing Limb"},"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 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.",{"type":"pf2-title","name":"Mental Illness and Chronic Illness"},"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."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["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.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, Acrobatics, and 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."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} 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."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["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.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["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."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["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."]},{"name":"Lab Assistant","entries":["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."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["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."]},{"name":"Extra Reagents","entries":["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."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, 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."]},{"name":"Spell Battery","entries":["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."]},{"name":"Spell Delivery","entries":["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."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["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.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["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."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["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. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, 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.",{"type":"statblock","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. 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."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["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.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} 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 {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} 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.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} 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.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["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.",{"type":"statblock","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["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.",{"type":"statblock","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["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 {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill 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 {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"name":"Animals","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center"],"rows":[["Animal","Rental Price* (per day)","Purchase Price"],{"type":"multiRow","rows":[["Dog","",""],["{@indentFirst Guard dog}","1 cp per day","2 sp"],["{@indentFirst Riding dog}","6 cp per day","4 gp"]]},{"type":"multiRow","rows":[["Horse","",""],["{@indentFirst Riding horse}","1 sp per day","8 gp"],["{@indentFirst Warhorse}","1 gp per day","30 gp (level 2)"],["{@indentFirst Pack animal}","2 cp per day","2 gp"]]},{"type":"multiRow","rows":[["Pony","",""],["{@indentFirst Riding pony}","8 cp per day","7 gp"],["{@indentFirst Warpony}","8 sp per day","24 gp (level 2)"]]}],"footnotes":["* Might require a deposit equal to the purchase Price."]},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). 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.",{"name":"Barding","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"colSizes":[2,1,1,1,1,1,1,1],"labelRowIdx":[0,3],"rows":[["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"],["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"]]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"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."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} 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.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b Bulwark:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b Comfort:} The armor is so comfortable that you can rest normally while wearing it.","{@b Flexible:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to Acrobatics or Athletics checks.","{@b Noisy:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity (page 479).",{"type":"tbl","page":275,"name":"TABLE 6–3: UNARMORED DEFENSE","entries":[{"type":"tbl","page":275,"table_head":"Unarmored Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Armor Traits","entries":["No armor—+0—————Explorer's clothing 1 sp +0 +5——L Comfort"],"source":"CRB"}],"source":"CRB"},{"type":"tbl","page":275,"name":"TABLE 6–4: ARMOR","entries":[{"type":"tbl","page":275,"table_head":"Light Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Padded armor 2 sp +1 +3——10 L—Comfort Leather 2 gp +1 +4–1—10 1——Studded leather 3 gp +2 +3–1—12 1——Chain shirt 5 gp +2 +3–1—12 1—Flexible, Noisy"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Medium Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Hide 2 gp +3 +2 –2–5 ft. 14 2 Leather—Scale mail 4 gp +3 +2 –2–5 ft. 14 2 Composite—Chain mail 6 gp +4 +1 –2–5 ft. 16 2 Chain Flexible, noisy Breastplate 8 gp +4 +1 –2–5 ft. 16 2 Plate—"],"source":"CRB"},{"type":"tbl","page":275,"table_head":"Heavy Armor Price AC Bonus Dex Cap Check Penalty Speed Penalty Strength Bulk Group Armor Traits","entries":["Splint mail (level 1) 13 gp +5 +1–3–10 ft. 16 3 Composite—Half plate (level 1) 18 gp +5 +1–3–10 ft. 16 3 Plate—Full plate (level 2) 30 gp +6 +0–3–10 ft. 18 4 Plate Bulwark"],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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."],"source":"CRB"},{"name":"Unarmored Defense","type":"table","source":"CRB","page":275,"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["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"]]},{"name":"Armor","type":"table","source":"CRB","page":275,"labelRowIdx":[0,5,10],"colSizes":[2,1,1,1,1,1,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Light Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Padded Armor}","2 sp","+1","+3","—","—","10","L","Cloth","{@trait Comfort}"],["{@item Leather}","2 gp","+1","+4","-1","—","10","1","Leather","—"],["{@item Studded Leather}","3 gp","+2","+3","-1","—","12","1","Leather","—"],["{@item Chain shirt}","5 gp","+2","+3","-1","—","12","1","Chain","{@trait Flexible}, {@trait Noisy}"],["Medium Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Hide}","2 gp","+3","+2","–2","–5 ft.","14","2","Leather","—"],["{@item Scale mail}","4 gp","+3","+2","–2","–5 ft.","14","2","Composite","—"],["{@item Chain mail}","6 gp","+4","+1","–2","–5 ft.","16","2","Chain","{@trait Flexible}, {@trait Noisy}"],["{@item Breastplate}","8 gp","+4","+1","-2","-5 ft.","16","2","Plate","—"],["Heavy Armor","Price","AC Bonus","Dex Cap","Check Penalty","Speed Penalty","Strength","Bulk","Group","Armor Traits"],["{@item Splint mail} (level 1)","13 gp","+5","+1","-3","-10 ft.","16","3","Composite","—"],["{@item Half plate} (level 1)","18 gp","+5","+1","-3","-10 ft.","16","3","Plate","—"],["{@item Full plate} (level 2)","30 gp","+6","+0","-3","-10 ft.","18","4","Plate","{@trait Bulwark}"]]},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b Breastplate:} 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.","{@b Chain Mail:} 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.","{@b Chain Shirt:} 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.","{@b Explorer's Clothing:} 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).","{@b Full Plate:} 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).","{@b Half Plate:} 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).","{@b Hide:} 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.","{@b Leather:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b Padded Armor:} 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.","{@b Scale Mail:} 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.","{@b Splint Mail:} 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).","{@b Studded Leather:} 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.",{"name":"Damaging Armor","type":"table","source":"CRB","page":276,"labelRowIdx":[0],"colSizes":[3,1,1,1],"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["Material","Hardness","HP","BT"],["Cloth ({@item explorer's clothing}, {@item padded armor})","1","4","2"],["Leather ({@item hide}, {@item leather}, {@item studded leather})","4","16","8"],["Metal ({@item breastplate}, {@item chain mail}, {@item chain shirt}, {@item full plate}, {@item half plate}, {@item scale mail}, {@item splint mail})","9","36","18"]],"intro":["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."]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["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 {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} 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 {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["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.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["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.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy} 1 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["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, {@item full plate} armor is 4 Bulk, a {@item longsword} 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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["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.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["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."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["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 {@b silver piece} ({@b 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 {@b copper piece} ({@b cp}). Each copper piece is worth one‑tenth of a silver piece. The {@b gold piece} ({@b 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 {@b platinum piece} ({@b 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 Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["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 {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":293,"name":"Formulas","entries":["Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.","You can buy common formulas at the Price listed on {@table formulas||Table 6–13}, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can {@action Craft} a copy of it using the {@skill Crafting} skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!","If you have an item, you can try to reverse‑engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to {@action Craft} the item. If you succeed, you {@action Craft} the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage.","The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like {@action Craft||Crafting} it from scratch; you use the disassembled parts as the necessary raw materials.",{"name":"Formulas","type":"table","source":"CRB","page":293,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["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","",""]],"footnotes":["* Formulas for all 0-level common items from this chapter can be purchased collectively in a {@item basic crafter's book}."]},{"type":"pf2-h3","page":293,"name":"Items with Multiple Types","entries":["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, {@i 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.}"],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Gear","entries":[{"type":"pf2-h1-flavor","page":287,"entries":["{@i Your character needs all sorts of items both while exploring and in downtime, ranging from rations to climbing gear to fancy clothing, depending on the situation.}"],"source":"CRB"},{"type":"pf2-h2","page":287,"name":"Gear Statistics","entries":["{@table Adventuring Gear||Tables 6–9} and {@table Uncommon Adventuring Gear||6–10} 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.",{"type":"pf2-h3","page":287,"name":"Hands","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) 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 {@action Interact} action to use."],"source":"CRB"},{"name":"Adventuring Gear","type":"table","source":"CRB","page":288,"minimizeTo":[0],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],["{@item Adventurer's pack}","15 sp","1","—"],{"type":"multiRow","rows":[["{@item Alchemist's lab}","5 gp","6","2"],["{@indentFirst {@item Expanded alchemist's lab (level 3)}}","5 gp","6","2"]]},["{@item Alchemist's tools}","3 gp","1","2"],{"type":"multiRow","rows":[["{@item Artisan's tools}","4 gp","2","2"],["{@indentFirst {@item Sterling artisan's tools (level 3)}}","50 gp","2","2"]]},["{@item Backpack}","1 sp","—","—"],["{@item Basic crafter's book}","1 sp","L","2"],["{@item Bedroll}","2 cp","L","—"],["{@item Caltrops}","3 sp","L","1"],["{@item Candle (10)}","1 cp","—","1"],["{@item Chain (10 feet)}","4 gp","1","2"],["{@item Chalk (10)}","1 cp","—","1"],["{@item Chest}","6 sp","2","2"],{"type":"multiRow","rows":[["{@item Clothing}","","",""],["{@indentFirst {@item Ordinary}}","1 sp","—","—"],["{@indentFirst {@item Explorer's}}","1 sp","L","—"],["{@indentFirst {@item Fine}}","2 gp","L","—"],["{@indentFirst {@item High-fashion fine (level 3)}}","55 gp","L","—"],["{@indentFirst {@item Winter}}","4 sp","L","—"]]},{"type":"multiRow","rows":[["{@item Compass}","1 gp","—","1"],["{@indentFirst {@item Lensatic compass (level 3)}}","20 gp","—","1"]]},["{@item Cookware}","1 gp","2","2"],{"type":"multiRow","rows":[["{@item Crowbar}","5 sp","L","2"],["{@indentFirst {@item Levered crowbar (level 3)}}","20 gp","L","2"]]},{"type":"multiRow","rows":[["{@item Disguise kit}","2 gp","L","2"],["{@indentFirst {@item Replacement cosmetics}}","1 sp","—","—"],["{@indentFirst {@item Elite disguise kit (level 3)}}","40 gp","L","2"],["{@indentFirst {@item Elite cosmetics (level 3)}}","5 sp","—","—"]]},{"type":"multiRow","rows":[["{@item Fishing tackle}","8 sp","1","2"],["{@indentFirst {@item Professional fishing tackle (level 3)}}","20 gp","1","2"]]},["{@item Flint and steel}","5 cp","—","2"],["{@item Formula book (blank)}","1 gp","L","1"],["{@item Grappling hook}","1 sp","L","1"],["{@item Hammer}","1 sp","L","1"],{"type":"multiRow","rows":[["{@item Healer's tools}","5 gp","1","2"],["{@indentFirst {@item Expanded healer's tools (level 3)}}","50 gp","1","2"]]},["{@item Holly and mistletoe}","0","—","1"],["{@item Hourglass}","3 gp","L","1"],["{@item Ladder (10-foot)}","3 cp","3","2"],{"type":"multiRow","rows":[["{@item Lantern}","","",""],["{@indentFirst {@item Bull's eye}}","1 gp","1","1"],["{@indentFirst {@item Hooded}}","7 sp","L","1"]]},{"type":"multiRow","rows":[["{@item Lock}","","",""],["{@indentFirst {@item Poor lock (level 0)}}","2 sp","—","2"],["{@indentFirst {@item Simple lock (level 1)}}","2 gp","—","2"],["{@indentFirst {@item Average lock (level 3)}}","15 gp","—","2"],["{@indentFirst {@item Good lock (level 9)}}","200 gp","—","2"],["{@indentFirst {@item Superior lock (level 17)}}","4,500 gp","—","2"]]},["{@item Magnifying glass (level 3)}","40 gp","—","1"],{"type":"multiRow","rows":[["{@item Manacles}","","",""],["{@indentFirst {@item Poor manacles (level 0)}}","2 sp","—","2"],["{@indentFirst {@item Simple manacles (level 1)}}","3 gp","—","2"],["{@indentFirst {@item Average manacles (level 3)}}","20 gp","—","2"],["{@indentFirst {@item Good manacles (level 9)}}","250 gp","—","2"],["{@indentFirst {@item Superior manacles (level 17)}}","5,000 gp","—","2"]]},["{@item Material component pouch}","5 sp","L","1"],["{@item Merchant's scale}","2 sp","L","2"],["{@item Mirror}","1 gp","—","1"],["{@item Mug}","1 cp","—","1"],{"type":"multiRow","rows":[["{@item Musical instrument}","","",""],["{@indentFirst {@item Handheld}}","8 sp","1","2"],["{@indentFirst {@item Virtuoso handheld (level 3)}}","50 gp","1","2"],["{@indentFirst {@item Heavy}}","2 gp","16","2"],["{@indentFirst {@item Virtuoso heavy (level 3)}}","100 gp","16","2"]]},["{@item Oil (1 pint)}","1 cp","—","2"],["{@item Piton}","1 cp","—","1"],["{@item Rations (1 week)}","4 sp","L","1"],{"type":"multiRow","rows":[["{@item Religious symbol}","","",""],["{@indentFirst {@item Wooden}}","1 sp","L","1"],["{@indentFirst {@item Silver}}","2 gp","L","1"]]},["{@item Religious text}","1 gp","L","1"],{"type":"multiRow","rows":[["{@item Repair kit}","2 gp","1","2"],["{@indentFirst {@item Superb repair kit (level 3)}}","25 gp","1","2"]]},["{@item Rope (50 feet)}","5 sp","L","2"],["{@item Sack (5)}","1 cp","L","1"],["{@item Saddlebags}","2 sp","L","2"],["{@item Signal whistle}","8 cp","—","1"],{"type":"multiRow","rows":[["{@item Snare kit}","5 gp","2","2"],["{@indentFirst {@item Specialist snare kit (level 3)}}","55 gp","2","2"]]},["{@item Soap}","2 cp","—","1"],["{@item Speelbook (blank)}","1 gp","L","1"],{"type":"multiRow","rows":[["{@item Spyglass}","20 gp","L","2"],["{@indentFirst {@item Fine spyglass (level 4)}}","80 gp","L","2"]]},["{@item Tack}","4 gp","1","—"],["{@item Ten-foot pole}","1 cp","1","2"],{"type":"multiRow","rows":[["{@item Tent}","","",""],["{@indentFirst {@item Pup}}","8 sp","L","2"],["{@indentFirst {@item Four-person}}","5 gp","1","2"],["{@indentFirst {@item Pavilion (level 2)}}","40 gp","12","2"]]},{"type":"multiRow","rows":[["{@item Thieves' tools}","3 gp","L","2"],["{@indentFirst {@item Replacement picks}}","3 sp","—","—"],["{@indentFirst {@item Infiltrator thieves' tools (level 3)}}","50 gp","L","2"],["{@indentFirst {@item Infiltrator picks (level 3)}}","3 gp","—","—"]]},{"type":"multiRow","rows":[["{@item Tool}","","",""],["{@indentFirst {@item Long tool}}","1 gp","1","2"],["{@indentFirst {@item Short tool}}","4 sp","L","1 or 2"]]},["{@item Torch}","1 cp","L","1"],["{@item Waterskin}","5 cp","L","1"],{"type":"multiRow","rows":[["{@item Writing set}","1 gp","L","2"],["{@indentFirst {@item Extra ink and paper}}","1 sp","—","—"]]}]},{"name":"Uncommon Adventuring Gear","type":"table","source":"CRB","page":288,"minimizeTo":[0],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],["{@item Scholarly journal (level 3)}","6 gp","L","1"],["{@indentFirst {@item Scholarly journal compendium (level 3)}}","30 gp","L","2"],["{@item Survey map (level 3)}","10 gp","L","1"],["{@indentFirst {@item Survey map atlas (level 3)}}","50 gp","L","2"]]}],"source":"CRB"},{"type":"pf2-h2","page":290,"name":"Adventuring Gear","entries":["These items follow special rules or require more detail.","{@b 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 {@item torch||torches}, and a waterskin.","{@b 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 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.","{@b 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.","{@b 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.","{@b Basic Crafter's Book:} This book contains the {@quickref formulas|CRB|1|formulas|0} for Crafting the common items in this chapter.","{@b 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 {@skill Acrobatics} check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage 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.","{@b Candle:} A lit candle sheds dim light in a 10-foot radius.","{@b Chest:} A wooden chest can hold up to 8 Bulk of items.","{@b 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 {@flatDC 5} flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to 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.","{@b 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.","{@b 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.","{@b 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 check to Force Open (similar to using a shoddy item). A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.","{@b 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 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.","{@b Healer's Tools:} This kit of bandages, herbs, and suturing tools is necessary for 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.","{@b 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.","{@b 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.","{@b Lock:} Picking a poor lock requires two successful DC 15 {@skill Thievery} checks, a simple lock requires three successful DC 20 {@skill 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.","{@b Magnifying Glass:} This quality handheld lens gives you a +1 item bonus to {@skill Perception} checks to notice minute details of documents, fabric, and the like.","{@b 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 {@flatDC 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 {@skill 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.","{@b 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.","{@b 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 checks using that instrument.","{@b 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 {@flatDC 10} flat check for the oil to ignite successfully when it hits.","If the oil ignites, the target takes {@dice 1d6} fire damage.","{@b 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.","{@b 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.","{@b 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.","{@b 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 {@skill Crafting} skill. A superb repair kit gives you a +1 item bonus to the check.","{@b 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.","{@b 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.","{@b 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 {@action Recall Knowledge} 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.","{@b Signal Whistle:} When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.","{@b Snare Kit:} This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the {@skill Crafting} skill. A specialist snare kit gives you a +1 item bonus to the check.","{@b 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.","{@b Spyglass:} A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +1 item bonus to {@skill Perception} checks to notice details at a distance.","{@b Survey Map:} Maps are uncommon.","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 checks and any skill checks to Recall Knowledge, 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.","{@b 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.","{@b 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.","{@b Thieves' Tools:} You need thieves' tools to Pick Locks or Disable Devices (of some types) using the 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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."],"source":"CRB"},{"type":"pf2-h2","page":289,"name":"Class Kits","entries":["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 {@item torch||torches}, and a waterskin.",{"type":"pf2-h3","page":289,"name":"Alchemist","entries":["{@b Price} 9 gp, 6 sp; {@b Bulk} 4 Bulk, 6 light;","{@b Money Left Over} 5 gp, 4 sp","{@b Armor} studded leather armor","{@b Weapons} dagger, sling with 20 sling bullets","{@b Gear} adventurer's pack, alchemist's tools, bandolier, basic crafter's book, 2 sets of caltrops, sheath","{@b Options} repair kit (2 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Barbarian","entries":["{@b Price} 3 gp, 2 sp; {@b Bulk} 3 Bulk, 5 light; {@b Money Left Over} 11 gp, 8 sp {@b Armor} hide armor {@b Weapons} 4 javelins {@b Gear} adventurer's pack, grappling hook, 2 sheaths {@b Options} greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battle axe and steel shield (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Bard","entries":["{@b Price} 6 gp, 8 sp; {@b Bulk} 4 Bulk, 3 light; {@b Money Left Over} 8 gp, 2 sp {@b Armor} studded leather armor {@b Weapons} dagger, rapier, sling with 20 sling bullets {@b Gear} adventurer's pack, bandolier, handheld instrument, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Champion","entries":["{@b Price} 3 gp, 8 sp; {@b Bulk} 3 Bulk, 7 light; {@b Money Left Over} 11 gp, 2 sp {@b Armor} hide armor {@b Weapons} dagger, 4 javelins {@b Gear} adventurer's pack, crowbar, grappling hook, sheath {@b Options} your deity's favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Cleric","entries":["{@b Price} 1 gp 5 sp; {@b Bulk} 1 Bulk, 3 light; {@b Money Left Over} 13 gp {@b Gear} adventurer's pack, bandolier, 2 sets of caltrops, religious symbol (wooden) {@b 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)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Druid","entries":["{@b Price} 3 gp, 7 sp; {@b Bulk} 4 Bulk, 4 light; {@b Money Left Over} 11 gp, 3 sp {@b Armor} leather armor {@b Weapons} 4 javelins, longspear {@b Gear} adventurer's pack, bandolier, holly and mistletoe {@b Options} healer's tools (5 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Fighter","entries":["{@b Price} 3 gp; {@b Bulk} 3 Bulk, 2 light; {@b Left Over} 12 gp {@b Armor} hide armor {@b Weapons} dagger {@b Gear} adventurer's pack, grappling hook, sheath {@b Options} greatsword (2 gp), longbow with 20 arrows (6 gp, 2 sp), or longsword and steel shield (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Monk","entries":["{@b Price} 4 gp, 9 sp; {@b Bulk} 4 Bulk, 2 light; {@b Money Left Over} 10 gp, 2 sp {@b Weapons} longspear, staff {@b Gear} adventurer's pack, bandolier, climbing kit, grappling hook, lesser smokestick"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Ranger","entries":["{@b Price} 9 gp, 1 sp; {@b Bulk} 3 Bulk, 3 light; {@b Money Left Over} 5 gp, 9 sp {@b Armor} leather armor {@b Weapons} dagger, longbow with 20 arrows {@b Gear} adventurer's pack, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Rogue","entries":["{@b Price} 5 gp, 4 sp; {@b Bulk} 4 Bulk, 1 light; {@b Money Left Over} 9 gp, 6 sp {@b Armor} leather armor {@b Weapons} dagger, rapier {@b Gear} adventurer's pack, climbing kit, sheath {@b Options} thieves' tools (3 gp)"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Sorcerer","entries":["{@b Price} 1 gp, 6 sp; {@b Bulk} 1 Bulk, 6 light; {@b Money Left Over} 12 gp, 9 sp {@b Weapons} dagger, slingshot with 20 sling bullets {@b Gear} adventurer's pack, bandolier, 2 sets of caltrops, sheath"],"source":"CRB"},{"type":"pf2-h3","page":289,"name":"Wizard","entries":["{@b Price} 1 gp, 2 sp; {@b Bulk} 2 Bulk, 2 light; {@b Money Left Over} 11 gp, 8 sp {@b Weapons} staff {@b Gear} adventurer's pack, material component pouch, writing set {@b Options} crossbow with 20 bolts (3 gp, 2 sp)"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":292,"name":"Alchemical Gear","entries":["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.",{"type":"tbl","page":292,"name":"TABLE 6–11: ALCHEMICAL GEAR","entries":[{"type":"tbl","page":292,"table_head":"Alchemical Bombs Price Bulk Page","entries":["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"],"source":"CRB"},{"type":"tbl","page":292,"table_head":"Elixirs Price Bulk Page","entries":["Lesser antidote 3 gp L 546 Lesser antiplague 3 gp L 546 Minor elixir of life 3 gp L 548"],"source":"CRB"},{"type":"tbl","page":292,"table_head":"Alchemical Tools Price Bulk Page","entries":["Lesser smokestick 3 gp L 554 Sunrod 3 gp L 554 Tindertwig (10) 2 sp—554"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Alchemical Bombs","entries":["Alchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal splash damage. For more on alchemical bombs, see page 544.","{@b Lesser Acid Flask:} This alchemical bomb deals 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage.","{@b Lesser Alchemist's Fire:} This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.","{@b Lesser Bottled Lightning:} This alchemical bomb deals 1d6 electricity damage and 1 electricity splash damage, and it makes the target {@condition flat-footed}.","{@b Lesser Frost Vial:} This alchemical bomb deals 1d6 cold damage and 1 cold splash damage, and it gives the target a –5-foot status penalty to its Speeds until the end of its next turn.","{@b 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 {@action Escape||Escapes}.","{@b Lesser Thunderstone:} This alchemical bomb deals {@damage 1d4} sonic damage and 1 sonic splash damage, and any creature within 10 feet that fails a DC 17 Fortitude save is deafened until the end of its turn."],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Elixirs","entries":["Elixirs are alchemical items you drink to gain various unusual effects. For more on elixirs, see page 546.","{@b Lesser Antidote:} After drinking a lesser antidote, you gain a +2 item bonus to Fortitude saves against poison for 6 hours.","{@b 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.","{@b 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."],"source":"CRB"},{"type":"pf2-h3","page":292,"name":"Alchemical Tools","entries":["Alchemical tools are a type of alchemical item you use, rather than drink or throw. For more on alchemical tools, see page 564.","{@b Smokestick:} You create a 5-foot radius smokescreen for 1 minute.","{@b 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.","{@b Tindertwig:} You can use a tindertwig to ignite something flammable with a single Interact action, faster than with flint and steel."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":293,"name":"Magical Gear","entries":["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.",{"name":"Magical Gear","type":"table","source":"CRB","page":293,"labelRowIdx":[0,3,5,7],"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Consumable Magic Items","Price","Bulk","Page"],["{@i {@item Holy water}}","3 gp","L","571"],["{@i {@item Unholy water}}","3 gp","L","571"],["Potions","Price","Bulk","Page"],["{@i {@item Minor healing potion}}","4 gp","L","563"],["Scrolls","Price","Bulk","Page"],["Scroll of a common 1st-level spell","4 gp","L","565"],["Talismans","Price","Bulk","Page"],["{@i {@item Potency crystal}}","4 gp","—","568"]]},{"type":"pf2-h3","page":293,"name":"Consumable Magic Items","entries":["You can typically purchase {@item holy water||holy} and {@item unholy water} in a settlement. Particularly good settlements tend to ban {@item unholy water} and evil settlements tend to ban {@item holy water}.","{@b Holy Water:} You can throw {@item holy water} like a bomb, dealing {@dice 1d6} good damage and 1 good splash damage to {@filter fiends|bestiary||creature type=fiend}, {@filter undead|bestiary||creature type=undead}, and {@filter other creatures weak to good damage|bestiary||weaknesses=good}.","{@b Unholy Water:} You can throw {@item unholy water} like a bomb, dealing {@dice 1d6} evil damage and 1 evil splash damage to {@filter celestials|bestiary||creature type=celestial} and {@filter other creatures weak to evil damage|bestiary||weaknesses=evil}."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Potions","entries":["Potions are magic items you drink to gain a variety of benefits. For more on potions, see page 562."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Scrolls","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":293,"name":"Talismans","entries":["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.","{@b 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":294,"name":"Cost of Living","entries":["{@table Cost of Living||Table 6–16} shows how much it costs to get by. This covers room and board, dues, taxes, and other fees.",{"name":"Cost of Living","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[2,1,1,1],"rows":[["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"]],"footnotes":["* You can attempt to Subsist using {@skill Society} or {@skill Survival} for free."]}],"source":"CRB"},{"type":"pf2-h2","page":295,"name":"Items and Sizes","entries":["The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} 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 Bulk Conversions||Table 6–19}.","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.",{"type":"pf2-h3","page":295,"name":"Bulk Conversions for Different Sizes","entries":["As shown in {@table Bulk Conversions||Table 6–19}, {@trait Large} or larger creatures are less encumbered by bulky items than {@trait Small} or {@trait Medium} creatures, while {@trait Tiny} creatures become overburdened more quickly. A {@trait Large} creature treats 10 items of 1 Bulk as 1 Bulk, a {@trait Huge} creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A {@trait Tiny} creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a {@trait Huge} creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A {@trait Tiny} creature doesn't treat any items as having negligible Bulk.",{"name":"Bulk conversions","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]}],"source":"CRB"},{"type":"pf2-h3","page":295,"name":"Items of Different Sizes","entries":["Creatures of sizes other than {@trait Small} or {@trait Medium} need items appropriate to their size. These items have different Bulk and possibly a different Price. {@table Differently Sized Items||Table 6 –20} provides the Price and Bulk conversion for such items.",{"name":"Differently Sized Items","type":"table","source":"CRB","page":295,"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["Creature Size","Prize","Buk","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"]],"footnotes":["* An item that would have its Bulk reduced below 1 has light Bulk."]},"For example, a {@item morningstar} sized for a {@trait Medium} creature has a Price of 1 gp and 1 Bulk, so one made for a {@trait Huge} creature has a Price of 4 gp and 4 Bulk. One made for a {@trait Tiny} creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.","Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, {@trait Tiny} or {@trait Large} (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a {@trait Medium} creature.","Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on {@table Differently Sized Items||Table 6 –20}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Investing Magic Items","entries":["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 {@i +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 {@item winged boots} still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.",{"type":"statblock","tag":"action","name":"Invest an Item","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":272,"name":"Item Damage","entries":["An item can be broken or destroyed if it takes enough damage. Every item has a {@b 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 {@feat Shield Block} 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 {@b Broken Threshold} ({@b BT}); once its Hit Points are reduced to 0, it is {@b 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 {@condition 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 {@condition Broken} Threshold usually depend on the material the item is made of. This information appears on page 577.",{"type":"pf2-beige-box","page":273,"name":"Broken","entries":["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 {@condition 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 {@condition 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."],"source":"CRB"},{"type":"pf2-h3","page":273,"name":"Object Immunities","entries":["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."],"source":"CRB"},{"name":"Changing Equipment","type":"table","source":"CRB","page":274,"colSizes":[3,1,1],"colStyles":["text-left","text-center","text-center"],"rows":[["Change","Hands","Action"],["Draw or put away a worn item, or pick up an item{@sup 1}","1 or 2","{@action Interact}"],["Pass an item to or take an item from a willing creature{@sup 2}","1 or 2","{@action Interact}"],["Drop an item to the ground","1 or 2","{@action Release}"],["Detach a shield or item strapped to you","1","{@action Interact}"],["Change your grip by removing a hand from an item","2","{@action Release}"],["Change your grip by adding a hand to an item","2","{@action Interact}"],["Retrieve an item from a backpack{@sup 3}, sack, or similar container","2","{@action Interact}"]],"footnotes":["{@sup 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.","{@sup 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.","{@sup 3} Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate {@action Interact} action."]}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Item Level","entries":["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."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Price","entries":["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.",{"type":"pf2-key-box","page":271,"name":"STARTING MONEY","entries":[{"type":"pf2-title","name":"15 GP (150 SP)"}],"source":"CRB"},{"name":"Coin Values","type":"table","source":"CRB","page":271,"labelRowIdx":[0],"colSizes":[2,1,1,1,1],"colStyles":["text-left","text-center","text-center","text-center","text-center"],"rows":[["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"]]}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"name":"Basic Services and Consumables","type":"table","source":"CRB","page":294,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[4,1,1,1],"rows":[["Item","Price","Bulk","Hands"],{"type":"multiRow","rows":[["Beverages","","",""],["{@indentFirst Mug of ale}","1 cp","L","1"],["{@indentFirst Keg of ale}","2 sp","2","2"],["{@indentFirst Pot of coffee or tea}","2 cp","L","1"],["{@indentFirst Bottle of wine}","1 sp","L","1"],["{@indentFirst Bottle of fine wine}","1 gp","L","1"]]},{"type":"multiRow","rows":[["Hireling (1 day)","","",""],["{@indentFirst Unskilled}","1 sp","",""],["{@indentFirst Skilled}","5 sp","",""]]},{"type":"multiRow","rows":[["Lodging (1 day)","","",""],["{@indentFirst Floor space}","3 cp","",""],["{@indentFirst Bed (for 1)}","1 sp","",""],["{@indentFirst Private room (for 2)}","8 sp","",""],["{@indentFirst Extravagant suite (for 6)}","10 gp","",""]]},{"type":"multiRow","rows":[["Meals","","",""],["{@indentFirst Poor meal}","1 cp","L","2"],["{@indentFirst Square meal}","3 cp","L","2"],["{@indentFirst Fine dining}","1 gp","L","2"]]},["Stabling (1 day)","2 cp","",""],["Toll","at least 1 cp","",""],{"type":"multiRow","rows":[["Transportation (per 5 miles)","","",""],["{@indentFirst Caravan}","3 cp","",""],["{@indentFirst Carriage}","2 sp","",""],["{@indentFirst Ferry or riverboat}","4 cp","",""],["{@indentFirst Sailing ship}","6 cp","",""]]}]},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, 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.",{"name":"Spellcasting Services","type":"table","source":"CRB","page":294,"colStyles":["text-center","text-center","text-center border-left","text-center"],"rows":[["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","",""]],"footnotes":["* Plus any cost required to cast the specific spell."]}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"Raise a Shield 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. A buckler, however, doesn't take up your hand, so you can Raise a Shield with a buckler 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 if that hand is no longer free.","When you have a tower shield raised, you can use the Take Cover action (page 471) 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 as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while Raising your Shield 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.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["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.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["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 {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["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 {@feat Shield Block} reaction."],"source":"CRB"},{"name":"Shields","type":"table","source":"CRB","page":277,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center","text-center"],"rows":[["Shield","Price","AC Bonus{@sup 1}","Speed Penalty","Bulk","Hardness","HP (BT)"],["{@item Buckler}","1 gp","+1","—","L","3","6 (3)"],["{@item Wooden shield}","1 gp","+2","—","1","3","12 (6)"],["{@item Steel shield}","2 gp","+2","—","1","5","20 (10)"],["{@item Tower shield}","10 gp","+2/+4{@sup 2}","–5 ft.","4","5","20 (10)"]],"footnotes":["{@sup 1} Gaining a shield's circumstance bonus to AC requires using the {@action Raise a Shield} action (found on page 472).","{@sup 2} Getting the higher bonus for a tower shield requires using the {@action Take Cover} action (page 471) while the shield is raised."]}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. 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 {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b Buckler:} 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.","{@b Wooden Shield:} 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.","{@b Steel Shield:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b Tower Shield:} 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."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["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."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["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.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a finesse weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"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.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["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 {@trait agile} trait (page 282) to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["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.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"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 {@item striking}, {@item greater striking}, or {@item 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."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["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 {@action Strike}, your attack deals double damage (page 451). Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} 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 Unarmed Attacks||Table 6–6: Unarmed Attacks} 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."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["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.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["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.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||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.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"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.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["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.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an Interact 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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["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.",{"type":"pf2-title","name":"Weapon Categories"},"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."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["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."],"source":"CRB"},{"name":"Unarmed Attacks","type":"table","source":"CRB","page":280,"minimizeTo":[0],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Unarmed Attack","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["Fist","—","{@dice 1d4} B","—","1","Brawling","{@trait Agile}, {@trait finesse}, {@trait nonlethal}, {@trait unarmed}"]]},{"name":"Melee Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,12,15,50,64],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-left"],"colSizes":[2,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Club}","0","{@dice 1d6} B","1","1","Club","{@trait Thrown} 10 ft."],["{@item Dagger}","2 sp","{@dice 1d4} P","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait thrown} 10 ft., {@trait versatile} S"],["{@item Gauntlet}","2sp","{@dice 1d4} B","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Light mace}","4 sp","{@dice 1d4} B","L","1","Club","{@trait Agile}, {@trait finesse}, {@trait shove}"],["{@item Longspear}","5 sp","{@dice 1d8} P","2","2","Spear","{@trait Reach}"],["{@item Mace}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Shove}"],["{@item Morningstar}","1 gp","{@dice 1d6} B","1","1","Club","{@trait Versatile} P"],["{@item Sickle}","2 sp","{@dice 1d4} S","L","1","Knife","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Spear}","1 sp","{@dice 1d6} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item Spiked gauntlet}","3 sp","{@dice 1d4} P","L","1","Brawling","{@trait Agile}, {@trait free-hand}"],["{@item Staff}","0","{@dice 1d4} B","1","1","Club","{@trait Two-hand} d8"],["Uncommon Simple Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Clan dagger}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait dwarf}, {@trait parry}, {@trait versatile} B"],["{@item Katar}","3 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait monk}"],["Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Bastard sword}","4 gp","{@dice 1d8} S","1","1","Sword","{@trait Two-hand} d12"],["{@item Battle axe}","1 gp","{@dice 1d8} S","1","1","Axe","{@trait Sweep}"],["{@item Bo staff}","2 sp","{@dice 1d8} B","2","2","Club","{@trait Monk}, {@trait parry}, {@trait reach}, {@trait trip}"],["{@item Falchion}","3 gp","{@dice 1d10} S","2","2","Sword","{@trait Forceful}, {@trait sweep}"],["{@item Flail}","8 sp","{@dice 1d6} B","1","1","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Glaive}","1 gp","{@dice 1d8} S","2","2","Polearm","{@trait Deadly} d8, {@trait forceful}, {@trait reach}"],["{@item Greataxe}","2 gp","{@dice 1d12} S","2","2","Axe","{@trait Sweep}"],["{@item Greatclub}","1 gp","{@dice 1d10} B","2","2","Club","{@trait Backswing}, {@trait shove}"],["{@item Greatpick}","1 gp","{@dice 1d10} P","2","2","Pick","{@trait Fatal} d12"],["{@item Greatsword}","2 gp","{@dice 1d12} S","2","2","Sword","{@trait Versatile} P"],["{@item Guisarme}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Reach}, {@trait trip}"],["{@item Halberd}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Reach}, {@trait versatile} S"],["{@item Hatchet}","4 sp","{@dice 1d6} S","L","1","Axe","{@trait Agile}, {@trait sweep}, {@trait thrown} 10 ft."],["{@item Lance}","1 gp","{@dice 1d8} P","2","2","Spear","{@trait Deadly} d8, {@trait jousting} d6, {@trait reach}"],["{@item Light hammer}","3 sp","{@dice 1d6} B","L","1","Hammer","{@trait Agile}, {@trait thrown} 20 ft."],["{@item Light pick}","4 sp","{@dice 1d4} P","L","1","Pick","{@trait Agile}, {@trait fatal} d8"],["{@item Longsword}","1 gp","{@dice 1d8} S","1","1","Sword","{@trait Versatile} P"],["{@item Main-gauche}","5 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait parry}, {@trait versatile} S"],["{@item Maul}","3 gp","{@dice 1d12} B","2","2","Hammer","{@trait Shove}"],["{@item Pick}","7 sp","{@dice 1d6} P","1","1","Pick","{@trait Fatal} d10"],["{@item Ranseur}","2 gp","{@dice 1d10} P","2","2","Polearm","{@trait Disarm}, {@trait reach}"],["{@item Rapier}","2 gp","{@dice 1d6} P","1","1","Sword","{@trait Deadly} d8, {@trait disarm}, {@trait finesse}"],["{@item Sap}","1 sp","{@dice 1d6} B","L","1","Club","{@trait Agile}, {@trait nonlethal}"],["{@item Scimitar}","1 gp","{@dice 1d6} S","1","1","Sword","{@trait Forceful}, {@trait sweep"],["{@item Scythe}","2 gp","{@dice 1d10} S","2","2","Polearm","{@trait Deadly} d10, {@trait trip}"],["{@item Shield bash}","—","{@dice 1d4} B","—","1","Shield","—"],["{@item Shield boss}","5 sp","{@dice 1d6} B","—","1","Shield","Attached to shield"],["{@item Shield spikes}","5 sp","{@dice 1d6} P","—","1","Shield","Attached to shield"],["{@item Shortsword}","9 sp","{@dice 1d6} P","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait versatile} S"],["{@item Starknife}","2 gp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait deadly} d6, {@trait finesse}, {@trait thrown} 20 ft., {@trait versatile} S"],["{@item Trident}","1 gp","{@dice 1d8} P","1","1","Spear","{@trait Thrown} 20 ft."],["{@item War flail}","2 gp","{@dice 1d10} B","2","2","Flail","{@trait Disarm}, {@trait sweep}, {@trait trip}"],["{@item Warhammer}","1 gp","{@dice 1d8} B","1","1","Hammer","{@trait Shove}"],["{@item Whip}","1 sp","{@dice 1d4} S","1","1","Flail","{@trait Disarm}, {@trait finesse}, {@trait nonlethal}, {@trait reach}, {@trait trip}"],["Uncommon Martial Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dogslicer}","1 sp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait backstabber}, {@trait finesse}, {@trait goblin}"],["{@item Elven Curce blade}","4 gp","{@dice 1d8} S","2","2","Sword","{@trait Elf}, {@trait finesse}, {@trait forceful}"],["{@item Filcher's fork}","1 gp","{@dice 1d4} P","L","1","Spear","{@trait Agile}, {@trait backstabber}, {@trait deadly} d6, {@trait finesse}, {@trait halfling}, {@trait thrown} 20 ft."],["{@item Gnome hooked hammer}","2 gp","{@dice 1d6} B","1","1","Hammer","{@trait Gnome}, {@trait trip}, {@trait two-hand} d10, {@trait versatile} P"],["{@item Horsechopper}","9 sp","{@dice 1d8} S","2","2","Polearm","{@trait Goblin}, {@trait reach}, {@trait trip}, {@trait versatile} P"],["{@item Kama}","1 gp","{@dice 1d6} S","L","1","Knife","{@trait Agile}, {@trait monk}, {@trait trip}"],["{@item Katana}","2 gp","{@dice 1d6} S","1","1","Sword","{@trait Deadly} d8, {@trait two-hand} d10, {@trait versatile} P"],["{@item Kukri}","6 sp","{@dice 1d6} S","L","1","Knive","{@trait Agile}, {@trait finesse}, {@trait trip}"],["{@item Nunchaku}","2 sp","{@dice 1d6} B","L","1","Club","{@trait Backswing}, {@trait disarm}, {@trait finesse}, {@trait monk}"],["{@item Orc knuckle dagger}","7 sp","{@dice 1d6} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait orc}"],["{@item Sai}","6 sp","{@dice 1d4} P","L","1","Knife","{@trait Agile}, {@trait disarm}, {@trait finesse}, {@trait monk}, {@trait versatile} B"],["{@item Spiked chain}","3 gp","{@dice 1d8} S","1","2","Flail","{@trait Disarm}, {@trait finesse}, {@trait trip}"],["{@item Temple sword}","2 gp","{@dice 1d8} S","1","1","Sword","{@trait Monk}, {@trait trip}"],["Uncommon Advanced Weapons","Price","Damage","Bulk","Hands","Group","Weapon Traits"],["{@item Dwarven waraxe}","3 gp","{@dice 1d8} S","2","1","Axe","{@trait Dwarf}, {@trait sweep}, {@trait two-hand} d12"],["{@item Gnome flickmace}","3 gp","{@dice 1d8} B","2","1","Flail","{@trait Gnome}, {@trait reach}"],["{@item Orc necksplitter}","2 gp","{@dice 1d8} S","1","1","Axe","{@trait Forceful}, {@trait orc}, {@trait sweep}"],["{@item Sawtooth saber}","5 gp","{@dice 1d6} S","L","1","Sword","{@trait Agile}, {@trait finesse}, {@trait twin}"]]},{"name":"Ranged Weapons","type":"table","source":"CRB","page":280,"minimizeTo":[0],"labelRowIdx":[0,7,13],"colStyles":["text-left","text-left","text-left","text-center","text-center","text-left","text-center","text-center","text-left"],"colSizes":[2,1,1,1,1,1,1,1,2],"rows":[["Simple Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Blowgun}","1 sp","1 P","20 ft.","1","L","1","Dart","{@trait Agile}, {@trait nonlethal}"],["{@indentFirst 10 blowgun darts}","5 cp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Crossbow}","3 gp","{@damage 1d8} P","120 ft.","1","1","2","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Dart}","1 cp","{@damage 1d4} P","20 ft.","—","L","1","Dart","{@trait Agile}, {@trait thrown}"],{"type":"multiRow","rows":[["{@item Hand crossbow}","3 gp","{@damage 1d6} P","60 ft.","1","L","1","Bow","—"],["{@indentFirst 10 bolts}","1 sp","","","","L","","",""]]},["{@item Javelin}","1 sp","{@damage 1d6} P","30 ft.","—","L","1","Dart","{@trait Thrown}"],{"type":"multiRow","rows":[["{@item Sling}","0","{@damage 1d6} B","50 ft.","1","L","1","Sling","{@trait Propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],["{@item Alchemical Bomb}*","Varies","Varies","20 ft.","—","L","1","Bomb","Varies"],{"type":"multiRow","rows":[["{@item Composite longbow}","20 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait propulsive}, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Composite shortbow}","14 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10, {@trait propulsive}"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Longbow}","6 gp","{@damage 1d8} P","100 ft.","0","2","1+","Bow","{@trait Deadly} d10, {@trait volley} 30 ft."],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},{"type":"multiRow","rows":[["{@item Shortbow}","3 gp","{@damage 1d6} P","60 ft.","0","1","1+","Bow","{@trait Deadly} d10"],["{@indentFirst 10 arrows}","1 sp","","","","L","","",""]]},["Uncommon Martial Weapons","Price","Damage","Range","Reload","Bulk","Hands","Group","Weapon Traits"],{"type":"multiRow","rows":[["{@item Halfling sling staff}","5 gp","{@damage 1d10} B","80 ft.","1","1","2","Sling","{@trait Halfling}, {@trait propulsive}"],["{@indentFirst 10 sling bullets}","1 cp","","","","L","","",""]]},["{@item Shuriken}","1 cp","{@dice 1d4} P","20 ft.","0","—","1","Dart","{@trait Agile}, {@trait monk},{@trait thrown}"]],"footnotes":["* Statistics for alchemical bombs can be found starting on page 544"]},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||source=CRB}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["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.","{@b 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.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b 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 {@skill 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.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["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. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, 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.",{"type":"statblock","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["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 {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["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 {@action Cast a Spell||Casting the Spell}, 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 {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the occult tradition you can usually play an instrument 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 {@class cleric} {@action Cast a Spell||Casting a Spell} from the divine tradition while holding a divine focus (such as a religious symbol or text), 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 {@class druid} {@action Cast a Spell||Casting a Spell} from the primal tradition while holding a primal focus (such as holly and mistletoe), 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 {@class sorcerer} {@action Cast a Spell||Casting a Spell} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["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 {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["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 {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["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 {@spell restore senses}).","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.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["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.",{"type":"statblock","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["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 {@action Cast a Spell||Cast the Spell} 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."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"statblock","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["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 {@action Refocus} 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.",{"type":"statblock","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":301,"name":"Other Spell Traits","entries":["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.",{"type":"pf2-title","name":"Auditory"},"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.",{"type":"pf2-title","name":"Darkness and Light"},"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.",{"type":"pf2-title","name":"Incapacitation"},"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.",{"type":"pf2-title","name":"Minion"},"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 {@trait concentrate}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.",{"type":"pf2-title","name":"Morph"},"Spells that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract 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.",{"type":"pf2-title","name":"Polymorph"},"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 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.",{"type":"pf2-title","name":"Summoned"},"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 {@action Cast a Spell||Casting the Spell}, 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.",{"type":"pf2-title","name":"Visual"},"A visual spell can affect only creatures that can see it."],"source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["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 {@action Refocus}, 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."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["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 {@feat Ki Strike} 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 {@action Cast a Spell} 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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["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 {@spell fireball} 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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["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. 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 {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["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'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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["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!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found on page 456. 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."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["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 on page 457."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["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.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["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 {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["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.",{"name":"Creature Creation Rituals","type":"table","source":"CRB","page":408,"colStyles":["text-left","text-center","text-center"],"rows":[["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"]]}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["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.",{"type":"successDegree","entries":{"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."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["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)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["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.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["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."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A Stealth check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["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.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["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."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["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.",{"type":"table","style":"pf2-box__table--red","rows":[["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."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["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, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["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 {@spell fireball} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["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.",{"type":"table","style":"pf2-box__table--red","rows":[["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."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["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."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["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.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"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.",{"type":"pf2-title","name":"Subordinate Actions"},"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 {@spell haste} 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."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["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 {@i 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.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["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 {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["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 {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} 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. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["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 {@action Cast a Spell} 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["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.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["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.",{"type":"list","style":"list-decimal","items":["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 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. 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.",{"type":"pf2-brown-box","page":444,"name":"GAME CONVENTIONS","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-title","name":"The GM Has the Final Say"},"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.",{"type":"pf2-title","name":"Specific Overrides General"},"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 {@flatDC 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.",{"type":"pf2-title","name":"Rounding"},"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.",{"type":"pf2-title","name":"Multiplying"},"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.",{"type":"pf2-title","name":"Duplicate Effects"},"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 {@spell mage armor} 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.",{"type":"pf2-title","name":"Ambiguous Rules"},"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."],"source":"CRB"},{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b 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 {@b 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 {@b 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.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["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.","{@b 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.","{@b 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 checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} 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.","Penalties work very much like bonuses. You can have {@b circumstance penalties {@b status penalties}, and sometimes even {@b 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 {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b 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."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b 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 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.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["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 {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition 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 {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition 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 {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["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.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["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.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["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.",{"type":"successDegree","entries":{"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."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["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.",{"type":"list","style":"list-decimal","items":["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."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["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 {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 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.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} 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."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["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 {@flatDC 15} flat check to see if you recover from the persistent damage.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["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 {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["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 {@spell lightning bolt} 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.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the Strikes and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"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. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b 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.",{"type":"pf2-title","name":"Energy Damage"},"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. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b 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 {@b 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 {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b 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.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b 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.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b 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.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b 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.",{"type":"pf2-title","name":"Precious Materials"},"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."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["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.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["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 {@action Grapple} and {@action Shove}).","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 {@creature 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 {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["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 {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} 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."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["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 {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["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.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i 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.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["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.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["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 gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using Crafting, Lore, or Performance (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b 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 {@spell fly} 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.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b 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.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee Strikes 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."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["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 {@quickref difficult terrain||3|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.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["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 {@spell fireball}, 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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} 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..pdf"],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["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 {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["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 {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} 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."],"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["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 on pages 476–477), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Structure","entries":["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.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["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 check. A social encounter could call for a Deception or 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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). 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.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["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:",{"type":"list","items":["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 {@condition 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.",{"type":"list","items":["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 {@condition quickened} and {@condition 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 {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["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.",{"type":"list","items":["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 {@action Sustain a Spell} 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 {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, 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."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["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 {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["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.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["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 skill check to Lie, require spending actions and follow their own rules.","All speech has the auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.","not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).","If you want to prepare to Release something outside of your turn, use the Ready activity."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["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 {@action Attack of Opportunity}, which {@class fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["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 {@quickref difficult terrain||3|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.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["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 Size and Reach||Table 9–1: Size and Reach}.","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.",{"name":"Size and Reach","type":"table","source":"CRB","page":474,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]},"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."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["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 that creature's space using 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).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["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."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["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 {@b 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 {@b 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."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition 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 {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition 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 check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to 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 with that weapon for this purpose."],"source":"CRB"},{"type":"pf2-h3","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to Hide, Sneak, or otherwise avoid detection. You can increase this to greater cover using the Take Cover basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+2 to AC, Reflex, {@skill 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 (page 457) and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the Mount specialty basic action (page 472), your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the Command an Animal action (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 that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then Command an Animal to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["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:",{"type":"list","items":["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\nbaseline, 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."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition 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."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["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 {@condition 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)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["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.",{"name":"Travel Speed","type":"table","source":"CRB","page":479,"colStyles":["text-left","text-center","text-center","text-center"],"rows":[["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"]]},"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 {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["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.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use Arcana to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use Intimidation to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use Survival to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use Diplomacy to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use Deception and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use Diplomacy to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use Survival to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using Acrobatics, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use Survival to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use Medicine to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["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 {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition 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:",{"type":"list","items":["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."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found on page 507).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b 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).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["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.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["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:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying} 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying} 2 condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition 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."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["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.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["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 {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["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 {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["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 {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition 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.","{@b If you're {@condition unconscious} because you're {@condition 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 {@condition unconscious} and at 0 Hit Points, but not {@b 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 {@condition 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 {@condition unconscious} condition.",{"type":"list","items":["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 {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their Stealth DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["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)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["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.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["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.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} 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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt 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 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 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 checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","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 {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["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).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["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.",{"type":"successDegree","entries":{"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."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["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."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["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."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["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 {@action Seek} 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.",{"type":"pf2-h3","page":464,"name":"Light","entries":["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.",{"type":"pf2-h4","page":464,"name":"Bright Light","entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","entries":["The ways a creature can use {@skill 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.",{"type":"pf2-h4","page":464,"name":"Precise Senses","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden—it can't make the creature observed."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.","When one creature might detect another, the GM almost always uses the most precise sense available.","Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["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 {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["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 {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable Stealth action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based Stealth skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the Stealth check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","entries":["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 Appendix on pages 618–623.","With the exception of {@condition 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 {@ability darkvision}.","You can attempt to avoid detection by using the Stealth skill (page 251) to Avoid Notice, Hide, or Sneak, or by using Deception to Create a Diversion (page 245).",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["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 {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 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 {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition 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 {@condition 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. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["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 {@action 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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["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.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} 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.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the finesse trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a finesse weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["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 action during your turn, you take a –5 penalty to your attack roll. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your attack roll. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.","Some weapons and abilities reduce multiple attack penalties, such as agile weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["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 in one hand and a shortsword (which has the agile trait) in your other hand, and you are going to make three Strikes with these weapons during the course of your turn. The first Strike 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 or a –4 penalty if you use the shortsword.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular Strike. It would be a –10 penalty with the longsword and a –8 penalty with the shortsword, no matter what weapon you used for your previous Strikes.","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.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with Strikes 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.",{"type":"pf2-inset","entries":["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)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} 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.","{@b {@action Strike}} 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, special attacks like the Grapple action of the Athletics skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["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 {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["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 {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["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.",{"type":"pf2-inset","entries":["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 {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["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 {@item resilient} armor or other magic items that give an item bonus.","{@b 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.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b 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.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b 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.",{"type":"pf2-inset","entries":["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.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["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.",{"type":"successDegree","entries":{"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."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from Athletics to Medicine to 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 deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. 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.",{"type":"pf2-inset","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["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 {@item +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."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":503,"name":"Difficulty Classes","alias":["DCs"],"entries":[{"type":"pf2-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"name":"Simple DCs","type":"table","source":"CRB","page":503,"colStyles":["text-left","text-center"],"colSizes":[2,1],"rows":[["Proficiency Rank","DC"],["Untrained","10"],["Trained","15"],["Expert","20"],["Master","30"],["Legendary","40"]]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["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 {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"name":"DCs by Level","type":"table","source":"CRB","page":503,"labelRowIdx":[0,14],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]],[[2,3],[3,4]]],"rows":[["Level","DC","Level","DC"],["0","14","13","31"],["1","15","14","32"],["5","16","15","34"],["3","18","16","35"],["4","19","17","36"],["5","20","18","38"],["6","22","19","39"],["7","23","20","40"],["8","24","21","42"],["9","26","22","44"],["10","27","23","46"],["11","28","24","48"],["12","30","25","50"],["Spell Level*","DC"],["1st","15"],["2nd","18"],["3rd","20"],["4th","23"],["5th","26"],["6th","28"],["7th","31"],["8th","34"],["9th","36"],["10th","39"]],"footnotes":["* If a spell is uncommon or rare, its difficulty should be adjusted accordingly."]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["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.",{"name":"DC Adjustments","type":"table","source":"CRB","page":504,"colStyles":["text-left","text-center","text-left"],"rows":[["Difficulty","Adjustment","Rarity"],["Incredibly easy","-10","—"],["Very easy","–5","—"],["Easy","–2","—"],["Hard","+2","Uncommon"],["Very hard","+5","Rare"],["Incredibly hard","+10","Unique"]]},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an Occultism check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Arcana and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["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."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of Thievery. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in Arcana to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["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.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for Performance, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to Recall Knowledge. For a check about a specific creature, trap, or other subject with a level, use a level-based DC (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using Medicine to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"name":"Creature Identification Skills","type":"table","source":"CRB","page":506,"colStyles":["text-left","text-center"],"rows":[["Creature Trait","Skills"],["Aberration","{@skill Occultism}"],["Animal","{@skill Nature}"],["Astral","{@skill Occultism}"],["Beast","{@skill Arcana}, {@skill Nature}"],["Celestial","{@skill Religion}"],["Construct","{@skill Arcana}, {@skill Crafting}"],["Dragon","{@skill Arcana}"],["Elemental","{@skill Arcana}, {@skill Nature}"],["Ethereal","{@skill Occultism}"],["Fey","{@skill Nature}"],["Fiend","{@skill Religion}"],["Fungus","{@skill Nature}"],["Humanoid","{@skill Society}"],["Monitor","{@skill Religion}"],["Ooze","{@skill Occultism}"],["Plant","{@skill Nature}"],["Spirit","{@skill Occultism}"],["Undead","{@skill Religion}"]]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill 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 {@skill Lore} subcategory doesn't cover all religions—that's covered by the Religion skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill 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 {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses Survival to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses Deception, Diplomacy, Intimidation, or Performance to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for Deception, Diplomacy, or Performance, making the DC easy for a friendly 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."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses Survival to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their Survival DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["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."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["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 {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["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.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["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 {@trait virulent} 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."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"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 {@quickref difficult terrain||3|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.",{"name":"Enviromental Features","type":"table","source":"CRB","page":513,"colStyles":["text-center","text-center","text-left"],"rows":[["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"]]},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["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.",{"name":"Enviromental Damage","type":"table","source":"CRB","page":512,"colStyles":["text-left","text-center"],"rows":[["Category","Damage"],["Minor","{@damage 1d6}-{@damage 2d6}"],["Moderate","{@damage 4d6}-{@damage 6d6}"],["Major","{@damage 8d6}-{@damage 12d6}"],["Massive","{@damage 18d6}-{@damage 24d6}"]]}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["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 {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["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.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["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.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["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 or 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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["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 {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["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.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["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 {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b 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 {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b 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 {@quickref difficult terrain||3|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 {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b 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."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["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.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using Diplomacy, Intimidation, or 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."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["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 or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["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)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for 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.",{"type":"pf2-title","name":"Demolishing"},"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.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["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)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using Athletics. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the 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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["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.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|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 {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["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 {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["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."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["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.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["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 to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["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.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill 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."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["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.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["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)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["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.",{"name":"Temperature Effects","type":"table","source":"CRB","page":518,"rows":[["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"]],"footnotes":["* Adjust temperatures down by 15º in areas of high humidity."]}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill 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.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|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 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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["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 on page 512.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["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.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["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 check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["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.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["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 {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["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.",{"type":"tbl","page":518,"name":"TABLE 10–13: TEMPERATURE EFFECTS","entries":[{"type":"tbl","page":518,"table_head":"Category Temperature Fatigue Damage","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["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, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["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.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill 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)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["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 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 {@action Seek} 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 {@spell detect magic}, 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 {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["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.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["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 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."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the 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 or Survival, and haunts can often be overcome with Occultism or 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.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["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.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["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.",{"name":"Hazard XP","type":"table","source":"CRB","page":521,"spans":[[[2,4]]],"labelRowIdx":[0,1],"rowStyles":["text-center"],"colStyles":["text-left","text-center","text-center"],"rows":[["XP Award"],["Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","30 XP","150 XP"]]}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["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.",{"type":"dataGeneric","dataGeneric":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["Traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the Stealth modifier for a complex\nhazard's initiative or the Stealth DC to detect a simple\nhazard, followed by the minimum proficiency rank to detect\nthe hazard (if any) in parentheses. If {@spell detect magic} can be\nused to detect the hazard, this information is located here\nas well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might\ninclude special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the\nhazard are here; if the hazard can be counteracted, its spell\nlevel and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually\nonly haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points,\nwith its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the\nhazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses,\nif any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the\nhazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard\nappears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often\nall the hazard does. For a complex hazard, this might also\ncause the hazard to roll initiative.\nRoutine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on\neach of its turns during an encounter; the number in parentheses\nafter the word \"Routine\" indicates how many actions the hazard\ncan use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically,\nthis is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their Stealth modifier, which they use for initiative, instead of their Stealth DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["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 on page 503 to determine the Thievery DC and spell DC, using the trap's level and applying a hard adjustment (+2). The Stealth modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in Perception to find, and they might require a higher proficiency rank in Thievery to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["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.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["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.",{"type":"pf2-h4","name":"Expected Duration","entries":["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."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["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.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["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 {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["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:",{"type":"list","items":["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."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["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.",{"type":"list","items":["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:",{"type":"list","items":["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."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["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 {@book Pathfinder Core Rulebook|CRB}. 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."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["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.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["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.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["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 {@spell 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.",{"type":"pf2-title","name":"Rewards"},"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.",{"type":"pf2-title","name":"Different Locations"},"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."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.","{@b 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.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["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). 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."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["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. 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."],"source":"CRB"},{"name":"Encounter Budget","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-center"],"rows":[["Threat","XP Budget","Character Adjustment"],["Trivial","40 or less","10 or less"],["Low","60","15"],["Moderate","80","20"],["Severe","120","30"],["Extreme","160","40"]]},{"name":"Creature XP and Role","type":"table","source":"CRB","page":489,"colStyles":["text-left","text-center","text-left"],"colSizes":[2,1,4],"rows":[["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"]]}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["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 overthe- top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["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.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["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.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["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 on page 508 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."],"source":"CRB"},{"name":"XP Awards","type":"table","source":"CRB","page":508,"labelRowIdx":[0,4,14,15],"rowStyles":["text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center","text-center"],"spans":[[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[1,2],[3,4]],[[2,4]]],"rows":[["Accomplishment","XP Award"],["Minor","10 XP"],["Moderate*","30 XP"],["Major*","80 XP"],["Adversary Level","XP Award"],["Party level –4","10 XP"],["Party level –3","15 XP"],["Party level –2","20 XP"],["Party level –1","30 XP"],["Party level","40 XP"],["Party level + 1","60 XP"],["Party level + 2","80 XP"],["Party level + 3","120 XP"],["Party level + 4","160 XP"],["XP Award"],["Hazard Level","Simple Hazard","Complex Hazard"],["Party level –4","2 XP","10 XP"],["Party level –3","3 XP","15 XP"],["Party level –2","4 XP","20 XP"],["Party level –1","6 XP","30 XP"],["Party level","8 XP","40 XP"],["Party level + 1","12 XP","60 XP"],["Party level + 2","16 XP","80 XP"],["Party level + 3","24 XP","120 XP"],["Party level + 4","32 XP","160 XP"]]}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["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.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["Table 10–9: Party Treasure by Level on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} 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.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["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.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"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."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill 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."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["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."],"source":"CRB"},{"name":"Party Treasure by Level","type":"table","source":"CRB","page":509,"colStyles":["text-left","text-center","text-center","text-center","text-center","text-center"],"colSizes":[1,2,3,3,2,2],"rows":[["Level","Total Value","Permanent Items (By Item Level)","Consumables (By Item Level)","Party Currency","Currency per Additional PC"],["1","175 gp","{@b 2nd}: 2, {@b 1st}: 2*","{@b 2nd}: 2, {@b 1st}: 3","40 gp","10 gp"],["2","300 gp","{@b 3rd}: 2, {@b 2nd}: 2","{@b 3rd}: 2, {@b 2nd}: 2, {@b 1st}: 2","70 gp","18 gp"],["3","500 gp","{@b 4th}: 2, {@b 3rd}: 2","{@b 4th}: 2, {@b 3rd}: 2, {@b 2nd}: 2","120 gp","30 gp"],["4","850 gp","{@b 5th}: 2, {@b 4th}: 2","{@b 5th}: 2, {@b 4th}: 2, {@b 3rd}: 2","200 gp","50 gp"],["5","1,350 gp","{@b 6th}: 2, {@b 5th}: 2","{@b 6th}: 2, {@b 5th}: 2, {@b 4th}: 2","320 gp","80 gp"],["6","2,000 gp","{@b 7th}: 2, {@b 6th}: 2","{@b 7th}: 2, {@b 6th}: 2, {@b 5th}: 2","500 gp","125 gp"],["7","2,900 gp","{@b 8th}: 2, {@b 7th}: 2","{@b 8th}: 2, {@b 7th}: 2, {@b 6th}: 2","720 gp","180 gp"],["8","4,000 gp","{@b 9th}: 2, {@b 8th}: 2","{@b 9th}: 2, {@b 8th}: 2, {@b 7th}: 2","1,000 gp","250 gp"],["9","5,700 gp","{@b 10th}: 2, {@b 9th}: 2","{@b 10th}: 2, {@b 9th}: 2, {@b 8th}: 2","1,400 gp","350 gp"],["10","8,000 gp","{@b 11th}: 2, {@b 10th}: 2","{@b 11th}: 2, {@b 10th}: 2, {@b 9th}: 2","2,000 gp","500 gp"],["11","11,500 gp","{@b 12th}: 2, {@b 11th}: 2","{@b 12th}: 2, {@b 11th}: 2, {@b 10th}: 2","2,800 gp","700 gp"],["12","16,500 gp","{@b 13th}: 2, {@b 12th}: 2","{@b 13th}: 2, {@b 12th}: 2, {@b 11th}: 2","4,000 gp","1,000 gp"],["13","25,000 gp","{@b 14th}: 2, {@b 13th}: 2","{@b 14th}: 2, {@b 13th}: 2, {@b 12th}: 2","6,000 gp","1,500 gp"],["14","36,500 gp","{@b 15th}: 2, {@b 14th}: 2","{@b 15th}: 2, {@b 14th}: 2, {@b 13th}: 2","9,000 gp","2,250 gp"],["15","54,500 gp","{@b 16th}: 2, {@b 15th}: 2","{@b 16th}: 2, {@b 15th}: 2, {@b 14th}: 2","13,000 gp","3,250 gp"],["16","82,500 gp","{@b 17th}: 2, {@b 16th}: 2","{@b 17th}: 2, {@b 16th}: 2, {@b 15th}: 2","20,000 gp","5,000 gp"],["17","128,000 gp","{@b 18th}: 2, {@b 17th}: 2","{@b 18th}: 2, {@b 17th}: 2, {@b 16th}: 2","30,000 gp","7,500 gp"],["18","208,000 gp","{@b 19th}: 2, {@b 18th}: 2","{@b 19th}: 2, {@b 18th}: 2, {@b 17th}: 2","48,000 gp","12,000 gp"],["19","355,000 gp","{@b 20th}: 2, {@b 19th}: 2","{@b 20th}: 2, {@b 19th}: 2, {@b 18th}: 2","80,000 gp","20,000 gp"],["20","490,000 gp","{@b 20th}: 4","{@b 20th}: 4, {@b 19th}: 2","140,000 gp","35,000 gp"]],"footnotes":["* Many 1st-level permanent items should be items from Chapter 6 instead of magic items."]},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on Table 10–9: Party Treasure by Level aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification }rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 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."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["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.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["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 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.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["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."],"source":"CRB"},{"name":"Character Wealth","type":"table","source":"CRB","page":511,"colStyles":["text-left","text-center","text-center","text-center"],"colSizes":[1,4,2,2],"rows":[["Level","Permanent Items","Currency","Lump sum"],["1","—","15 gp","15 gp"],["2","{@b 1st}: 1","20 gp","30 gp"],["3","{@b 2nd}: 1, {@b 1st}: 2","25 gp","75 gp"],["4","{@b 3rd}: 1, {@b 2nd}: 2, {@b 1st}: 1","30 gp","140 gp"],["5","{@b 4th}: 1, {@b 3rd}: 2, {@b 2nd}: 1, {@b 1st}: 2","50 gp","270 gp"],["6","{@b 5th}: 1, {@b 4th}: 2, {@b 3rd}: 1, {@b 2nd}: 2","80 gp","450 gp"],["7","{@b 6th}: 1, {@b 5th}: 2, {@b 4th}: 1, {@b 3rd}: 2","125 gp","720 gp"],["8","{@b 7th}: 1, {@b 6th}: 2, {@b 5th}: 1, {@b 4th}: 2","180 gp","1,100 gp"],["9","{@b 8th}: 1, {@b 7th}: 2, {@b 6th}: 1, {@b 5th}: 2","250 gp","1,600 gp"],["10","{@b 9th}: 1, {@b 8th}: 2, {@b 7th}: 1, {@b 6th}: 2","350 gp","2,300 gp"],["11","{@b 10th}: 1, {@b 9th}: 2, {@b 8th}: 1, {@b 7th}: 2","500 gp","3,200 gp"],["12","{@b 11th}: 1, {@b 10th}: 2, {@b 9th}: 1, {@b 8th}: 2","700 gp","4,500 gp"],["13","{@b 12th}: 1, {@b 11th}: 2, {@b 10th}: 1, {@b 9th}: 2","1,000 gp","6,400 gp"],["14","{@b 13th}: 1, {@b 12th}: 2, {@b 11th}: 1, {@b 10th}: 2","1,500 gp","9,300 gp"],["15","{@b 14th}: 1, {@b 13th}: 2, {@b 12th}: 1, {@b 11th}: 2","2,250 gp","13,500 gp"],["16","{@b 15th}: 1, {@b 14th}: 2, {@b 13th}: 1, {@b 12th}: 2","3,250 gp","20,000 gp"],["17","{@b 16th}: 1, {@b 15th}: 2, {@b 14th}: 1, {@b 13th}: 2","5,000 gp","30,000 gp"],["18","{@b 17th}: 1, {@b 16th}: 2, {@b 15th}: 1, {@b 14th}: 2","7,500 gp","45,000 gp"],["19","{@b 18th}: 1, {@b 17th}: 2, {@b 16th}: 1, {@b 15th}: 2","12,000 gp","69,000 gp"],["20","{@b 19th}: 1, {@b 18th}: 2, {@b 17th}: 1, {@b 16th}: 2","20,000 gp","112,000 gp"]]}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["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)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"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.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["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.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b 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.","{@b 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.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["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 check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["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.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["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 {@condition 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:",{"type":"list","items":["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."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill 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."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["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—{@condition hostile}, {@condition unfriendly}, {@condition 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."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["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.","{@b 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.","{@b 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.","{@b 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.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["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.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["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 {@spell detect magic}, 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."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action 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 {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, 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 {@action Search||Searching} 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), {@action Search||Searching} 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 {@action Search||Searching} 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"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."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["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.","{@quickref difficult terrain||3|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 Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|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."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["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:",{"type":"list","items":["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 {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using 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."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill 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 {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill 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 {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["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 {@skill 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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["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.",{"type":"pf2-title","name":"Multiple Encounters"},"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.",{"type":"pf2-title","name":"Before a Fight"},"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."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["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:",{"type":"list","items":["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 {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition 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.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["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 check against the Perception DCs of all characters to see if anyone noticed its approach.",{"name":"Watches and Rest","type":"table","source":"CRB","page":500,"colStyles":["text-center","text-left","text-left"],"colSizes":[1,3,3],"rows":[["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"]]}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["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.",{"type":"list","items":["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)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["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.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b 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.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["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.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["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.",{"type":"pf2-h4","page":501,"name":"Events","entries":["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 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 check, and the second an Arcana or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["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 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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["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.",{"type":"pf2-h4","page":502,"name":"Time","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["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."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["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.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["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)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["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.",{"type":"list","items":["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 (page 507).","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."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["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.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["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."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["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."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["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.",{"type":"list","items":["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, use an appropriate 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 on page 507).","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."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["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."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["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."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link 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 {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"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.",{"type":"pf2-title","name":"Pathfinder Adventures"},"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.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"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."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"}]}]}} \ No newline at end of file diff --git a/data/hazards.json b/data/hazards.json index c77c5f4e98..d350c0e9fb 100644 --- a/data/hazards.json +++ b/data/hazards.json @@ -242,14 +242,11 @@ }, "actions": [ { - "traits": [ - "is" - ], + "name": "Earth Vulnerability", "entries": [ - "opposed by the Plane of Earth. Any spell or {@trait magical} effect with the {@trait earth} trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell levels (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-level {@spell earthbind} spell cast on a creature near the air rift deals 30 points of damage to the rift." + "The Elemental Plane of Air is opposed by the Plane of Earth. Any spell or {@trait magical} effect with the {@trait earth} trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell levels (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-level {@spell earthbind} spell cast on a creature near the air rift deals 30 points of damage to the rift." ], - "type": "ability", - "name": "Earth Vulnerability The Elemental Plane of Air" + "type": "ability" }, { "activity": { @@ -258,25 +255,23 @@ }, "trigger": "A creature comes within 50 feet of the rift", "entries": [ - "The air rift creates a shroud of subjective gravity around the creature for 1 minute. The creature can use a free action, which has the {@trait concentrate} trait, to choose any direction they wish for gravity to pull them. This allows a creature to {@action Stride} along any surface." + "The air rift creates a shroud of subjective gravity around the creature for 1 minute. The creature can use a free action, which has the {@trait concentrate} trait, to choose any direction they wish for gravity to pull them. This allows a creature to {@action Stride} along any surface or {@action Fly} in a straight line by choosing a direction into midair. For unattended objects and mindless creatures, this is microgravity: they float in place unless pushed off a surface." ], "type": "ability", "name": "Weightlessness" - }, - { - "entries": [ - "{@action Fly} in a straight line by choosing a direction into midair. For unattended objects and mindless creatures, this is microgravity: they float in place unless pushed off a surface." - ], - "type": "ability", - "name": "or" } ], "routine": [ "(1 action) Winds blow through the area in a random direction, causing creatures and objects within 50 feet of the air rift to float up, down, north, south, east, or west (roll a d6 to determine which direction). Creatures and objects in the area must attempt a DC 37 Fortitude save. If a creature is pushed into a solid object or another creature by this effect, both take {@damage 3d8+15} bludgeoning damage on impact.", - "Critical Success The creature is unaffected.", - "Success The creature is pushed 10 feet, but takes only half damage from impact.", - "Failure The creature is pushed 20 feet, falls {@condition prone}, and takes full damage from impact.", - "Critical Failure The creature is pushed 40 feet, falls {@condition prone}, and takes double damage from impact." + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature is pushed 10 feet, but takes only half damage from impact.", + "Failure": "The creature is pushed 20 feet, falls {@condition prone}, and takes full damage from impact.", + "Critical Failure": "The creature is pushed 40 feet, falls {@condition prone}, and takes double damage from impact." + } + } ] }, { @@ -596,7 +591,7 @@ "poison" ], "note": " The {@condition enfeebled} condition\nfrom ash web remains even after the poison's duration\nends. The condition's value reduces by 1 per hour. Gugs\nare immune to this poison; instead, they have vivid\nand strange dreams when they sleep after ingesting\nash web.", - "DC": "29", + "DC": 29, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -1001,7 +996,7 @@ "virulent" ], "note": " Each round,\nat the beginning of their turn, a creature affected by\nblackfinger blight must succeed at a DC {@flatDC 5} flat check or\ndrop one random item they're holding", - "DC": "40", + "DC": 40, "savingThrow": "Fortitude", "onset": "1 round", "maxDuration": "6\nrounds", @@ -1885,7 +1880,7 @@ "poison" ], "note": " Oozes are immune\nto this poison", - "DC": "38", + "DC": 38, "savingThrow": "Fortitude", "onset": "1 round", "maxDuration": "6 rounds", @@ -4659,7 +4654,7 @@ "poison" ], "note": "\nCreatures with the {@trait ethereal} trait\nare immune", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -5626,7 +5621,7 @@ "poison" ], "note": "", - "DC": "38", + "DC": 38, "savingThrow": "Fortitude", "onset": null, "maxDuration": "10 rounds", @@ -7272,7 +7267,7 @@ "poison" ], "note": "", - "DC": "22", + "DC": 22, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -7503,7 +7498,7 @@ "poison" ], "note": "", - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 hours", @@ -7610,7 +7605,7 @@ "poison" ], "note": "", - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 hours", @@ -9330,7 +9325,7 @@ ], "disable": { "entries": [ - "DC 18 Intimidate (trained) to frighten the spirits with a threatening display, or DC 21 {@skill Religion} (trained) to exorcise the spirits." + "DC 18 {@skill Intimidate} (trained) to frighten the spirits with a threatening display, or DC 21 {@skill Religion} (trained) to exorcise the spirits." ] }, "actions": [ @@ -11269,7 +11264,7 @@ "poison" ], "note": " Any {@condition drained} condition from the spores persists after the poison's duration ends", - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", diff --git a/data/items/baseitems.json b/data/items/baseitems.json index c99ac19948..981e57cba8 100644 --- a/data/items/baseitems.json +++ b/data/items/baseitems.json @@ -179,6 +179,7 @@ "coin": "sp" }, "damage": "1d4", + "damageType": "B", "bulk": "L", "hands": 1, "category": "Weapon", @@ -833,7 +834,7 @@ "subCategory": "Medium", "group": "Plate", "entries": [ - "Though referred to as a breastplate, this type of armor consists of several pieces of plate or {@item half-plate} armor 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." + "Though referred to as a breastplate, this type of armor consists of several pieces of plate or {@item half plate} armor 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." ], "craftReq": null, "generic": false @@ -2010,7 +2011,7 @@ "subCategory": "Simple", "group": "Brawling", "entries": [ - "A pair of these metal gloves comes with full plate, half plate, and splint armor; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons." + "A pair of these metal gloves comes with {@item full plate}, {@item half plate}, and {@item splint armor}; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons." ], "craftReq": null, "generic": false @@ -2288,7 +2289,7 @@ "generic": false }, { - "name": "Half-Plate", + "name": "Half Plate", "source": "CRB", "page": 275, "equipment": true, diff --git a/data/items/items-aoa3.json b/data/items/items-aoa3.json index 1c80f0dedd..d9a654f405 100644 --- a/data/items/items-aoa3.json +++ b/data/items/items-aoa3.json @@ -39,7 +39,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "1 day", diff --git a/data/items/items-aoa5.json b/data/items/items-aoa5.json index fdbfed6e31..34b0614afc 100644 --- a/data/items/items-aoa5.json +++ b/data/items/items-aoa5.json @@ -74,7 +74,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "5 days", @@ -137,7 +137,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "37", + "DC": 37, "savingThrow": "Fortitude", "onset": "{@dice 1d6} minutes", "maxDuration": "6 rounds", @@ -200,7 +200,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "32", + "DC": 32, "savingThrow": "Fortitude", "onset": "1 round", "maxDuration": "6 rounds", @@ -315,7 +315,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "30 minutes", @@ -378,7 +378,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "32", + "DC": 32, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -484,7 +484,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "43", + "DC": 43, "savingThrow": "Fortitude", "onset": "1 hour", "maxDuration": "5 days", @@ -547,7 +547,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "42", + "DC": 42, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6\nrounds", @@ -722,7 +722,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "36", + "DC": 36, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6\nrounds", diff --git a/data/items/items-aoe1.json b/data/items/items-aoe1.json index 4bf08170e9..52670afcf2 100644 --- a/data/items/items-aoe1.json +++ b/data/items/items-aoe1.json @@ -205,7 +205,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "13", + "DC": 13, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "8 hours", @@ -316,7 +316,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "23", + "DC": 23, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "10 hours", @@ -376,7 +376,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "1 hour", @@ -599,7 +599,7 @@ "bulk": "\u2014", "category": "Worn", "entries": [ - "This ring magically conceals any armor and sheathed weapons you're wearing by either turning them {@condition invisible} or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon, the weapon becomes obvious to onlookers and is no longer affected by the ring until you sheathe the weapon for at least 1 minute. A creature can disbelieve this illusion by Seeking or any time it hits you with an attack." + "This ring magically conceals any armor and sheathed weapons you're wearing by either turning them {@condition invisible} or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon, the weapon becomes obvious to onlookers and is no longer affected by the ring until you sheathe the weapon for at least 1 minute. A creature can {@quickref disbelieve this illusion|CRB|2|disbelieving illusions|0} by Seeking or any time it hits you with an attack." ], "generic": false, "consumable": false diff --git a/data/items/items-aoe3.json b/data/items/items-aoe3.json index 2f4e7c0475..b52124633c 100644 --- a/data/items/items-aoe3.json +++ b/data/items/items-aoe3.json @@ -78,7 +78,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "32", + "DC": 32, "savingThrow": "Fortitude", "onset": "1 round", "maxDuration": "6 rounds", diff --git a/data/items/items-aoe4.json b/data/items/items-aoe4.json index ccd88093b0..10d87563f1 100644 --- a/data/items/items-aoe4.json +++ b/data/items/items-aoe4.json @@ -80,7 +80,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "31", + "DC": 31, "savingThrow": "Fortitude", "onset": "1 round", "maxDuration": "6 rounds", @@ -144,7 +144,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "34", + "DC": 34, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -208,7 +208,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "30", + "DC": 30, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "6 minutes", @@ -316,7 +316,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "30", + "DC": 30, "savingThrow": "Fortitude", "onset": "1\nminute", "maxDuration": "6 minutes", @@ -381,7 +381,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "34", + "DC": 34, "savingThrow": "Fortitude", "onset": "1\nminute", "maxDuration": "6 minutes", @@ -446,7 +446,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "35", + "DC": 35, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -612,7 +612,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "38", + "DC": 38, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "6 minutes", @@ -676,7 +676,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "28", + "DC": 28, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "14 hours", @@ -740,7 +740,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "33", + "DC": 33, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "6 minutes", @@ -804,7 +804,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "31", + "DC": 31, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6\nrounds", diff --git a/data/items/items-aoe6.json b/data/items/items-aoe6.json index f2d497ba6d..8d458ff673 100644 --- a/data/items/items-aoe6.json +++ b/data/items/items-aoe6.json @@ -51,7 +51,7 @@ "trigger": null, "requirements": null, "entries": [ - "The Cane of the Maelstrom casts a 5th-level {@spell hallucinatory terrain} spell and infuses the illusion with quasi-real substance drawn from the primal chaos of the Maelstrom. Creatures that don't disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. If no creature disbelieves the illusion during its duration, the changes become wholly real and permanent when its duration expires." + "The Cane of the Maelstrom casts a 5th-level {@spell hallucinatory terrain} spell and infuses the illusion with quasi-real substance drawn from the primal chaos of the Maelstrom. Creatures that don't {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. If no creature {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} during its duration, the changes become wholly real and permanent when its duration expires." ] }, { diff --git a/data/items/items-av2.json b/data/items/items-av2.json index 5bb31e9ce9..d296b4b46f 100644 --- a/data/items/items-av2.json +++ b/data/items/items-av2.json @@ -340,7 +340,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": "1 round", "maxDuration": "1 hour", diff --git a/data/items/items-av3.json b/data/items/items-av3.json index f04a05f7a6..4501e5c423 100644 --- a/data/items/items-av3.json +++ b/data/items/items-av3.json @@ -417,7 +417,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "20", + "DC": 20, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6\nhours", diff --git a/data/items/items-crb.json b/data/items/items-crb.json index 9130aa94f8..87bca3ec96 100644 --- a/data/items/items-crb.json +++ b/data/items/items-crb.json @@ -1717,7 +1717,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "5 minutes", @@ -2020,7 +2020,7 @@ "hands": 2, "category": "Gear", "entries": [ - "This book contains the formulas (page 293) for Crafting the common items in this chapter." + "This book contains the {@quickref formulas|CRB|1|formulas|0} for {@action Craft||Crafting} the common items in this chapter." ] }, { @@ -2111,7 +2111,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "30 minutes", @@ -2541,7 +2541,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": "3 rounds", @@ -2603,7 +2603,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "42", + "DC": 42, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "6 rounds", @@ -2687,7 +2687,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "31", + "DC": 31, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "6 rounds", @@ -3605,7 +3605,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "36", + "DC": 36, "savingThrow": "Fortitude", "onset": "1 round", "maxDuration": "6 rounds", @@ -3776,7 +3776,7 @@ "hands": 1, "category": "Gear", "entries": [ - "These four‑pronged metal spikes can damage 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 check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a \u20135‑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 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 are ruined that they can't be salvaged. " + "These four‑pronged metal spikes can damage 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 {@skill Acrobatics} check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a \u20135‑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 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 are ruined that they can't be salvaged. " ] }, { @@ -5684,7 +5684,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -5754,7 +5754,7 @@ "traits": [ "poison" ], - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -6413,7 +6413,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "33", + "DC": 33, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "6 minutes", @@ -6956,7 +6956,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "37", + "DC": 37, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "6 rounds", @@ -9551,7 +9551,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "17", + "DC": 17, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -9612,7 +9612,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "22", + "DC": 22, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -9673,7 +9673,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -9732,7 +9732,7 @@ "trigger": null, "requirements": null, "entries": [ - "You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor's statistics do not change. Only a creature that is benefiting from true seeing or a similar effect can attempt to disbelieve this illusion, with a DC of 25." + "You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor's statistics do not change. Only a creature that is benefiting from true seeing or a similar effect can attempt to {@quickref disbelieve this illusion|CRB|2|disbelieving illusions|0}, with a DC of 25." ] } ], @@ -10033,7 +10033,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 rounds", @@ -10748,7 +10748,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "40", + "DC": 40, "savingThrow": "Fortitude", "onset": "30 minutes", "maxDuration": "60 minutes", @@ -11277,7 +11277,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -12292,7 +12292,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "18", + "DC": 18, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4 hours", @@ -12358,7 +12358,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "28", + "DC": 28, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "6 minutes", @@ -13081,7 +13081,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "6 minutes", @@ -13110,7 +13110,7 @@ "hands": 2, "category": "Gear", "entries": [ - "You can manacle someone who is willing or otherwise at your mercy as an {@trait exploration} activity taking 10\u201330 seconds depending on the creature's size and how many manacles you apply. A two‑legged creature with its legs bound takes a \u201315‑foot circumstance penalty to its Speeds, and a two‑handed creature with its wrists bound has to succeed at a DC {@flatDC 5} flat check any time it uses a {@trait 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 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. " + "You can manacle someone who is willing or otherwise at your mercy as an {@trait exploration} activity taking 10\u201330 seconds depending on the creature's size and how many manacles you apply. A two‑legged creature with its legs bound takes a \u201315‑foot circumstance penalty to its Speeds, and a two‑handed creature with its wrists bound has to succeed at a DC {@flatDC 5} flat check any time it uses a {@trait 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 {@skill 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. " ], "generic": "G", "variants": [ @@ -13598,7 +13598,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "35", + "DC": 35, "savingThrow": "Fortitude", "onset": "1 round", "maxDuration": "6 rounds", @@ -14516,7 +14516,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "27", + "DC": 27, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "6 minutes", @@ -14577,7 +14577,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "36", + "DC": 36, "savingThrow": "Fortitude", "onset": "1 round", "maxDuration": "6 rounds", @@ -16220,7 +16220,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "32", + "DC": 32, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -16581,6 +16581,21 @@ "note": null }, "entries": [] + }, + { + "type": "Concealable", + "level": 4, + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "gp", + "amount": 10, + "note": null + }, + "entries": [] } ] }, @@ -18345,7 +18360,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "29", + "DC": 29, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", @@ -19481,7 +19496,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "32", + "DC": 32, "savingThrow": "Fortitude", "onset": "1 hour", "maxDuration": "7 days", @@ -19718,7 +19733,7 @@ "note": null }, "usage": "etched onto a weapon", - "category": "Companion", + "category": "Rune", "appliesTo": "Weapon", "entries": [ "Attacks with a speed weapon are supernaturally swift. While wielding a speed weapon, you gain the {@condition quickened} condition, but you can use the additional action granted only to make a {@action Strike} with the etched weapon." @@ -19798,7 +19813,16 @@ "hands": 1, "category": "Gear", "entries": [ - "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. " + "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.", + { + "type": "pf2-brown-box", + "page": 297, + "name": "Spellbooks", + "entries": [ + "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." + ] + } ] }, { @@ -20145,7 +20169,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "28", + "DC": 28, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "6 minutes", @@ -22227,7 +22251,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "46", + "DC": 46, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "10 minutes", @@ -22329,14 +22353,25 @@ "hands": 2, "category": "Gear", "entries": [ - "You need thieves' tools to {@action Pick a Lock||Pick Locks} or {@action Disable a Device||Disable Devices} (of some types) using the {@skill Thievery} skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with {@item replacement picks} appropriate to your tools; this doesn't require using the {@action Repair} action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. " + "You need thieves' tools to {@action Pick a Lock||Pick Locks} or {@action Disable a Device||Disable Devices} (of some types) using the {@skill Thievery} skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with {@item replacement picks (generic)||replacement picks} appropriate to your tools; this doesn't require using the {@action Repair} action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. " ], "generic": "G", "variants": [ { "name": "Thieves' Tools", "type": "Base", - "entries": [] + "entries": [], + "_mod": { + "entries": [ + { + "mode": "prependArr", + "items": [ + "You need thieves' tools to {@action Pick a Lock||Pick Locks} or {@action Disable a Device||Disable Devices} (of some types) using the {@skill Thievery} skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with {@item replacement picks} appropriate to your tools; this doesn't require using the {@action Repair} action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. " + ] + } + ], + "entriesMode": "variant" + } }, { "type": "Infiltrator", @@ -22349,7 +22384,46 @@ "hands": 2, "entries": [ "Infiltrator thieves' tools add a +1 item bonus to checks to {@action Pick a Lock||Pick Locks} and {@action Disable a Device||Disable Devices}." - ] + ], + "_mod": { + "entries": [ + { + "mode": "prependArr", + "items": [ + "You need thieves' tools to {@action Pick a Lock||Pick Locks} or {@action Disable a Device||Disable Devices} (of some types) using the {@skill Thievery} skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with {@item infiltrator replacement picks||replacement picks} appropriate to your tools; this doesn't require using the {@action Repair} action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. " + ] + } + ], + "entriesMode": "variant" + } + }, + { + "type": "Concealable", + "traits": [ + "Uncommon" + ], + "level": 4, + "price": { + "coin": "gp", + "amount": 80, + "note": null + }, + "source": "LOPSG", + "page": 114, + "entries": [ + "Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to {@skill Stealth} checks to {@action Conceal an Object||Conceal} these tools. They otherwise function as {@item infiltrator thieves' tools}." + ], + "_mod": { + "entries": [ + { + "mode": "prependArr", + "items": [ + "You need thieves' tools to {@action Pick a Lock||Pick Locks} or {@action Disable a Device||Disable Devices} (of some types) using the {@skill Thievery} skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with {@item concealable replacement picks|lopsg|replacement picks} appropriate to your tools; this doesn't require using the {@action Repair} action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. " + ] + } + ], + "entriesMode": "variant" + } } ] }, @@ -24569,7 +24643,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "30", + "DC": 30, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "6 minutes", @@ -24776,7 +24850,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "26", + "DC": 26, "savingThrow": "Fortitude", "onset": null, "maxDuration": "6 rounds", diff --git a/data/items/items-g&g.json b/data/items/items-g&g.json index 8059f6112c..09779108c9 100644 --- a/data/items/items-g&g.json +++ b/data/items/items-g&g.json @@ -355,7 +355,8 @@ }, "usage": "attached to firearm (firing mechanism)", "bulk": "\u2014", - "category": "no category found", + "category": "Modification", + "subCategory": "Firing Mechanism", "entries": [ "Air cartridge firing mechanisms use a container of compressed air affixed to a sealed system that releases the air in a small burst to propel ammunition, and they're the default used in Arcadian air repeaters. Any firearm can be modified to replace its normal firing mechanism with an air cartridge firing system, allowing the weapon to be fired underwater or in other conditions that would normally prevent the ignition of black powder. The air cartridges lack much of the propulsive power of black powder, however, imposing a \u201310-foot penalty to the attached firearm's range increment. Weapons with the kickback trait don't gain that trait's benefits when using an air cartridge firing system.", "Attaching an air cartridge firing system takes one hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires." @@ -543,7 +544,8 @@ "The aquarium lamp is a combination light source and exotic animal aquarium, intended to provide rich nobles amusement and illumination. It takes the shape of a glass cube 50 feet wide and seven feet high filled with sea water, flanked by two much smaller water tanks. A sparse brass frame around the device keeps the tanks themselves from touching the ground and serves as a mounting point for a pair of electrical coils on the top, which are enclosed within separate glass tubes. Six electric eels swim within the central tank, while a number of animals belonging to species considered to be the eels' natural prey swim in the smaller feeding tanks.", "With the simple pull of a lever attached to either smaller tank, one of the prey animals is released into the eel tank.", "Within seconds, the eels converge on the hapless animal, using their electrical charges to stun their victims. When this happens, the salty seawater conducts the electrical energy into transfer coils {@condition hidden} within the brass frame, which send the energy to the top-mounted electrical coils. The end result produces enough light to fully illuminate a room as though it were midday.", - "This device is an expression of a recent trend among certain Avistani nobles to blend form and function in their " + "This device is an expression of a recent trend among certain Avistani nobles to blend form and function in their manors' interior decorations. In such circles, ostentatious decorations that serve no functional purpose are derided as \"tacky\" and \"unrefined.\" If a noble in such company wishes not to be ridiculed, they must be sure that each decoration adds something to the room beyond the aesthetic. The aquarium lamp is the latest tool in this social arms race, and it's already proven popular with its target market.", + "When active, the aquarium lamp produces bright light in a 60-foot radius (and dim light for the next 60 feet). Each activation provides enough energy for 10 minutes of use, and the two feeding tanks combined carry enough prey animals for 50 activations before needing to be refilled, though electric eels usually need feeding only once per day, and won't go after the prey if they're all full. While electric eels are not aggressive to their aquarium keepers and will gradually learn to associate them with food, they can engage in violent social behavior, especially when they are young. This behavior leads to small fights involving tail slapping, biting, and discharged electricity, the last of which causes the lamp to illuminate without hitting the lever to release prey. The electric eels live around 15 years if kept well-fed." ], "generic": false, "consumable": false @@ -1674,14 +1676,21 @@ "amount": 200, "note": null }, + "ac": 2, + "dexCap": 3, + "checkPen": 1, + "speedPen": 0, + "str": 12, + "group": "Plate", "usage": "worn armor", "bulk": "2", "category": "Armor", + "subCategory": "Light", "entries": [ "Sometimes, just disguising one's face just isn't convincing enough. Clockwork disguises were invented to supplement regular disguise kits, which are used all across Golarion. For example, if a spy wants to infiltrate a military camp, they must be wearing the same type of armor as the soldiers stationed there\u2014or else have a very good explanation for their commander as to why they're out of proper uniform! The clockwork disguise is intended to help avoid such awkward, potentially fatal confrontations.", "The clockwork disguise looks like a harness connected to hundreds of small metal plates that cover the user's torso and arms. Each of these plates is equipped with several hinges, allowing them to be shaped into a wide variety of patterns. When these shaped plates are arranged and connected, they can be made to look like almost any basic suit of light or medium metal armor, though armor embellishments such as those worn by highranking officers are beyond this device. The arrangement process takes some time, but once it's completed, the user need only perform a few simple adjustments to a clockwork mechanism in the disguise to make the plate arrangement into a new preset configuration. Afterwards, when the user flips a switch on the harness's belt to one of three positions, the plates shift, overlap, and connect as necessary to transform the disguise into the desired preset configuration. The clockwork disguise can have up to three preset configurations at a time, and most users use a minimum of two: the one required for their current task, and a suitably inconspicuous configuration for when the first configuration is unnecessary.", "Giving a clockwork disguise a new preset configuration requires 20 minutes of work. The clockwork disguise can have a maximum of three preset configurations at a time, and it can only mimic light and medium armor suits made of metal.", - "The clockwork disguise is light armor and has the following stats, regardless of which type of armor it mimics: AC Bonus +2; Dex Cap +3; Check Penalty \u20131; Strength 12; Group plate.", + "The clockwork disguise is light armor and has the stats listed above, regardless of which type of armor it mimics.", { "type": "ability", "activity": { @@ -4390,7 +4399,7 @@ }, "usage": "attached to firearm", "bulk": "1", - "category": "no category found", + "category": "Modification", "entries": [ "These modifications include a heavier stock and larger replacement barrel designed to increase the stopping power of firearms. Large bore modifications can only be applied to firearms with the kickback or scatter traits, and attaching large bore modifications takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.", "Blazons of shared power When you attach large bore modifications to a kickback weapon, the circumstance bonus to damage granted by the kickback trait increases from 1 to 2 additional damage and the Strength requirement to fire the weapon without penalty increases to 18.", @@ -4638,7 +4647,8 @@ ], "usage": "attached to firearm (scope)", "bulk": "L", - "category": "no category found", + "category": "Modification", + "subCategory": "Scope", "entries": [ "More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon's natural capabilities. Furthermore, some of the floating magnetite inside the scope's structure can help you when attempting to determine the your allies' locations. The magnetite scope grants you a +2 item bonus to {@skill Survival} checks to {@action Sense Direction} when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait.", { @@ -4697,7 +4707,8 @@ ], "usage": "attached to firearm or crossbow (scope)", "bulk": "L", - "category": "no category found", + "category": "Modification", + "subCategory": "Scope", "entries": [ "These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual {@skill Perception} checks to {@action Seek} creatures through the scope.", { @@ -5778,7 +5789,8 @@ }, "usage": "attached to firearm (scope)", "bulk": "L", - "category": "no category found", + "category": "Modification", + "subCategory": "Scope", "entries": [ "The dwarven gunsmiths of Dongun Hold originally created these scopes to help them clear out vermin in underground areas. This scope captures the sound that echoes off a creature hit by the firearm and transforms it into light, illuminating the target for all to see.", { @@ -5820,7 +5832,8 @@ }, "usage": "attached to firearm or crossbow (scope)", "bulk": "L", - "category": "no category found", + "category": "Modification", + "subCategory": "Scope", "entries": [ "The scope of truth is a bit bigger than most to accommodate larger lenses, which have been magically prepared with tiny shards from crystal balls to reveal the truth. The scope grants you a +2 item bonus to {@skill Perception} checks made to {@action Seek} in areas you can see through the scope.", { @@ -7238,7 +7251,8 @@ }, "usage": "attached to firearm (firing mechanism)", "bulk": "\u2014", - "category": "no category found", + "category": "Modification", + "subCategory": "Firing Mechanism", "entries": [ "This device replaces the attached firearm's normal firing mechanism (normally, most of the guns in this chapter use a flintlock or matchlock firing mechanism). When the firearm's wielder fires the weapon, a small rune etched on a piece of stone affixed inside the mechanism releases a magical spark that's propelled through the firing mechanism and into the firearm, launching its bullet. An underwater firing mechanism allows the attached firearm to be fired underwater or in other conditions that would normally prevent the ignition of black powder. Attaching an underwater firing mechanism to a firearm takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.", "Talismans A talisman is a small object affixed to armor, a shield, or a weapon (which is called the affixed item). You must be wielding or wearing an item to activate a talisman attached to that item. Once activated, a talisman burns out permanently. The talismans included in this section are particularly useful for characters who wield firearms or crossbows." @@ -7361,7 +7375,7 @@ ], "usage": "attached to a thrown weapon", "bulk": "\u2014", - "category": "no category found", + "category": "Modification", "entries": [ "These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type.", "Wind-up wings must be attached to a thrown weapon and wound to function. A thrown weapon with an attached set of wind-up wings can't have anything else attached to it, or the wings cease to function.", @@ -7378,8 +7392,7 @@ "note": null }, "entries": [ - "When you make a thrown {@action Strike} with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the {@action Strike} is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground.", - "At the end of your turn, the wings are wound down; they don't function again until wound. If you aren't holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground." + "When you make a thrown {@action Strike} with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the {@action Strike} is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don't function again until wound. If you aren't holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground." ] }, { @@ -7398,7 +7411,7 @@ "consumable": false }, { - "name": "{@ability darkvision} Scope", + "name": "Darkvision Scope", "source": "G&G", "page": 180, "type": "Item", @@ -7409,7 +7422,8 @@ ], "usage": "attached to firearm or crossbow (scope)", "bulk": "L", - "category": "no category found", + "category": "Modification", + "subCategory": "Scope", "entries": [ "These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in Magnifying Scope" ], diff --git a/data/items/items-gmg.json b/data/items/items-gmg.json index 50d8962f3c..209af6f513 100644 --- a/data/items/items-gmg.json +++ b/data/items/items-gmg.json @@ -197,7 +197,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "16", + "DC": 16, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "3 hours", @@ -254,7 +254,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "14", + "DC": 14, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "8 hours", @@ -361,7 +361,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "15", + "DC": 15, "savingThrow": "Fortitude", "onset": null, "maxDuration": "8 hours", @@ -485,7 +485,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": "30 minutes", @@ -620,7 +620,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "20", + "DC": 20, "savingThrow": "Fortitude", "onset": "1 hour", "maxDuration": "1 day", @@ -755,7 +755,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "12", + "DC": 12, "savingThrow": "Fortitude", "onset": "10 minutes", "maxDuration": "4 hours", @@ -798,10 +798,13 @@ "Divine" ], "usage": "etched onto armor", - "category": "Artifact", + "category": [ + "Artifact", + "Rune" + ], "appliesTo": "Armor", "entries": [ - "This rune was created by Torag, god of the forge, protection, and strategy, and shared with his greatest artisans and warriors. Torag designed a small number of these seals as gifts to allied good deities; each one is nearly identical but has a different spell effect when using the reaction activation; for instance, Sarenrae's seal casts sunburst instead of earthquake.", + "This rune was created by {@deity Torag}, god of the forge, protection, and strategy, and shared with his greatest artisans and warriors. {@deity Torag} designed a small number of these seals as gifts to allied good deities; each one is nearly identical but has a different spell effect when using the reaction activation; for instance, {@deity Sarenrae}'s seal casts {@spell sunburst} instead of {@spell earthquake}.", "A seal constantly rings with the quiet sound of a hammer striking an anvil when etched onto a runestone. A Forgefather's seal can be etched only onto armor that can bear two or more property runes, and it is so powerful that it takes the place of two property runes. While wearing armor etched with a Forgefather's seal, you gain fire resistance 40. You ignore the armor's check penalty and Speed penalty (if any); if the armor is light or medium, increase its item bonus to AC by 1.", "In addition, any shield you wield automatically recovers 10 Hit Points at the start of your turn each round.", { @@ -1380,7 +1383,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "12", + "DC": 12, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "6 hours", @@ -1466,7 +1469,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": "1 hour", "maxDuration": "6 hours", @@ -1604,7 +1607,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "19", + "DC": 19, "savingThrow": "Fortitude", "onset": null, "maxDuration": "4\nhours", @@ -1921,7 +1924,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "20", + "DC": 20, "savingThrow": "Fortitude", "onset": null, "maxDuration": "1 hour", diff --git a/data/items/items-locg.json b/data/items/items-locg.json index 07a90dd1d7..aa7efebbd9 100644 --- a/data/items/items-locg.json +++ b/data/items/items-locg.json @@ -14,7 +14,7 @@ "note": null }, "bulk": "1", - "category": "Equipment", + "category": "no category found", "entries": [ "These armor-plated skirts, which are also known as armored kilts, are favored by Knights of Lastwall for their versatility and aesthetic appeal. An armored skirt can be donned with 2 {@action Interact} actions when it's worn with light or medium armor, or as part of donning heavy armor.", "When worn with a breastplate, chain shirt, chain mail, or scale mail, an armored skirt increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, and adds the {@trait noisy} trait. This also makes the armor one step heavier (from light to medium, or medium to heavy), and you use the proficiency bonus appropriate to this adjusted armor type.", diff --git a/data/items/items-lol.json b/data/items/items-lol.json index f3abe2a431..ab3fe32a2b 100644 --- a/data/items/items-lol.json +++ b/data/items/items-lol.json @@ -539,7 +539,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "21", + "DC": 21, "savingThrow": "Fortitude", "onset": null, "maxDuration": "1 minute", @@ -637,7 +637,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "30", + "DC": 30, "savingThrow": "Will", "onset": null, "maxDuration": "6 rounds", @@ -700,7 +700,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "25", + "DC": 25, "savingThrow": "Fortitude", "onset": null, "maxDuration": "1 minute", @@ -888,7 +888,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "30", + "DC": 30, "savingThrow": "Fortitude", "onset": null, "maxDuration": "1 minute", diff --git a/data/items/items-lopsg.json b/data/items/items-lopsg.json index 4bb4633f76..cef8025b49 100644 --- a/data/items/items-lopsg.json +++ b/data/items/items-lopsg.json @@ -1,5 +1,391 @@ { "item": [ + { + "name": "Wax Key Blank", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "gp", + "amount": 1, + "note": null + }, + "hands": 2, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "This small wooden or metal box is slightly larger than a typical large key and folds open along a hinge, revealing two halves filled with wax. When a key is placed within and the box closed, the wax is displaced by the key, leaving an accurate impression of its shape. Once the key is removed, the impression left behind will remain indefinitely and can later be used to cast a duplicate key. Inserting, impressing, or removing a key each requires an {@action Interact} action. The wax inside this blank can be reused, though it must be smoothed over between uses, erasing any previous impression." + ] + }, + { + "name": "Replacement Filter", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "{@note See {@item Water Purifier} for information.}" + ], + "generic": "G", + "variants": [ + { + "type": "Level 1", + "name": "Replacement Filter (Level 1)", + "level": 1, + "price": { + "amount": 3, + "coin": "gp" + }, + "entries": [ + "The counteract modifier is +5." + ] + }, + { + "type": "Level 5", + "name": "Replacement Filter (Level 5)", + "level": 5, + "price": { + "amount": 25, + "coin": "gp" + }, + "entries": [ + "The counteract modifier is +9." + ] + }, + { + "type": "Level 10", + "name": "Replacement Filter (Level 10)", + "level": 10, + "price": { + "amount": 25, + "coin": "gp" + }, + "entries": [ + "The counteract modifier is +17." + ] + } + ] + }, + { + "name": "Water Purifier", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "gp", + "amount": 5, + "note": null + }, + "bulk": "L", + "hands": 2, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the {@item replacement filter (level 1)|lopsg|level 1 filter}, +9 for the {@item replacement filter (level 5)|lopsg|level 5 filter}, and +17 for the {@item replacement filter (level 10)|lopsg|level 10 filter}. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes." + ] + }, + { + "name": "Snowshoes", + "source": "LOPSG", + "page": 114, + "price": { + "coin": "gp", + "amount": 10, + "note": null + }, + "bulk": 1, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "These specialized pieces of footwear are designed to distribute the wearer's weight over a larger area to prevent them from sinking while walking on snow. They are typically made with a wood frame and rawhide lacings that are tied over the wearer's other footwear. While wearing snowshoes, you ignore the effects of non-magical difficult terrain caused by snow (reducing greater difficult terrain from snow to ordinary difficult terrain). You take a \u201310-foot item penalty to your Speed if wearing snowshoes while walking on any surface other than snow." + ] + }, + { + "name": "Shield Sconce", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "sp", + "amount": 1, + "note": null + }, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "This carefully balanced metal bracket can be attached to the front or top of a shield or {@item tower shield} (but not a {@item buckler}), allowing you to carry a {@item torch} without giving up your shield or holding it in your other hand. While carrying a {@item torch} in this way, you must attempt a DC {@flatDC 11} flat check every time you use the {@action Shield Block} reaction; on a failure, the {@item torch} is extinguished." + ] + }, + { + "name": "Rubbing Set", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "gp", + "amount": 1, + "note": null + }, + "bulk": 1, + "hands": 2, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "By using a rubbing set, you can quickly make a copy of carvings or etchings you find during your explorations, making them easier to accurately reproduce. This kit consists of a roll of thin onion-skin paper in a waterproof leather case, several thick wax crayons, and a bar of sealing wax that can be melted and used to temporarily hold the paper in place while you take the rubbing. Using the kit consumes the materials and provides a +1 item bonus on checks to document or reproduce artwork or writing that has been carved, etched, or otherwise physically added to a surface." + ] + }, + { + "name": "Playing Cards", + "source": "LOPSG", + "page": 114, + "price": { + "coin": "sp", + "amount": 5, + "note": null + }, + "hands": 2, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles." + ] + }, + { + "name": "Marked Playing Cards", + "source": "LOPSG", + "page": 114, + "price": { + "coin": "gp", + "amount": 1, + "note": null + }, + "hands": 2, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "A deck of marked playing cards appears to be an ordinary deck upon initial inspection but bears specific folds, colors, scratches, or other markings on each card that allow an informed user to know what's on the other side of a card. A deck of marked cards grants you a +1 item bonus to {@skill Games Lore} checks or other relevant checks to gamble with the cards. You can determine that an unattended deck of cards is marked with a successful DC 20 Perception check. Determining that a deck is marked during play is more difficult and is typically determined by a {@skill Perception} check against the dealer's {@skill Lore||Games Lore} or {@skill Thievery} DC." + ] + }, + { + "name": "Grappling Bolt", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "sp", + "amount": 2, + "note": null + }, + "bulk": "L", + "hands": 1, + "equipment": true, + "type": "Item", + "ammunition": "bolt", + "category": "Ammunition", + "entries": [ + "This small grappling hook is designed to be tied to a rope and fired from a crossbow. When fired, it has half the normal range increment for the weapon." + ] + }, + { + "name": "Grappling Arrow", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "sp", + "amount": 2, + "note": null + }, + "bulk": "L", + "hands": 1, + "equipment": true, + "type": "Item", + "ammunition": "arrow", + "category": "Ammunition", + "entries": [ + "This small grappling hook is designed to be tied to a rope and fired from a bow. When fired, it has half the normal range increment for the weapon." + ] + }, + { + "name": "Glass Cutter", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "gp", + "amount": 5, + "note": null + }, + "bulk": "L", + "hands": 2, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "This small rod has a tiny, sharp cutting wheel made of steel on one end and a thick bulb on the other. You can use the glass cutter's wheel to score ordinary glass and use the bulb to break the piece along your scoring. It typically takes 1 minute of work to cut a hole large enough to fit your hand. If you are attempting to break the glass quietly, you must attempt a {@skill Thievery} check against the {@skill Perception} DC of nearby creatures to go unnoticed." + ] + }, + { + "name": "Familiar satchel", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "gp", + "amount": 5, + "note": null + }, + "bulk": 1, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an {@action Interact} action to open the satchel and a single action with the {@trait move} trait to enter or exit." + ] + }, + { + "name": "False Manacles", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "gp", + "amount": 10, + "note": null + }, + "hands": 2, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "These manacles are nearly indistinguishable from real manacles upon inspection, but contain a hidden release that enables a wearer who knows the location of the release to free themselves with a single {@action Interact} action. An observer who examines the manacles and succeeds at a DC 20 {@skill Perception} check notices their false nature. On a critical success, the observer finds the location of the hidden catch as well." + ] + }, + { + "name": "Earplugs", + "source": "LOPSG", + "page": 114, + "price": { + "coin": "cp", + "amount": 1, + "note": null + }, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "Made of waxed cotton or cork, earplugs give you a +1 item bonus to saves against effects with the {@trait auditory} trait. The earplugs make it difficult to hear, however, imposing a \u20132 item penalty on {@skill Perception} checks involving sound. Inserting or removing the earplugs requires an {@action Interact} action." + ] + }, + { + "name": "Depth Gauge", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "gp", + "amount": 1, + "note": null + }, + "hands": 2, + "bulk": "L", + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "This simple tool consists of a small iron weight attached to a thin rope that is marked at regular intervals (typically every foot). It can be used to measure the depth of a hole or body of water by dropping the weight down into unknown depths and counting the markings on the rope. It can also be used as a plumb bob." + ] + }, + { + "name": "Comealong", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "gp", + "amount": 3, + "note": null + }, + "hands": 2, + "bulk": 1, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "This portable winch consists of a length of cable or chain, two hooks, and a ratcheting drum with a handle. When used with two sections of rope or chain, it allows you to pull a heavy load along a flat surface." + ] + }, + { + "name": "Clockwork Dial", + "source": "LOPSG", + "page": 114, + "traits": [ + "Uncommon" + ], + "price": { + "coin": "gp", + "amount": 20, + "note": null + }, + "hands": 1, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "This small timepiece allows you to accurately track time, useful for coordinating attacks, cooking, and all other sorts of activities, without the steadiness or care necessary to use an hourglass. As always, spell durations are too inexact to be reliably tracked, as they don't last precisely the duration listed. Protected within a brass or steel case, the clockwork mechanism of this device is turned using a small key. Most dials have a maximum duration of 1 hour, with each turn of the key adding 10 minutes to the timer, though some are crafted with longer or shorter durations and intervals. Setting the timer requires one free hand and an {@action Interact} action." + ] + }, + { + "name": "Buoyancy Vest", + "source": "LOPSG", + "page": 114, + "traits": [], + "price": { + "coin": "gp", + "amount": 5, + "note": null + }, + "bulk": 1, + "equipment": true, + "type": "Item", + "category": "Gear", + "entries": [ + "This canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water." + ] + }, { "name": "Alignment Ampoule", "source": "LOPSG", diff --git a/data/items/items-lotgb.json b/data/items/items-lotgb.json index 11ee4c3123..a6bcdf2a6c 100644 --- a/data/items/items-lotgb.json +++ b/data/items/items-lotgb.json @@ -152,9 +152,7 @@ "amount": 7500, "note": "per Bulk" }, - "entries": [ - "Abysium Items Hardness HP BT Thin Items Standard‑grade 6 24 12 High‑grade 10 40 20 Items Standard‑grade 10 40 20 High‑grade 13 52 26 Structures Standard‑grade 20 80 40 High‑grade 26 104 52." - ] + "entries": [] } ], "consumable": false @@ -238,7 +236,7 @@ "type": "affliction", "name": null, "traits": [], - "DC": "27", + "DC": 27, "savingThrow": "Fortitude", "onset": "1 minute", "maxDuration": "6 minutes", @@ -275,7 +273,8 @@ "Rare" ], "usage": "varies by shield", - "category": "no category found", + "category": "Shield", + "group": "Shield", "entries": [ "These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the Shield Block reaction against an adjacent creature's melee {@action Strike}, if the shield breaks, the creature is exposed to the abysium and is {@condition sickened|CRB|sickened 1} for a standard‑grade shield or {@condition sickened|CRB|sickened 2} for a high‑grade shield." ], @@ -345,7 +344,7 @@ ], "usage": "varies by weapon", "bulk": "varies by weapon", - "category": "no category found", + "category": "Weapon", "entries": [ "Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue‑green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal {@damage 1d4} poison damage on a successful {@action Strike}, and on a critical hit, the target is {@condition sickened|CRB|sickened 1}, or {@condition sickened|CRB|sickened 2} with high‑grade abysium." ], @@ -595,7 +594,7 @@ ], "usage": "tattoo", "bulk": "\u2014", - "category": "no category found", + "category": "Tattoo", "entries": [ "This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold (Core Rulebook 518).", { @@ -1329,7 +1328,9 @@ }, "usage": "applied to metal armor", "bulk": "L", - "category": "no category found", + "category": "Modification", + "subCategory": "Armor", + "appliesTo": "Armor", "entries": [ "These highly polished metal plates can be added to any armor. While wearing armor with burnished plating, you gain the Sunshine! reaction. However, you take a \u20134 circumstance penalty to {@skill Stealth} checks except in darkness, and your armor's Strength entry increases its value by 2, requiring you to have a higher Strength score to overcome the armor's penalties. Even if you meet your armor's new Strength entry, you still take the penalty to {@skill Stealth} checks. When you are critically hit by an attack that deals bludgeoning damage, burnished plating stops working until someone spends 10 minutes repairing and polishing it; this doesn't require a {@skill Crafting} check.", "Sunshine! {@as R} Trigger A creature you can see targets you with an attack; Requirements You are in an area of bright light; Effect You twist to reflect light in your foe's eyes. The attacking creature must succeed at a DC {@flatDC 3} flat check or the attack fails. The attacker doesn't need to roll this flat check if it has a precise sense other than vision or if it would already need to roll a flat check with a higher DC to target you, such as if you are {@condition concealed} or {@condition hidden}." @@ -1686,7 +1687,7 @@ }, "usage": "tattoo", "bulk": "\u2014", - "category": "no category found", + "category": "Tattoo", "entries": [ "A series of evenly spaced, unblinking tattooed eyes line your skin. When you enter an area that contains creatures within 60 feet that are {@condition unnoticed} to you, the GM rolls a secret {@skill Perception} check for you against the creatures' {@skill Stealth} DCs. On a success, the creature becomes {@condition undetected} by you, rather than {@condition unnoticed}, and on a critical success, the creature becomes {@condition hidden} to you. All creatures in the area are then temporarily immune to your crown of insight for 24 hours. The crown of insight doesn't help you find {@condition hidden} items or traps, nor can it help you discern a creature hiding in plain sight, such as a gargoyle pretending to be an inanimate statue. Additionally, since the effect occurs when you move to enter an area that contains creatures, it doesn't detect an {@condition unnoticed} creature Sneaking up on you." ], @@ -2150,9 +2151,7 @@ "amount": 7000, "note": "per Bulk" }, - "entries": [ - "Djezet Alloy Items Hardness HP BT Thin Items Standard‑grade 5 20 10 High‑grade 8 32 16 Items Standard‑grade 9 36 18 High‑grade 12 48 24 Structures Standard‑grade 18 72 36 High‑grade 24 96 48." - ] + "entries": [] } ], "consumable": false @@ -2245,7 +2244,8 @@ "Rare" ], "usage": "varies by shield", - "category": "no category found", + "category": "Shield", + "group": "Shield", "entries": [ "The burnished red faces of djezet‑alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger.", "When taking energy damage from a spell, the shield's listed Hardness doubles." @@ -2316,7 +2316,7 @@ ], "usage": "varies by weapon", "bulk": "varies by weapon", - "category": "no category found", + "category": "Weapon", "entries": [ "The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard‑grade or DC 40 for high‑grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster)." ], @@ -2684,7 +2684,8 @@ }, "usage": "applied to a shield", "bulk": "\u2014", - "category": "no category found", + "category": "Modification", + "subCategory": "Shield", "entries": [ "This variant on the shield boss is usually shaped like a dragon's head, its jaws open wide enough to wedge a small vessel of liquid within. A dragon's crest can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing a dragon's crest can't be combined with an attached weapon, like shield spikes.", "You can use an {@action Interact} action to wedge an alchemical bomb into the crest's jaws. While a bomb is wedged in the shield, you take a \u20131 penalty to attack rolls with the shield.", @@ -3186,7 +3187,7 @@ ], "usage": "tattoo", "bulk": "\u2014", - "category": "no category found", + "category": "Tattoo", "entries": [ "This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to {@action Treat Wounds||Treat your Wounds} and rolls a critical failure, they get a failure instead.", { @@ -3544,7 +3545,7 @@ ], "usage": "envision", "bulk": "\u2014", - "category": "no category found", + "category": "Worn", "entries": [ "Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles." ], @@ -4426,7 +4427,8 @@ "Rare" ], "usage": "varies by shield", - "category": "no category found", + "category": "Shield", + "group": "Shield", "entries": [ "Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to {@action Disarm} a metal item with the {@skill Athletics} skill even if you don't have a free hand; doing so 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 {@skill Athletics} check. If you critically fail a check to {@action Disarm} a metal item 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." ], @@ -4496,7 +4498,7 @@ ], "usage": "varies by weapon", "bulk": "varies by weapon", - "category": "no category found", + "category": "Weapon", "entries": [ "While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields.", "A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However, they ignore the resistance to damage from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields.", @@ -5411,9 +5413,7 @@ "amount": 7000, "note": "per Bulk" }, - "entries": [ - "Noqual Items Hardness HP BT Thin Items Standard‑grade 6 24 12 High‑grade 10 40 20 Items Standard‑grade 10 40 20 High‑grade 13 52 26 Structures Standard‑grade 20 80 40 High‑grade 26 104 52." - ] + "entries": [] } ], "consumable": false @@ -5471,7 +5471,8 @@ "Rare" ], "usage": "varies by shield", - "category": "no category found", + "category": "Shield", + "group": "Shield", "entries": [ "Noqual shields are notoriously difficult to make, requiring high‑grade materials, but they're especially effective against magic. When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction. Attempt a ranged attack roll against the triggering creature using your highest proficiency with a ranged weapon. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success)." ], @@ -5516,7 +5517,7 @@ ], "usage": "varies by weapon", "bulk": "varies by weapon", - "category": "no category found", + "category": "Weapon", "entries": [ "Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks.", "Against such targets, a {@action Strike} with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become {@condition stupefied|CRB|stupefied 1} for 1 round on a critical hit." @@ -5694,9 +5695,10 @@ }, "usage": "sewn into clothing", "bulk": "\u2014", - "category": "no category found", + "category": "Modification", + "subCategory": "Clothing", "entries": [ - "Pickpocket's tailoring modifies an existing outfit by adding {@condition concealed} interior pockets and strategically opened seams for hiding small objects inside the lining. You gain a +1 item bonus to {@skill Stealth} checks to {@action Conceal an Object} of light Bulk or less in the pockets. When you get a failure (but not a critical failure, which works as normal) on a {@skill Stealth} check to Conceal such an Object, observers know you're concealing an object somewhere, but they don't find the object unless they succeed at a DC 20 {@skill Perception} check to locate the seams in the garment." + "Pickpocket's tailoring modifies an existing outfit by adding concealed interior pockets and strategically opened seams for hiding small objects inside the lining. You gain a +1 item bonus to {@skill Stealth} checks to {@action Conceal an Object} of light Bulk or less in the pockets. When you get a failure (but not a critical failure, which works as normal) on a {@skill Stealth} check to {@item Conceal an Object||Conceal such an Object}, observers know you're concealing an object somewhere, but they don't find the object unless they succeed at a DC 20 {@skill Perception} check to locate the seams in the garment." ], "generic": false, "consumable": false @@ -6590,7 +6592,8 @@ }, "usage": "applied to medium or heavy armor", "bulk": "L", - "category": "no category found", + "category": "Modification", + "subCategory": "Armor", "entries": [ "This surcoat is made of thick fabric and light chain, designed to protect vital areas. When you are critically hit by an attack, you gain physical resistance equal to 2 + the value of the armor's potency rune against the attack's damage.", "If the armor is in the chain armor group and you have its armor specialization effect, you instead increase the physical resistance from the chain armor specialization by 2. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit. However, the reinforced surcoat increases the Speed penalty of your armor by 5 feet." @@ -6870,8 +6873,9 @@ "amount": 8, "note": null }, - "usage": "applied to a shield, Bulk \u2014", - "category": "no category found", + "usage": "applied to a shield", + "category": "Modification", + "subCategory": "Shield", "entries": [ "There are numerous methods to modify shields\u2014snarling rods to catch weapons, bladed edges, padding for nonlethal strikes, and so on\u2014but all share basic functionality. A shield augmentation can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing an augmentation can't be combined with an attached weapon, like shield spikes.", "A shield augmentation grants your shield one or more weapon traits, chosen when the augmentation is created. You can either choose to add the {@trait backswing} or {@trait forceful} trait, or you can choose two of the following weapon traits: disarm, nonlethal, shove, thrown 10 feet, trip, or versatile S." @@ -7091,9 +7095,7 @@ "amount": 6000, "note": "per\nBulk" }, - "entries": [ - "Siccatite Items Hardness HP BT Thin Items Standard‑grade 6 24 12 High‑grade 10 40 20 Items Standard‑grade 10 40 20 High‑grade 13 52 26 Structures Standard‑grade 20 80 40 High‑grade 26 104 52." - ] + "entries": [] } ], "consumable": false @@ -7151,7 +7153,8 @@ "Rare" ], "usage": "varies by shield", - "category": "no category found", + "category": "Shield", + "group": "Shield", "entries": [ "Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard‑grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well.", "For a high‑grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type." @@ -7222,7 +7225,7 @@ ], "usage": "varies by weapon", "bulk": "varies by weapon", - "category": "no category found", + "category": "Weapon", "entries": [ "{@skill Crafting} weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals {@dice 1d8} damage instead of {@dice 1d6} damage. This uses one of the weapon's property rune slots as normal. High‑grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead." ], @@ -8310,7 +8313,8 @@ "type": "Item", "level": "1+", "usage": "attached to explorer's clothing", - "category": "no category found", + "category": "Modification", + "subCategory": "Armor", "entries": [ "These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer's clothing altered in this way has a Dexterity cap of +2, check penalty of \u20131, and Speed penalty of \u20135 feet regardless of your Strength." ], @@ -8387,7 +8391,8 @@ "note": null }, "usage": "modifies existing clothing", - "category": "no category found", + "category": "Modification", + "subCategory": "Clothing", "entries": [ "Performers and criminals are both known to use disposable clothing designed to be torn off the body quickly and easily.", "This garment is loose enough to be worn over another outfit, including light armor. You can remove tear‑away clothing with an {@action Interact} action. The price for tear‑away clothing is to modify an existing outfit. If purchasing a new outfit, add the tear‑away clothing's price to the outfit to modify it as part of the purchase." @@ -8612,28 +8617,7 @@ }, "entries": [ "Usage held with two hands; Bulk LA tiny crank protrudes from the side of this carriage. If the crank is wound and the carriage is released on the ground, the carriage propels in a straight line at a Speed of 10 feet.", - "Each {@action Interact} action spent winding the crank propels the carriage for 1 round. A windup toy carriage can be wound for a maximum of 9 actions total, at which point it's too tight to wind further.", - "Poppet (Rare) Poppets are small, basic constructs that typically help their owners with simple tasks. Occasionally, poppets gain sapience, independence, and a spark of life. Elevated beyond mere helpers or playthings, these poppets are free to chart their own destinies.", - "Most commonly made of cloth, wicker, and wood, poppets are among the simplest of constructs. They serve as helpers to fetch tools, clean dishes, tidy rooms, or perform other light tasks. Their size and appearance vary, but nearly all poppets appear humanoid in shape and between 1 to 3 feet tall. They're usually roughly made with button eyes sewn onto blank faces, strings of yarn in place of hair, and a simple dress or tunic made from coarse, cheap cloth. Wealthy families sometimes purchase poppets as toys, with their squishy bodies and stitched smiles, to keep their children company. Most poppets can't speak and lack the intellect to understand speech beyond preprogrammed orders. Poppets can become familiars, as presented on page 123 of the Lost Omens Pathfinder {@skill Society} Guide.", - "Very, very rarely, a common poppet spontaneously manifests a spark of life\u2014a tiny bit of life essence\u2014 and becomes a thinking, independent creature. These events are exceedingly rare; fewer than one in a thousand gain this spark. A poppet might manifest this life essence through a magical fluke in its construction, a brush with ephemeral spirits, or even the fervent wish of a loving child. Whatever their origin, the poppets described here as an ancestry have their own life and free will. They might consider their creators or former owners to be friends, but they acknowledge no one as their master and often leave comfortable homes or workshops to seek their place in the world.", - "Sapient living poppets usually refer to themselves as \"awakened\" to indicate the moment they gained clear and true self‑awareness. Poppets might talk about this event as the time they \"popped up,\" \"woke up,\" or \"sparked alive.\" Most poppets celebrate two special anniversaries each year: the day of their initial creation (which, for most poppets, they must learn secondhand or by studying their creator's records) and the day they awoke to true consciousness.", - "You Might...", - { - "type": "list", - "items": [ - "Like surprising others with your unexpected cleverness and eloquence.", - "{@action Seek} out other self‑aware beings that most people might overlook.", - "Rely on your harmless appearance to trick others. others ProbablY...", - "Mistake you for a toy.", - "Doubt your ability to handle tasks that require any dexterity or complex thought.", - "Wonder whether your mundane form conceals other magical marvels" - ] - }, - "PhYsical DescriPtion Living poppets are both humanoids and constructs, which gives them some of the benefits and drawbacks of each category. Their bodies are usually made of wood and wicker, but they can be made of cloth, leather, tin, stuffing, or delicate clockwork. Either way, poppets burn or melt quickly and must take care to avoid fire. They virtually never look alike, as each is created from unique and unusual circumstances.", - "Poppets are fully alert and self‑aware when they awaken to sentience; although they might not know much at first, they instantly gain intelligence and consciousness. They must breathe and sleep, and they must consume food and water each day; through a sort of magical digestion they can restore rips, tears, or scuffs in their physical form. Poppets don't age the same way fleshy creatures do, but they slowly wear down in physical form as well as in mental acuity. A poppet that tends to their body and mind (and takes care to avoid fire) can live up to 30 years.", - "societY Free‑willed poppets are so rare that almost no such poppet has met another. Poppets normally live with larger creatures, though not always their creators, and tend to get along well in societies sized for larger creatures. Most live in cities because that's where toy makers, clockwork crafters, and other specialists have their shops, but poppets created by lonely hermits or reclusive inventors might prefer a life in the wilderness.", - "Poppets often stay on the lookout for other creatures who, like them, have stumbled into self‑awareness. They might have regular conversations with animated objects, golems, houseplants, statues, or toys, in which they're deeply polite out of a desire to leave a good impression for the time when the object \"wakes up.\" alignMent anD religion Ordinary poppets are built as helpers and companions, and awakened poppets tend to retain this drive to aid others.", - "They're therefore generally good, and more poppets are lawful than chaotic. Some spend their time trying to uncover secrets of their creation, find others like them, or keep out of trouble; these poppets are generally." + "Each {@action Interact} action spent winding the crank propels the carriage for 1 round. A windup toy carriage can be wound for a maximum of 9 actions total, at which point it's too tight to wind further." ] } ], @@ -8719,7 +8703,8 @@ }, "usage": "applied to armor", "bulk": "1", - "category": "no category found", + "category": "Modification", + "subCategory": "Armor", "entries": [ "This set of chains is completely covered with spikes and sharp blades. Not balanced for weapon use, twining chains are instead Armor and Weapons wrapped around a user's body as a deterrent to attackers\u2014and, for some, a fashion statement. While wearing twining chains, you gain the Thorns reaction. In addition to their dangers, twining chains' weight also increases your armor's Bulk by 1, Strength entry value by 2, and check penalty by 2.", "Thorns {@as R} Trigger You are hit by an unarmed attack; Effect You twist to harm your attacker with your chains' spikes and blades. Make an attack roll against the triggering attacker using your unarmed attack modifier. On a hit, the attacking creature takes {@damage 1d6} piercing damage. This damage increases to {@dice 2d6} damage if the armor has a +1 potency rune, {@dice 3d6} damage if the armor has a +2 potency rune, or {@dice 4d6} damage if the armor has a +3 potency rune. However, whether you hit or miss, you take piercing damage equal to the number of d6s of piercing damage you would deal your attacker." diff --git a/data/items/items-som.json b/data/items/items-som.json index c4380bc3c9..1a4d1f7942 100644 --- a/data/items/items-som.json +++ b/data/items/items-som.json @@ -5218,10 +5218,10 @@ "envision" ], "frequency": "once per day", - "trigger": "A creature succeeds, but doesn't critically succeed, at a {@skill Perception} check to disbelieve an illusion spell you prepared from this grimoire", + "trigger": "A creature succeeds, but doesn't critically succeed, at a {@skill Perception} check to {@quickref disbelieve an illusion|CRB|2|disbelieving illusions|0} spell you prepared from this grimoire", "requirements": null, "entries": [ - "You quickly tell a fib to try to smooth over the inconsistencies in your illusion. Attempt a {@skill Deception} check against the triggering creature's {@skill Perception} DC. If you succeed, the creature doesn't disbelieve the illusion." + "You quickly tell a fib to try to smooth over the inconsistencies in your illusion. Attempt a {@skill Deception} check against the triggering creature's {@skill Perception} DC. If you succeed, the creature doesn't {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}." ] } ], diff --git a/data/optionalfeatures.json b/data/optionalfeatures.json index a0b66e0212..574aad56c7 100644 --- a/data/optionalfeatures.json +++ b/data/optionalfeatures.json @@ -1,9 +1,1592 @@ { "optionalfeature": [ + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + } + } + ], + "name": "Attack Refiner", + "entries": [ + "Your weapon makes minute recalibrations after every missed attack to ensure the next lands true. Your innovation gains the {@trait backswing} and {@trait shove} traits." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + } + } + ], + "name": "Deadly Strike", + "entries": [ + "Through precise calculation, you've found the perfect shape for your weapon to deal extreme damage on a well-placed strike. Your innovation gains the {@trait deadly d8} trait. If your innovation was already deadly, it increases its {@trait deadly} die to {@damage d12} instead of gaining deadly {@damage d8}." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + } + } + ], + "name": "Enhanced Damage", + "entries": [ + "You've made your innovation more powerful than other weapons of its kind. Increase your innovation's weapon damage die by one step ({@damage d4} to {@damage d6}, {@damage d6} to {@damage d8}, {@damage d8} to {@damage d10}, {@damage d10} to {@damage d12}). As normal, you can't increase your die by more than one size, so this modification isn't cumulative with complex simplicity." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Melee Only" + ] + } + ], + "name": "Extensible Weapon (Melee only)", + "entries": [ + "You've found a way to construct your weapon so that it can extend while leaving its balance unchanged. Your innovation gains the {@trait reach} trait. If the weapon already had the {@trait reach} trait, it increases your reach by an additional 10 feet, instead of the usual additional 5 feet." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + } + } + ], + "name": "Impossible Alloy", + "entries": [ + "Other inventors claim it's not even technically possible, but you've managed to create several metal alloys that seem to work for only you. These alloys can damage opponents vulnerable to any one of the seven skymetals. Your innovation is treated as all seven skymetals (abysium, adamantine, djezet, inubrix, noqual, orichalcum, and siccatite). This means you deal more damage to a variety of creatures, though you don't apply any of the other special effects for weapons made of those skymetals." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Melee Only" + ] + } + ], + "name": "Momentum Retainer", + "entries": [ + "A special weighted device lets your weapon retain more of its momentum when you attack. Your innovation gains the {@trait forceful} and {@trait versatile B} traits." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Ranged Only" + ] + } + ], + "name": "Omnirange Stabilizers", + "entries": [ + "You've modified your innovation to be dangerous and effective at any range. If your innovation had the {@trait volley} trait, remove the {@trait volley} trait. Otherwise, increase your innovation's range increment by 50 feet or an amount equal to the weapon's base range increment, whichever is more." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + } + } + ], + "name": "Rune Capacity", + "entries": [ + "Whether you've dabbled with orichalcum or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a {@item +3 weapon potency||+3 potency} weapon)." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Flight Chassis", + "entries": [ + "You fit your construct with a means of flight, such as adding rotors or rebuilding it with wings and a lightweight construction. Your innovation gains a fly Speed of 25 feet." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Miracle Gears", + "entries": [ + "As you perfect your innovation's cortex, it becomes much more intelligent. Its Intelligence modifier increases by 2, and it learns a language of your choice from among the languages you know. Your construct gains the ability to use actions that require greater Intelligence, like {@action Coerce} and {@action Decipher Writing}. Finally, your construct becomes legendary in two Intelligence- or Charisma-based skills of your choice. You must have the marvelous gears modification to select this modification." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Resistant Coating", + "entries": [ + "Your innovation is hard to damage by any means. It gains resistance 5 to all damage (except adamantine)." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Runic Keystone", + "entries": [ + "You've incorporated a device similar to a runestone into your innovation, allowing it to hold a property rune, even though it isn't a weapon or suit of armor. An armor property rune affects your innovation itself if it would affect the wearer of the armor. A weapon property rune grants whatever properties it would normally grant to a weapon to your innovation's unarmed attacks, following all the requirements as normal (for instance, a vorpal rune would only apply to slashing melee unarmed attacks); if the rune affects only ranged attacks, it has no effect unless your innovation has a built-in ranged attack (from the projectile launcher initial modification, for example). If the rune would affect the physical shape or appearance of the weapon or armor itself, like {@item glamered}, the rune has no effect when etched into your construct." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Wall Configuration", + "entries": [ + "Your innovation can transform from a mobile construct to a stationary battlefield emplacement. It can unfold as a 2-action activity that has the {@trait manipulate} trait, changing from its usual form into a thin, straight wall of metal and gears up to 10 feet tall and 30 feet long. The wall must extend through your innovation's original space. While your construct is a wall, it can't take any actions except to use the same activity to transform back, and it can't defend itself easily, making it {@condition flat-footed} and giving it an additional \u20132 status penalty to its AC. The wall blocks line of sight and effect unless your innovation has half its maximum HP or fewer, at which point holes in the wall allow creatures to see through and attack with cover, and Tiny creatures to slip through." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + }, + "item": [ + "{@item Subterfuge Suit|G&G} Only" + ] + } + ], + "name": "Automated Impediments", + "entries": [ + "Your armor uses electromagnetic fields, subharmonic distortions, or other techniques to make it difficult for those close to you to move unless you allow it. While wearing your armor, all spaces adjacent to you are {@quickref difficult terrain||3|terrain} for your enemies." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + }, + "item": [ + "{@item Subterfuge Suit|G&G} Only" + ] + } + ], + "name": "Energy Barrier", + "entries": [ + "Your armor's defenses ablate any kind of energy coming your way. While wearing your armor, you gain resistance to all energy damage (acid, cold, electricity, fire, force, negative, positive, and sonic damage) equal to 2 + half your level. You must have the harmonic oscillator, metallic reactance, or phlogistonic regulator modification to select this modification." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + }, + "item": [ + "{@item Subterfuge Suit|G&G} Only" + ] + } + ], + "name": "Incredible Resistance", + "entries": [ + "You've improved upon your breakthrough modification's ability to resist damage. Choose one of the following breakthrough modifications your innovation has: dense plating, layered mesh, or tensile absorption. Increase the resistance you gain from that modification to be equal to your level, instead of half your level." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + }, + "item": [ + "{@item Subterfuge Suit|G&G} Only" + ] + } + ], + "name": "Multisensory Mask", + "entries": [ + "You've built a multisensory mask over your armor that protects you by distorting your figure from all senses, leaving behind only a hazy image, muffled sounds, and so forth. While wearing the armor, you gain {@condition concealed||concealment} against all creatures, even if they are using a nonvisual precise sense, such as a bat's echolocation. As normal for effects that leave your location obvious, you can't use this {@condition concealed||concealment} to {@action Hide} or {@action Sneak}. If you use a {@condition hostile} action, the {@condition concealed||concealment} ends until you restore the mask as a single action, which has the {@trait manipulate} trait." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + }, + "item": [ + "{@item Power Suit|G&G} Only" + ] + } + ], + "name": "Perfect Fortification", + "entries": [ + "You've outfitted your armor with such heavy fortifications that deadly attacks often lose their edge. Each time you're critically hit while wearing the armor, attempt a DC {@flatDC 13} flat check. On a success, it becomes a normal hit. This isn't cumulative with fortification runes or other abilities that reduce critical hits with a flat check. Additionally, you gain resistance 2 + half your level against precision damage." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Physical Protections", + "entries": [ + "Your armor has so many adjustments and precautions that it can guard against all physical damage. While wearing your armor, you gain resistance to all physical damage (bludgeoning, piercing, and slashing damage, as well as persistent bleed damage) equal to half your level. You must have the dense plating, layered mesh, or tensile absorption breakthrough modification to select this modification." + ] + }, + { + "source": "G&G", + "page": 23, + "type": "Revolutionary Modification", + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Rune Capacity", + "entries": [ + "Whether you've done some dabbling in orichalcum alloys or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a {@item +3 armor potency||+3 potency} armor)." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Ranged Only" + ] + } + ], + "name": "Advanced Rangefinder", + "entries": [ + "A carefully tuned scope or targeting device makes your weapon especially good at hitting weak points. Your innovation gains the {@trait backstabber} trait and increases its range increment by 10 feet." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Melee Only" + ] + } + ], + "name": "Aerodynamic Construction", + "entries": [ + "You carefully engineer the shape of your weapon to maintain its momentum in attacks against successive targets. Your innovation gains the {@trait sweep} trait and the {@trait versatile S} trait" + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Melee Only" + ] + } + ], + "name": "Inconspicuous Appearance", + "entries": [ + "Your innovation is built for easy concealment and surprise attacks. It gains the backstabber and versatile P traits. If the weapon has light Bulk, it also gains the {@trait concealable} trait." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "One-Handed Weapon Only; Can't Have the {@trait Two-Hand} Trait" + ] + } + ], + "name": "Integrated Gauntlet", + "entries": [ + "Combining your weapon with a gauntlet, you make it so you can quickly switch between attacking with your weapon and tinkering using your hands. Your innovation gains the {@trait free-hand} trait." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Ranged Only" + ] + } + ], + "name": "Manifold Alloy", + "entries": [ + "You've devised several alloys that contain useful properties of various metals, and you replace a number of parts of your weapon or its ammunition with pieces from these alloys. Your weapon innovation is cold iron and silver. This means you deal more damage to a variety of supernatural creatures, such as demons, devils, and fey." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Ranged Only" + ] + } + ], + "name": "Rope Shot", + "entries": [ + "Your weapon can shoot projectiles that split into simple ropes or nets around your foes' legs to trip your targets, and you can climb using the grappling hooks built into the weapon. Your weapon innovation gains the {@trait climbing} and {@trait ranged trip} traits." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Thrown Only" + ] + } + ], + "name": "Tangle Line", + "entries": [ + "Your weapon has an extensible line that you can use to knock your enemies over and quickly recall the weapon back to your hand. Your innovation gains the {@trait ranged trip} trait and the {@trait tethered} trait." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Advanced Weaponry", + "entries": [ + "You've powered up your construct's weaponry. Choose one of your construct's unarmed attacks to gain your choice of one initial weapon modification, chosen from the list of {@subclassFeature Innovation|Inventor|G&G|weapon|G&G|1|G&G|initial weapon modifications} or from other initial weapon modifications to which you have access. The unarmed attack must meet any requirements for the chosen traits (such as being a melee attack for entangling form), and since it's an unarmed attack, it can never meet certain requirements, such as being a simple weapon for complex simplicity." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Antimagic Construction", + "entries": [ + "Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections entirely of your own devising, you've made your innovation highly resilient to spells. Your construct innovation gains a +2 circumstance bonus to all saving throws and AC against spells." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Climbing Limbs", + "entries": [ + "With appendages that can claw or create suction, your construct becomes a capable climber. Your innovation gains a climb Speed equal to half its land Speed." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Durable Construction", + "entries": [ + "Your innovation is solidly built; it can take significant punishment before being destroyed. Increase its maximum HP by your level." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Marvelous Gears", + "entries": [ + "Your innovation gains expert proficiency in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival}. For any of these skills in which it was already an expert (because of being an advanced construct companion, for example), it gains master proficiency instead. If you have the {@classFeature revolutionary innovation|Inventor|G&G|15} class feature, these proficiencies improve to master, or legendary if your construct innovation was already an expert. You must have the {@optfeature wonder gears|G&G} modification to select this modification." + ] + }, + { + "source": "G&G", + "page": 21, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Turret Configuration", + "entries": [ + "Your innovation can transform from a mobile construct to a stationary turret. Your construct companion can transform as a single action, which has the {@trait manipulate} trait, turning into a turret in its space (or transforming back from a turret into its normal configuration). While it's a turret, your innovation is {@condition immobilized}, but the damage die from its projectile launcher increases to {@damage 1d6} and the range increment increases to 60 feet. You must have the projectile launcher modification to select this modification." + ] + }, + { + "source": "G&G", + "page": 20, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Antimagic Plating", + "entries": [ + "Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections of your own design, you've strengthened your armor against magic. While wearing the armor, you gain a +1 circumstance bonus to all saving throws against spells and to AC against spells. Against spells that target the armor directly (like {@spell heat metal|APG}), you instead gain a +4 circumstance bonus to all saving throws and to AC." + ] + }, + { + "source": "G&G", + "page": 20, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + }, + "item": [ + "{@item Subterfuge Suit|G&G} Only" + ] + } + ], + "name": "Camouflage Pigmentation", + "entries": [ + "You've modified your armor's exterior to let you blend into your surroundings with ease, as long as you stay still. While wearing your armor, you can {@action Hide} even without cover or concealment, as the pigmentation shifts to match your surroundings." + ] + }, + { + "source": "G&G", + "page": 20, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Dense Plating", + "entries": [ + "You have encased your armor in robust plating. While wearing your armor, you gain resistance to slashing damage equal to half your level." + ] + }, + { + "source": "G&G", + "page": 20, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Enhanced Resistance", + "entries": [ + "You've improved upon your initial modification's ability to resist damage. The resistance from your initial armor modification adds your full level, instead of half your level (for instance, phlogistonic regulator's resistance would increase to your level). If you have more than one initial modification that gives resistance, choose which one this applies to." + ] + }, + { + "source": "G&G", + "page": 20, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + }, + "item": [ + "{@item Power Suit|G&G} Only" + ] + } + ], + "name": "Heavy Construction", + "entries": [ + "You've expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don't take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to \u20135 feet. The armor's adjusted statistics are: {@i AC Bonus} +5; {@i Dex Cap} +1; {@i Check Penalty} \u20132; {@i Speed Penalty} \u201310 feet; {@i Strength} 16; {@i Bulk} 3; {@i Group} {@group composite}; {@i Armor Traits} {@trait bulwark}}. {@note You can see the improved version of the armor {@item Heavy Power Suit|G&G|here}.}" + ] + }, + { + "source": "G&G", + "page": 20, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Hyper Boosters", + "entries": [ + "You've improved your speed boosters' power through a breakthrough that significantly increases the energy flow without risking exploding. You gain a +10-foot status bonus to your Speed, which increases to a +20-foot status bonus when you're in {@action Overdrive}. If you're legendary in {@skill Crafting}, it instead increases to a +30-foot status bonus when you're in {@action Overdrive}. You must have the speed boosters modification to select this modification." + ] + }, + { + "source": "G&G", + "page": 20, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Layered Mesh", + "entries": [ + "You've woven an incredibly powerful network of interlocking mesh around your armor, which catches piercing attacks and diffuses them. While wearing your armor, you gain resistance to piercing damage equal to half your level." + ] + }, + { + "source": "G&G", + "page": 20, + "type": "Breakthrough Modification", + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Tensile Absorption", + "entries": [ + "You've enhanced the tensile capabilities of your armor, enabling it to bend with bludgeoning attacks. While wearing your armor, you gain resistance to bludgeoning damage equal to half your level." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Ranged Only" + ] + } + ], + "name": "Blunt Shot", + "entries": [ + "Your weapon innovation can file the edges off your ammunition and adjust the blunt force of the shot to deliver a bludgeoning attack when necessary, as well as to avoid striking a lethal blow with an otherwise deadly shot. Your innovation gains the {@trait nonlethal} and {@trait versatile B} traits. You can choose whether to apply the {@trait nonlethal} trait on each attack with your innovation." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Simple Weapon Only" + ] + } + ], + "name": "Complex Simplicity", + "entries": [ + "Increase your innovation's weapon damage die by one step ({@damage d4} to {@damage d6}, {@damage d6} to {@damage d8}, {@damage d8} to {@damage d10}, {@damage d10} to {@damage d12}). In addition, it gains one of the following traits of your choice: {@trait versatile B}, {@trait versatile P}, or {@trait versatile S}." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "One-handed Melee Weapon Only; Can't Have the {@trait Agile}, {@trait Attached}, or {@trait Free-hand} Trait" + ] + } + ], + "name": "Dynamic Weighting", + "entries": [ + "Your weapon's modified weight distribution can increase power in exchange for taking more hands to wield. Your innovation gains the {@trait two-hand} trait, with a damage die one size higher than the weapon's normal weapon damage die size (for instance, a {@item longsword} would gain the {@trait two-hand d10} trait). Your innovation also gains the {@trait versatile B} trait." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Melee Only" + ] + } + ], + "name": "Entangling Form", + "entries": [ + "You've altered your weapon to including tangling wires or straps, or to have a flexible construction. Your innovation gains the {@trait grapple} and {@trait trip} traits." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Melee Only" + ] + } + ], + "name": "Hampering Spikes", + "entries": [ + "You've added long, snagging spikes to your weapon, which you can use to impede your foes' movement. Your innovation gains the {@trait hampering} and {@trait versatile P} traits." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Melee Only" + ] + } + ], + "name": "Hefty Composition", + "entries": [ + "Blunt surfaces and sturdy construction make your weapon hefty and mace-like. Your innovation gains the {@trait shove} and {@trait versatile B} traits." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + } + } + ], + "name": "Modular Head", + "entries": [ + "You've constructed a multi-purpose, adjustable striking surface for your weapon, or you've made special ammunition you can swiftly alter. Your innovation gains the {@trait modular} trait for bludgeoning, piercing, and slashing. When you {@action Interact} to use the {@trait modular} trait, you can also choose to give the weapon the {@trait nonlethal} trait if it doesn't currently have it, or to remove that trait if it's currently {@trait nonlethal}." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Melee Only" + ] + } + ], + "name": "Pacification Tools", + "entries": [ + "Softer materials make your weapon suited to knock out instead of kill, and special protrusions let you catch weapons and disarm your foes. Your innovation gains the {@trait disarm} and {@trait nonlethal} traits. You can choose whether to apply the {@trait nonlethal} trait on each attack with your innovation." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Weapon" + } + }, + "item": [ + "Melee Only" + ] + } + ], + "name": "Razor Prongs", + "entries": [ + "You can knock down and slash your foes with sharp, curved blades added to your weapon. Your innovation gains the {@trait trip} and {@trait versatile S} traits." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Segmented Frame", + "entries": [ + "Hinges, clamps, and telescoping parts make your innovation collapsible and adjustable. It gains the {@trait modular} trait for bludgeoning, piercing, and slashing. You can {@action Interact} to collapse the item down to light Bulk or to return it to your normal form. When it's collapsed to light Bulk, it has the {@trait concealable} trait, which grants you a +2 circumstance bonus to {@skill Stealth} checks and DCs to hide or {@action Conceal an Object||conceal the weapon.}. " + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Accelerated Mobility", + "entries": [ + "Actuated legs, efficient gears in the wheels or treads, or add-on boosters make your construct faster. Your innovation's Speed increases to 40 feet." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Amphibious Construction", + "entries": [ + "Increased buoyancy, rudders, and a means of propulsion like a fluked tail or powerful propeller make your construct able to travel in water. Your innovation gains a swim Speed of 25 feet." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Increased Size", + "entries": [ + "You built your construct innovation bigger than most. Your construct is {@trait Large}. If you have this modification and your construct innovation becomes an advanced construct companion or otherwise gains the ability to become {@trait Large}, you can immediately change increased size to a different initial construct modification." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Manual Dexterity", + "entries": [ + "Your construct innovation has articulated hands or similar appendages with significant manual dexterity. It can perform {@trait manipulate} actions with up to two of its limbs. As normal for a companion, it still can't wield weapons or held items that don't have the {@trait companion} trait, and it can't {@action Activate an Item||activate items}." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Projectile Launcher", + "entries": [ + "Your construct has a mounted dart launcher, embedded cannon, or similar armament. Your innovation gains a ranged unarmed attack that deals {@damage 1d4} bludgeoning or piercing damage (you choose when you pick this modification). The attack has the {@trait propulsive} trait and a range increment of 30 feet." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Sensory Array", + "entries": [ + "Additional sensory devices give your innovation {@ability low-light vision} and {@ability darkvision}, as well as imprecise {@ability tremorsense} out to a range of 30 feet." + ] + }, + { + "source": "G&G", + "page": 17, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Construct" + } + } + } + ], + "name": "Wonder Gears", + "entries": [ + "You map specialized skills into your construct's crude intelligence. Your innovation becomes trained in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival}." + ] + }, + { + "source": "G&G", + "page": 16, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Harmonic Oscillator", + "entries": [ + "You designed your armor to inaudibly thrum at just the right frequency to create interference against force and sound waves. You gain resistance equal to 3 + half your level to force and sonic damage. When under the effects of {@action Overdrive|G&G}, the resistance increases by 2." + ] + }, + { + "source": "G&G", + "page": 16, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Metallic Reactance", + "entries": [ + "The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of {@action Overdrive|G&G}, the resistance increases by 2." + ] + }, + { + "source": "G&G", + "page": 16, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + }, + "item": [ + "{@item Power Suit|g&g} Only" + ] + } + ], + "name": "Muscular Exoskeleton", + "entries": [ + "Your armor supports your muscles with a carefully crafted exoskeleton. When you send your armor into overdrive, the exoskeleton supplements your feats of athletics as well. When under the effects of {@action Overdrive|G&G}, you gain a +1 circumstance bonus to {@skill Athletics} checks; if you're a master in {@skill Crafting}, this increases to a +2 circumstance bonus." + ] + }, + { + "source": "G&G", + "page": 16, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Otherworldly Protection", + "entries": [ + "Just because you use science doesn't mean you can't build your armor with carefully chosen materials and gizmos designed to protect against otherworldly attacks. You gain resistance equal to 3 + half your level to negative damage, or to positive damage if you have negative healing (such as if you're a dhampir). You gain the same amount of resistance to any types of alignment damage\u2014good, evil, chaotic, lawful\u2014that can damage you (note that creatures don't take a given type of alignment damage unless they are of the opposing alignment; for instance, you can take evil damage only if you are good in alignment)." + ] + }, + { + "source": "G&G", + "page": 16, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Phlogistonic Regulator", + "entries": [ + "A layer of insulation within your armor protects you from rapid temperature fluctuations. You gain resistance equal to half your level to cold and fire damage. When under the effects of {@action Overdrive|G&G}, the resistance increases by 2." + ] + }, + { + "source": "G&G", + "page": 16, + "type": "Initial Modification", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + } + } + ], + "name": "Speed Boosters", + "entries": [ + "You have boosters in your armor that increase your Speed. You gain a +5-foot status bonus to your Speed, which increases to a +10-foot status bonus when under the effects of {@action Overdrive|G&G}." + ] + }, + { + "source": "G&G", + "page": 16, + "type": "Initial Modification", + "name": "Subtle Dampeners", + "prerequisite": [ + { + "level": { + "level": 3, + "class": { + "name": "Inventor", + "source": "G&G" + }, + "subclass": { + "name": "Armor" + } + }, + "item": [ + "{@item Subterfuge Suit|G&G} Only" + ] + } + ], + "entries": [ + "You've designed your armor to help you blend in and dampen noise slightly. When you send your armor into overdrive, the dampeners increase their effect, improving your Stealth. When under the effects of {@action Overdrive|G&G}, you gain a +1 circumstance bonus to {@skill Stealth} checks. If you're a master in {@skill Crafting}, this increases to a +2 circumstance bonus." + ] + }, { "name": "Lesson of Dreams", "source": "APG", "page": 100, + "prerequisite": [ + { + "feat": [ + "{@feat Basic Lesson|APG}" + ] + } + ], "type": "Basic Lesson", "entries": [ "You gain the {@spell veil of dreams|APG} hex, and your familiar learns {@spell sleep}." @@ -13,6 +1596,13 @@ "name": "Lesson of the Elements", "source": "APG", "page": 100, + "prerequisite": [ + { + "feat": [ + "{@feat Basic Lesson|APG}" + ] + } + ], "type": "Basic Lesson", "entries": [ "You gain the {@spell elemental betrayal|APG} hex. Your familiar learns your choice of {@spell burning hands}, {@spell air bubble}, {@spell hydraulic push}, or {@spell pummeling rubble|APG}." @@ -22,6 +1612,13 @@ "name": "Lesson of Life", "source": "APG", "page": 100, + "prerequisite": [ + { + "feat": [ + "{@feat Basic Lesson|APG}" + ] + } + ], "type": "Basic Lesson", "entries": [ "You gain the {@spell life boost|APG} hex, and your familiar learns {@spell spirit link}." @@ -31,6 +1628,13 @@ "name": "Lesson of Protection", "source": "APG", "page": 100, + "prerequisite": [ + { + "feat": [ + "{@feat Basic Lesson|APG}" + ] + } + ], "type": "Basic Lesson", "entries": [ "You gain the {@spell blood ward|APG} hex, and your familiar learns {@spell mage armor}." @@ -40,6 +1644,13 @@ "name": "Lesson of Vengeance", "source": "APG", "page": 100, + "prerequisite": [ + { + "feat": [ + "{@feat Basic Lesson|APG}" + ] + } + ], "type": "Basic Lesson", "entries": [ "You gain the {@spell needle of vengeance|APG} hex, and your familiar learns {@spell phantom pain}." @@ -49,6 +1660,13 @@ "name": "Lesson of Mischief", "source": "APG", "page": 100, + "prerequisite": [ + { + "feat": [ + "{@feat Greater Lesson|APG}" + ] + } + ], "type": "Greater Lesson", "entries": [ "You gain the {@spell deceiver's cloak|APG} hex, and your familiar learns {@spell mad monkeys|APG}." @@ -58,6 +1676,13 @@ "name": "Lesson of Shadow", "source": "APG", "page": 100, + "prerequisite": [ + { + "feat": [ + "{@feat Greater Lesson|APG}" + ] + } + ], "type": "Greater Lesson", "entries": [ "You gain the {@spell malicious shadow|APG} hex, and your familiar learns {@spell chilling darkness}." @@ -67,6 +1692,13 @@ "name": "Lesson of Snow", "source": "APG", "page": 100, + "prerequisite": [ + { + "feat": [ + "{@feat Greater Lesson|APG}" + ] + } + ], "type": "Greater Lesson", "entries": [ "You gain the {@spell personal blizzard|APG} hex, and your familiar learns {@spell wall of wind}." @@ -76,6 +1708,13 @@ "name": "Lesson of Death", "source": "APG", "page": 100, + "prerequisite": [ + { + "feat": [ + "{@feat Major Lesson|APG}" + ] + } + ], "type": "Major Lesson", "entries": [ "You gain the {@spell curse of death|APG} hex, and your familiar learns {@spell raise dead}." @@ -85,6 +1724,13 @@ "name": "Lesson of Renewal", "source": "APG", "page": 100, + "prerequisite": [ + { + "feat": [ + "{@feat Major Lesson|APG}" + ] + } + ], "type": "Major Lesson", "entries": [ "You gain the {@spell restorative moment|APG} hex, and your familiar learns {@spell field of life}." @@ -97,6 +1743,13 @@ "traits": [ "Uncommon" ], + "prerequisite": [ + { + "feat": [ + "{@feat Basic Lesson|APG}" + ] + } + ], "type": "Basic Lesson", "entries": [ "You gain the {@spell stumbling curse|sot1} hex, and your familiar learns {@spell ill omen|apg}." @@ -109,6 +1762,13 @@ "traits": [ "Rare" ], + "prerequisite": [ + { + "feat": [ + "{@feat Major Lesson|APG}" + ] + } + ], "type": "Major Lesson", "entries": [ "You gain the {@spell glacial heart|lol} hex, and your familiar learns {@spell wall of ice}." diff --git a/data/renderdemo.json b/data/renderdemo.json index 8279b286cf..16107edb50 100644 --- a/data/renderdemo.json +++ b/data/renderdemo.json @@ -15,7 +15,7 @@ "Style tags; {@bold some text to be bolded} (alternative {@b shorthand}), {@italic some text to be italicised} (alternative {@i shorthand}), {@underline some text to be underlined} (alternative {@u shorthand}), {@strike some text to strike-through}, (alternative {@s shorthand}), {@color color|e40707} tags, {@handwriting handwritten text}, {@sup some superscript,} {@sub some subscript,} {@center some centered text} {@c with alternative shorthand,} {@i nostyle {@nostyle to escape font formatting, which can be used with other entry types} {@n (see below).}} {@indentFirst You can use @indentFirst to indent the first line of text, all subsequent lines will not be indented. This is most often useful in tables, but it can be used anywhere.} {@indentSubsequent @indentSubsequent is the counterpart to @indentFirst. You can use it to indent all lines after the first. This is most often useful in sidebars, but it can be used anywhere.}", "Additionally, {@note note tags}, used for adding errata or \"designer footnotes.\"", "Action symbol tags; {@actionsymbol 1} or with shorthand {@as 2}, {@as 3}, {@as 4}, {@as 5}. Other options: {@as a} {@as d} {@as t} {@as f} {@as r}.", - "Dice roller tags; {@dice 1d2-2+2d3+5} for regular dice rolls ({@dice 1d6;2d6} for multiple options; {@dice 1d6 + #$prompt_number:min=1,title=Enter a Number!,default=123$#} for input prompts), with extended {@dice 1d20+2|display text} and {@dice 1d20+2|display text|rolled by name}, and a special 'hit' version which assumes a d20 is to be rolled {@hit +7} (and rolls advantage on shift-click, disadvantage on alt-click). There's also {@damage 1d12+3} which will roll critical hits on shift-click and half damage (rounding down) on alt-click, and {@d20 -4} which will also roll advantage/disadvantage, although @hit tags are preferred where appropriate. Spells can have scaling-dice tags, (damage of 2d6 or 3d6 at level 1, add an extra {@scaledice 2d6;3d6|2-9|1d6} for each level beyond 2nd), for when a spell effect scales at higher levels. You can use {@flatDC 15} to denote flat DCs.", + "Dice roller tags; {@dice 1d2-2+2d3+5} for regular dice rolls ({@dice 1d6;2d6} for multiple options; {@dice 1d6 + #$prompt_number:min=1,title=Enter a Number!,default=123$#} for input prompts), with extended {@dice 1d20+2|display text} and {@dice 1d20+2|display text|rolled by name}, and a special 'hit' version which assumes a d20 is to be rolled {@hit +7|display text|rolled by name|MAP=-4} (and rolls with multiple attack penalty on shift-click, and double multiple attack penalty on ctrl-click; default MAP is -5, -4 in this example). There's also {@damage 1d12+3} which will roll critical hits on shift-click and half damage (rounding down) on alt-click, and {@d20 -4} which will also roll advantage/disadvantage, although @hit tags are preferred where appropriate. Spells can have scaling-dice tags, (damage of 2d6 or 3d6 at level 1, add an extra {@scaledice 2d6;3d6|2-9|1d6} for each level beyond 2nd), for when a spell effect scales at higher levels. You can use {@flatDC 15} to denote flat DCs.", "Chance tags; similar to dice roller tags, but output success/failure. Similar syntax as dice tags: {@chance 50}, {@chance 50|display text}, and {@chance 50|display text|rolled by name}.", "Skill tags; {@skill Athletics}, {@skill Lore}, {@skill Perception} (case sensitive) provide tooltips on hover.", "Group or domain tags; {@group chain}, {@group sword} and {@domain air}, which also provide tooltips on hover.", @@ -54,7 +54,8 @@ "{@b Spells:} {@spell fireball} assumes CRB by default, {@spell agonizing despair|apg} can have sources added with a pipe, {@spell pied piping|apg|and optional link text added with another pipe}.", "{@b Tables:} {@table ability modifiers} assumes CRB by default, {@table automatic bonus progression|gmg} can have sources added with a pipe, {@table domains|logm|and optional link text added with another pipe}.", "{@b Traits:} {@trait fire} does not require sources for official sources, {@trait brutal|bst2} can have sources added with a pipe in case of homebrew or duplicate trait names, {@trait agile||and optional link text added with another pipe}.", - "{@b Variant Rules:} {@variantrule alternative scores} assumes GMG by default, {@variantrule flexible preparation|som} can have sources added with a pipe, {@variantrule pervasive magic|som|and optional link text added with another pipe}." + "{@b Variant Rules:} {@variantrule alternative scores} assumes GMG by default, {@variantrule flexible preparation|som} can have sources added with a pipe, {@variantrule pervasive magic|som|and optional link text added with another pipe}.", + "{@b Optional Features:} {@optfeature lesson of life} assumes APG by default, {@optfeature integrated gauntlet|g&g} can have sources added with a pipe, {@optfeature lesson of death||and optional link text added with another pipe}." ] }, { diff --git a/data/rituals.json b/data/rituals.json index 08bc1667e4..e7b3324e76 100644 --- a/data/rituals.json +++ b/data/rituals.json @@ -1,5 +1,4 @@ { - "$schema": "../test/schema-template/rituals.json", "ritual": [ { "name": "Abyssal Pact", @@ -1827,7 +1826,7 @@ "entries": [ "You draw a permanent series of complex illusions over the target settlement, choosing the look, sound, feel, and smell of the structures, terrain, and creatures within at the time the ritual is cast. You can alter the appearance of existing structures and creatures, and you can add illusory structures or creatures. For example, you could cause everything and everyone in the target area to appear green, create an illusory forest with a thick canopy that obscures the settlement from outside view, or make empty ruins seem inhabited and pristine. When you create the facade, you determine which illusory elements remain static (limited to basic natural movement, such as flags blowing in the breeze) and which follow a basic program (for example, a daily parade in the town square, complete with marching band). You're unable to alter the programs after you create the facade.", "You can disguise creatures as you please, with the same effects as a 3rd-level {@spell illusory disguise}. If a creature affected by the facade leaves the area, any illusions affecting it fade after 1 day. You decide when casting the ritual whether newcomers are disguised by the illusions, and whether the disguise appears immediately or after a set period, up to 1 week.", - "A creature that interacts with the target settlement in a way that would suggest or reveal the illusory nature of the facade, such as by trying to paint a building affected by the facade or climbing an illusory structure, can attempt to disbelieve the illusion. The illusions created by the spell are harmless, so an illusory river of lava wouldn't cause damage, nor could thorns on an illusory rose bush prick someone.", + "A creature that interacts with the target settlement in a way that would suggest or reveal the illusory nature of the facade, such as by trying to paint a building affected by the facade or climbing an illusory structure, can attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}. The illusions created by the spell are harmless, so an illusory river of lava wouldn't cause damage, nor could thorns on an illusory rose bush prick someone.", { "type": "successDegree", "entries": { @@ -3457,7 +3456,7 @@ "targets": "1 living creature", "entries": [ "You create an illusory duplicate of the target creature by animating ice or snow sculpted in its shape. The simulacrum is a 4th-level creature with no special abilities. If it needs to attempt a roll or use a DC, use the moderate number for a monster, except as noted below. It doesn't have any specific memories from the target, but it can use information about the creature gained from any of the casters to {@action Impersonate} the target. It looks exactly like the target and has a {@skill Deception} modifier to {@action Impersonate} that creature equal to the modifier of the secondary spellcaster who rolled the {@skill Deception} check, with a +4 status bonus.", - "While it doesn't have any of the original's special abilities, like a dragon's breath weapon, the illusions that make up the simulacrum allow it to appear to use those abilities; they just never seem to have an effect. For instance, against a simulacrum dragon's breath weapon, all creatures in the area seem to critically succeed at their saving throws and take no damage. Creatures can attempt to disbelieve the illusion by attempting a {@skill Perception} check against the {@skill Deception} DC of the secondary spellcaster who rolled the {@skill Deception} check.", + "While it doesn't have any of the original's special abilities, like a dragon's breath weapon, the illusions that make up the simulacrum allow it to appear to use those abilities; they just never seem to have an effect. For instance, against a simulacrum dragon's breath weapon, all creatures in the area seem to critically succeed at their saving throws and take no damage. Creatures can attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} by attempting a {@skill Perception} check against the {@skill Deception} DC of the secondary spellcaster who rolled the {@skill Deception} check.", { "type": "successDegree", "entries": { diff --git a/data/spells/spells-apg.json b/data/spells/spells-apg.json index 6cb807d937..82a7aeb00c 100644 --- a/data/spells/spells-apg.json +++ b/data/spells/spells-apg.json @@ -1622,72 +1622,6 @@ "no_x": null } }, - { - "name": "Chilling Spray", - "source": "LOGM", - "page": 107, - "otherSources": { - "Reprinted": [ - "APG|217" - ] - }, - "type": "SPELL", - "focus": false, - "level": 1, - "traits": [ - "Cold", - "Evocation" - ], - "school": "V", - "traditions": [ - "Arcane", - "Primal" - ], - "cast": { - "number": 2, - "unit": "action" - }, - "components": { - "F": false, - "M": false, - "S": true, - "V": true - }, - "area": { - "types": [ - "Cone" - ], - "entry": "15-foot cone" - }, - "savingThrow": "Reflex", - "savingThrowBasic": false, - "duration": { - "type": null - }, - "sustain": false, - "dismiss": false, - "entries": [ - "A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal {@damage 2d4} cold damage to creatures in the area; they must each attempt a Reflex save.", - { - "type": "successDegree", - "entries": { - "Critical Success": "The creature is unaffected.", - "Success": "The creature takes half damage.", - "Failure": "The creature takes full damage and takes a \u20135-foot status penalty to its Speeds for 2 rounds.", - "Critical Failure": "The creature takes double damage and takes a \u201310-foot status penalty to its Speeds for 2 rounds." - } - } - ], - "heightened": { - "heightened": true, - "plus_x": { - "level": 1, - "entry": "The damage increases by {@dice 2d4}." - }, - "x": null, - "no_x": null - } - }, { "name": "Chroma Leach", "source": "APG", @@ -1822,6 +1756,11 @@ "page": 237, "type": "CANTRIP", "focus": true, + "subclass": { + "Witch|Patron": [ + "Winter" + ] + }, "level": 0, "traits": [ "Uncommon", @@ -2598,6 +2537,11 @@ "source": "APG", "page": 238, "type": "CANTRIP", + "subclass": { + "Witch|Patron": [ + "Rune" + ] + }, "focus": true, "level": 0, "traits": [ @@ -3187,6 +3131,11 @@ "name": "Evil Eye", "source": "APG", "page": 238, + "subclass": { + "Witch|Patron": [ + "Curse" + ] + }, "type": "CANTRIP", "focus": true, "level": 0, @@ -3872,7 +3821,7 @@ { "type": "successDegree", "entries": { - "Critical Success": "The target disbelieves the illusion and is unaffected.", + "Critical Success": "The target {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and is unaffected.", "Success": "For 1 round, the target is {@condition stupefied 2} and takes a \u20132 status penalty to any checks it makes to determine the effects of reactions.", "Failure": "For 1 minute, the target is {@condition stupefied 2} and can't use reactions.", "Critical Failure": "As failure, and all spaces are {@quickref difficult terrain||3|terrain} for the target." @@ -5532,6 +5481,11 @@ "page": 239, "type": "CANTRIP", "focus": true, + "subclass": { + "Witch|Patron": [ + "Fate" + ] + }, "level": 0, "traits": [ "Uncommon", @@ -5931,7 +5885,7 @@ "type": "successDegree", "entries": { "Critical Success": "The target is unaffected.", - "Success": "The target becomes {@condition fascinated} with the treasure, and the duration is until the end of its turn. The target can also try to disbelieve the illusion if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target disbelieves the illusion, the spell ends.", + "Success": "The target becomes {@condition fascinated} with the treasure, and the duration is until the end of its turn. The target can also try to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0}, the spell ends.", "Failure": "As success, but the duration is 1 minute.", "Critical Failure": "As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also {@action Interact} to converse with it.)" } @@ -7023,6 +6977,11 @@ "page": 239, "type": "CANTRIP", "focus": true, + "subclass": { + "Witch|Patron": [ + "Night" + ] + }, "level": 0, "traits": [ "Uncommon", @@ -7677,6 +7636,11 @@ "page": 239, "type": "CANTRIP", "focus": true, + "subclass": { + "Witch|Patron": [ + "Fervor" + ] + }, "level": 0, "traits": [ "Uncommon", @@ -7780,11 +7744,11 @@ "sustain": false, "dismiss": false, "entries": [ - "You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you {@action Cast a Spell||Cast the Spell}, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal.", + "You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you {@action Cast a Spell||Cast the Spell}, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}, as normal.", { "type": "successDegree", "entries": { - "Success": "The creature disbelieves the illusion.", + "Success": "The creature {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0}.", "Failure": "All terrain in the cubes is {@quickref difficult terrain||3|terrain} for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a {@trait teleportation} effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground." } } @@ -8821,6 +8785,11 @@ "type": "CANTRIP", "focus": true, "level": 0, + "subclass": { + "Witch|Patron": [ + "Wild" + ] + }, "traits": [ "Uncommon", "Cantrip", diff --git a/data/spells/spells-crb.json b/data/spells/spells-crb.json index c23604bc07..5bb12cbee2 100644 --- a/data/spells/spells-crb.json +++ b/data/spells/spells-crb.json @@ -1347,11 +1347,11 @@ "sustain": true, "dismiss": false, "entries": [ - "You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any {@condition fascinated} condition imposed by the spell. As long as you {@action Sustain a Spell||Sustain the Spell}, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming {@condition fascinated}.", + "You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0}, and disbelieving the illusion ends any {@condition fascinated} condition imposed by the spell. As long as you {@action Sustain a Spell||Sustain the Spell}, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming {@condition fascinated}.", { "type": "successDegree", "entries": { - "Critical Success": "The creature disbelieves the illusion and is unaffected by it.", + "Critical Success": "The creature {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and is unaffected by it.", "Success": "The creature is {@condition fascinated} by the wealth until it has completed its first action on its next turn.", "Failure": "The creature is {@condition fascinated} by the illusion." } @@ -8132,7 +8132,7 @@ "sustain": true, "dismiss": false, "entries": [ - "The target appears to fall down dead, though it actually turns {@condition invisible}. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd\u2014for instance, a barbarian at full health appears to be slain by 2 damage\u2014the GM can grant the attacker an immediate {@skill Perception} check to disbelieve the illusion. If the target uses {@condition hostile} actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too." + "The target appears to fall down dead, though it actually turns {@condition invisible}. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd\u2014for instance, a barbarian at full health appears to be slain by 2 damage\u2014the GM can grant the attacker an immediate {@skill Perception} check to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}. If the target uses {@condition hostile} actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too." ], "heightened": { "heightened": true, @@ -9861,7 +9861,7 @@ "sustain": false, "dismiss": false, "entries": [ - "You create a false image that fools any attempts to scry on an area. Any {@spell scrying} spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can {@action Sustain a Spell||Sustain the Spell} each round to change the illusion as you desire, including playing out a complex scene. If the {@spell scrying} spell is of a higher level than false vision, the scryer can attempt a {@skill Perception} check to disbelieve the illusion, though even if they're successful, they can't learn what's truly going on in the area." + "You create a false image that fools any attempts to scry on an area. Any {@spell scrying} spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can {@action Sustain a Spell||Sustain the Spell} each round to change the illusion as you desire, including playing out a complex scene. If the {@spell scrying} spell is of a higher level than false vision, the scryer can attempt a {@skill Perception} check to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}, though even if they're successful, they can't learn what's truly going on in the area." ], "heightened": { "heightened": false, @@ -12676,7 +12676,7 @@ "entries": [ "The target consistently detects one thing as another, can't detect something that's there, or detects something that's not there, though it doesn't alter their beliefs. You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved pocket watch on their person even when it isn't, or see a tower in the center of town.", "The target can attempt an initial Will save, with effects below.", - "They also receive a Will save to disbelieve the hallucination every time they {@action Seek} or directly interact with the hallucination. For example, the target could attempt to disbelieve the hallucination each time they interacted with an elf, bumped into their brother accidentally, tried to check their pocket watch, or studied the tower. The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower.", + "They also receive a Will save to {@quickref disbelieve the hallucination|CRB|2|disbelieving illusions|0} every time they {@action Seek} or directly interact with the hallucination. For example, the target could attempt to {@quickref disbelieve the hallucination|CRB|2|disbelieving illusions|0} each time they interacted with an elf, bumped into their brother accidentally, tried to check their pocket watch, or studied the tower. The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower.", { "type": "successDegree", "entries": { @@ -12757,7 +12757,7 @@ "dismiss": false, "entries": [ "You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area.", - "Any creature that touches the illusion or uses the {@action Seek} action to examine it can attempt to disbelieve your illusion." + "Any creature that touches the illusion or uses the {@action Seek} action to examine it can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}." ], "heightened": { "heightened": true, @@ -13210,7 +13210,7 @@ "You shout in defiance, filling you with a sudden burst of healing.", "Just before applying the attack's damage, you recover {@dice 10d4+20} Hit Points. If this is enough to prevent the attack from bringing you to 0 Hit Points, you don't become {@condition unconscious} or {@condition dying}.", "Either way, cheating death is difficult, and you can't use hero's defiance again until you {@action Refocus} or the next time you prepare.", - "Hero's defiance cannot be used against effects with the {@trait death} trait or that would leave no remains, such as disintegrate." + "Hero's defiance cannot be used against effects with the {@trait death} trait or that would leave no remains, such as {@spell disintegrate}." ], "heightened": { "heightened": false, @@ -13578,7 +13578,7 @@ "sustain": false, "dismiss": false, "entries": [ - "You mime creating an {@condition invisible 10}-foot-by-10-foot stretch of wall adjacent to you and within your reach. The wall is solid to those creatures that don't disbelieve it, even incorporeal creatures. You and your allies can voluntarily believe the wall exists to continue to treat it as solid, for instance to climb onto it. A creature that disbelieves the illusion is temporarily immune to your house of imaginary walls for 1 minute. The wall doesn't block creatures that didn't see your visual performance, nor does it block objects. The wall has AC 10, Hardness equal to double the spell's level, and HP equal to quadruple the spell's level." + "You mime creating an {@condition invisible 10}-foot-by-10-foot stretch of wall adjacent to you and within your reach. The wall is solid to those creatures that don't disbelieve it, even incorporeal creatures. You and your allies can voluntarily believe the wall exists to continue to treat it as solid, for instance to climb onto it. A creature that {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} is temporarily immune to your house of imaginary walls for 1 minute. The wall doesn't block creatures that didn't see your visual performance, nor does it block objects. The wall has AC 10, Hardness equal to double the spell's level, and HP equal to quadruple the spell's level." ], "heightened": { "heightened": false, @@ -13990,8 +13990,8 @@ "In combat, the illusion can use 2 actions per turn, which it uses when you {@action Sustain a Spell||Sustain the Spell}. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC \u2013 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends.", "The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a {@action Strike}, the target takes mental damage equal to {@dice 1d4} plus your spellcasting ability modifier. This is a {@trait mental} effect.", "The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster\u2014for example, if an illusory Large dragon deals only 5 damage\u2014the GM might allow the target to attempt an immediate {@skill Perception} check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion.", - "Any creature that touches the image or uses the {@action Seek} action to examine it can attempt to disbelieve your illusion.", - "When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it." + "Any creature that touches the image or uses the {@action Seek} action to examine it can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}.", + "When a creature {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0}, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it." ], "heightened": { "heightened": true, @@ -14113,7 +14113,7 @@ "entries": [ "You create an illusory visual image of a stationary object.", "The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.", - "Any creature that touches the image or uses the {@action Seek} action to examine it can attempt to disbelieve your illusion." + "Any creature that touches the image or uses the {@action Seek} action to examine it can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}." ], "heightened": { "heightened": true, @@ -14186,7 +14186,7 @@ "entries": [ "You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the {@spell illusory creature} spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a {@spell hallucinatory terrain} spell.", "When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion.", - "Any creature that touches any part of the image or uses the {@action Seek} action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success." + "Any creature that touches any part of the image or uses the {@action Seek} action to examine it can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success." ], "heightened": { "heightened": true, @@ -14830,7 +14830,7 @@ "dismiss": false, "entries": [ "You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears {@condition broken} and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A {@condition broken} item appears to be intact and functional.", - "Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion." + "Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}." ], "heightened": { "heightened": true, @@ -16282,7 +16282,7 @@ "dismiss": false, "entries": [ "You alter the appearance of an item's magic aura. You can choose to have the target's aura appear as that of common magic item of twice magic aura's level or lower, or to have it register as being under the effects of a spell of your choice of magic aura's level or lower. If the target is magical, you can instead choose to have it appear as entirely non-magical.", - "A caster using {@spell detect magic} or {@spell read aura} of an equal or higher spell level can attempt to disbelieve the illusion from magic aura. Magic aura doesn't mask the aura of spells that are 9th level or higher or of items that are 19th level or higher." + "A caster using {@spell detect magic} or {@spell read aura} of an equal or higher spell level can attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} from magic aura. Magic aura doesn't mask the aura of spells that are 9th level or higher or of items that are 19th level or higher." ], "heightened": { "heightened": true, @@ -17594,7 +17594,7 @@ "entries": [ "You reshape the magic aura of one creature or object to resemble that of another. You designate one target as the primary target and the other as the secondary target.", "Effects that would detect auras on the primary target instead detect the same types of auras from the secondary target.", - "A creature reading the aura can attempt to disbelieve the illusion. You can {@action Dismiss} the spell from up to a mile away." + "A creature reading the aura can attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}. You can {@action Dismiss} the spell from up to a mile away." ], "heightened": { "heightened": false, @@ -19158,7 +19158,7 @@ "sustain": false, "dismiss": false, "entries": [ - "A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals {@damage 11d6} mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also {@condition stunned} for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the {@condition stunned} condition." + "A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals {@damage 11d6} mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also {@condition stunned} for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and recovers from the {@condition stunned} condition." ], "heightened": { "heightened": true, @@ -21871,7 +21871,7 @@ "sustain": false, "dismiss": false, "entries": [ - "You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. Additionally, the material component must be a remnant of the item, no matter how small or insignificant (even a speck of dust that remains from disintegrate is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power.", + "You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. Additionally, the material component must be a remnant of the item, no matter how small or insignificant (even a speck of dust that remains from {@spell disintegrate} is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power.", "The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form. If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses. An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter." ], "heightened": { @@ -22210,7 +22210,7 @@ "dismiss": false, "entries": [ "You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points.", - "It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save.", + "It's immune to critical hits and precision damage. {@spell Disintegrate} destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save.", { "type": "successDegree", "entries": { @@ -22696,7 +22696,7 @@ "sustain": true, "dismiss": false, "entries": [ - "A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain {@dice 10d8+40} Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as raise dead (page 362). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by disintegrate or a {@trait death} effect. It has no effect on undead." + "A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain {@dice 10d8+40} Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as raise dead (page 362). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by {@spell disintegrate} or a {@trait death} effect. It has no effect on undead." ], "heightened": { "heightened": false, @@ -25662,7 +25662,7 @@ "dismiss": false, "entries": [ "A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored weapon.", - "When you {@action Cast a Spell||Cast the Spell}, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a {@action Strike} against it. Each time you {@action Sustain a Spell||Sustain the Spell}, you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a {@action Strike} with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you {@action Sustain a Spell||Sustain the Spell}, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can't recover Hit Points by any means). The guardian can't usually take damage except when protecting an ally, though disintegrate automatically destroys it if it hits the spiritual guardian's AC of 25.", + "When you {@action Cast a Spell||Cast the Spell}, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a {@action Strike} against it. Each time you {@action Sustain a Spell||Sustain the Spell}, you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a {@action Strike} with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you {@action Sustain a Spell||Sustain the Spell}, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can't recover Hit Points by any means). The guardian can't usually take damage except when protecting an ally, though {@spell disintegrate} automatically destroys it if it hits the spiritual guardian's AC of 25.", "The guardian's Strikes are melee spell attacks. Regardless of the appearance of the guardian's weapon, the guardian deals force damage equal to {@dice 2d8} plus your spellcasting ability modifier, but you can deal damage of the type normally dealt by the weapon it holds instead of force damage. No other traits or statistics of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual guardian's weapon is a weapon for the purposes of triggers, resistances, and so forth.", "The guardian takes up space and allies can use it when flanking, but it doesn't have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance. The guardian can't make any attack other than its {@action Strike}, and feats or spells that affect weapons or enhance allies do not apply to the guardian." ], @@ -29243,8 +29243,8 @@ "type": "successDegree", "entries": { "Critical Success": "The target is unaffected.", - "Success": "The target believes you're in the designated location and can't see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn't make sense in the illusion's position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a {@condition hostile} action against the target, the spell ends.", - "Failure": "As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs.", + "Success": "The target believes you're in the designated location and can't see you in your actual location. The target automatically {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} when you use an action that doesn't make sense in the illusion's position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a {@condition hostile} action against the target, the spell ends.", + "Failure": "As success, but the target must succeed at a Will save to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} when one of the listed events occurs.", "Critical Failure": "As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs." } } @@ -30380,7 +30380,7 @@ "sustain": false, "dismiss": false, "entries": [ - "Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion." + "Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}." ], "heightened": { "heightened": true, @@ -30388,7 +30388,7 @@ "x": [ { "level": 2, - "entry": "The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a {@skill Perception} check or otherwise use actions to interact with the sound." + "entry": "The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}, it must actively attempt a {@skill Perception} check or otherwise use actions to interact with the sound." } ], "no_x": null @@ -30627,7 +30627,7 @@ "sustain": false, "dismiss": false, "entries": [ - "An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals {@damage 8d8} mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to disbelieve the illusion. A creature that tries to {@action Interact} with the monsters or observes one with a {@action Seek} action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter." + "An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals {@damage 8d8} mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}. A creature that tries to {@action Interact} with the monsters or observes one with a {@action Seek} action can attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}. Creatures that {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} take no damage from the illusion thereafter." ], "heightened": { "heightened": true, @@ -31355,7 +31355,7 @@ "dismiss": false, "entries": [ "You scramble a creature's mental faculties and sensory input.", - "The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, alter reality, miracle, primal phenomenon, restoration, or wish can still counteract the effects.", + "The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so {@spell dispel magic} and other effects that counteract spells can't counteract them. However, {@spell alter reality}, {@spell miracle}, {@spell primal phenomenon}, {@spell restoration}, or {@spell wish} can still counteract the effects.", { "type": "successDegree", "entries": { diff --git a/data/spells/spells-locg.json b/data/spells/spells-locg.json index c2a14d8252..fa285b11fc 100644 --- a/data/spells/spells-locg.json +++ b/data/spells/spells-locg.json @@ -88,7 +88,7 @@ "sustain": false, "dismiss": false, "entries": [ - "You shed a luminous aura, illuminating a 30-foot radius with bright light. You and all allies in this area gain a +1 status bonus to {@skill Perception} checks to detect {@condition hidden} or {@condition undetected} creatures, as well as {@condition hidden} objects, doors, and other features." + "You shed a luminous aura, illuminating a 30-foot radius with bright light. You and all allies in this area gain a +1 status bonus to {@skill Perception} checks to detect {@condition hidden} or {@condition undetected} creatures, as well as hidden objects, doors, and other features." ], "heightened": { "heightened": false, diff --git a/data/spells/spells-logm.json b/data/spells/spells-logm.json index 8915afc757..28f11d7bba 100644 --- a/data/spells/spells-logm.json +++ b/data/spells/spells-logm.json @@ -1,5 +1,71 @@ { "spell": [ + { + "name": "Chilling Spray", + "source": "LOGM", + "page": 107, + "otherSources": { + "Reprinted": [ + "APG|217" + ] + }, + "type": "SPELL", + "focus": false, + "level": 1, + "traits": [ + "Cold", + "Evocation" + ], + "school": "V", + "traditions": [ + "Arcane", + "Primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": { + "F": false, + "M": false, + "S": true, + "V": true + }, + "area": { + "types": [ + "Cone" + ], + "entry": "15-foot cone" + }, + "savingThrow": "Reflex", + "savingThrowBasic": false, + "duration": { + "type": null + }, + "sustain": false, + "dismiss": false, + "entries": [ + "A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal {@damage 2d4} cold damage to creatures in the area; they must each attempt a Reflex save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature takes half damage.", + "Failure": "The creature takes full damage and takes a \u20135-foot status penalty to its Speeds for 2 rounds.", + "Critical Failure": "The creature takes double damage and takes a \u201310-foot status penalty to its Speeds for 2 rounds." + } + } + ], + "heightened": { + "heightened": true, + "plus_x": { + "level": 1, + "entry": "The damage increases by {@dice 2d4}." + }, + "x": null, + "no_x": null + } + }, { "name": "Acid Storm", "source": "LOGM", diff --git a/data/spells/spells-lowg.json b/data/spells/spells-lowg.json index b68309162c..e30cd9e1b1 100644 --- a/data/spells/spells-lowg.json +++ b/data/spells/spells-lowg.json @@ -371,7 +371,7 @@ "sustain": false, "dismiss": false, "entries": [ - "You travel on a rushing wind. Move two times: two {@action Stride||Strides}, two {@action Step||Steps}, or one {@action Stride} and one {@action Step} (in either order). You can {@action Stride} or {@action Step} into the air during this movement, moving upward at a 45-degree angle at most; if you end your movement in the air, you fall after taking one action or when your turn ends, whichever comes first. A wall of wind appears in all the spaces you left during this movement, lasting for 1 round." + "You travel on a rushing wind. Move two times: two {@action Stride||Strides}, two {@action Step||Steps}, or one {@action Stride} and one {@action Step} (in either order). You can {@action Stride} or {@action Step} into the air during this movement, moving upward at a 45-degree angle at most; if you end your movement in the air, you fall after taking one action or when your turn ends, whichever comes first. A {@spell wall of wind} appears in all the spaces you left during this movement, lasting for 1 round." ], "heightened": { "heightened": true, diff --git a/data/spells/spells-som.json b/data/spells/spells-som.json index 4d9055929b..228378d687 100644 --- a/data/spells/spells-som.json +++ b/data/spells/spells-som.json @@ -427,7 +427,7 @@ "dismiss": false, "entries": [ "You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes.", - "Any creature that touches the attire, uses the {@action Seek} action to examine it, or otherwise interacts with it can attempt to disbelieve your illusion." + "Any creature that touches the attire, uses the {@action Seek} action to examine it, or otherwise interacts with it can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}." ], "heightened": { "heightened": true, @@ -5126,7 +5126,7 @@ "dismiss": false, "entries": [ "You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to {@action Recall Knowledge}, as it becomes convinced it most likely remembered false information, as from a critical failure on a check to {@action Recall Knowledge}.", - "Finally, the creature takes {@damage 6d6} mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn {@action Seek||Seeking} or otherwise {@action Interact||Interacting} with its surroundings in an attempt to disbelieve the illusions that it feels are obviously surrounding it.", + "Finally, the creature takes {@damage 6d6} mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn {@action Seek||Seeking} or otherwise {@action Interact||Interacting} with its surroundings in an attempt to {@quickref disbelieve the illusions|CRB|2|disbelieving illusions|0} that it feels are obviously surrounding it.", { "type": "successDegree", "entries": { @@ -6852,7 +6852,15 @@ "S": true, "V": true }, - "trigger": "A foe within range casts a", + "trigger": "A foe within range casts a 9th-level or lower spell.", + "range": { + "entry": "120 feet", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "targets": "the triggering spell", "savingThrowBasic": false, "duration": { "type": null @@ -6860,8 +6868,7 @@ "sustain": false, "dismiss": false, "entries": [ - "9th-level or lower spell.", - "Range 120 feet; Targets the triggering spell You instantly destroy the incoming spell, though at the cost of sending magical feedback through your body. You automatically counteract the spell, but the feedback brings you unavoidable harm. You lose {@dice 1d8} Hit Points per level of the triggering spell." + "You instantly destroy the incoming spell, though at the cost of sending magical feedback through your body. You automatically counteract the spell, but the feedback brings you unavoidable harm. You lose {@dice 1d8} Hit Points per level of the triggering spell." ], "heightened": { "heightened": false, @@ -7047,7 +7054,7 @@ "dismiss": false, "entries": [ "You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is {@quickref difficult terrain||3|terrain}.", - "Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a \u201310‑foot circumstance penalty to its Speeds. On a critical failure, it's also {@condition immobilized}. In addition to the normal actions to {@action Escape}, at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully disbelieves the illusion and no longer needs to make Will saves to risk a Speed penalty or being {@condition immobilized}, though the area is still {@quickref difficult terrain||3|terrain}." + "Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a \u201310‑foot circumstance penalty to its Speeds. On a critical failure, it's also {@condition immobilized}. In addition to the normal actions to {@action Escape}, at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and no longer needs to make Will saves to risk a Speed penalty or being {@condition immobilized}, though the area is still {@quickref difficult terrain||3|terrain}." ], "heightened": { "heightened": false, @@ -7508,7 +7515,7 @@ "sustain": true, "dismiss": false, "entries": [ - "A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a {@action Seek} action to examine the crowd can attempt to disbelieve your illusion. The crowd is {@quickref difficult terrain||3|terrain} for anyone who hasn't disbelieved the illusion.", + "A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a {@action Seek} action to examine the crowd can attempt to {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}. The crowd is {@quickref difficult terrain||3|terrain} for anyone who hasn't {@quickref disbelieved the illusion|CRB|2|disbelieving illusions|0}.", "When you spend 1 or more actions to cast a composition spell (Core Rulebook 386) or to perform an activity that includes a {@skill Performance} check, you can also Sustain this Spell as part of that action." ], "heightened": { @@ -7570,7 +7577,7 @@ "sustain": false, "dismiss": false, "entries": [ - "You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it disbelieves the illusion and the spell ends." + "You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and the spell ends." ], "heightened": { "heightened": true, diff --git a/data/tables.json b/data/tables.json index 1311f73951..851e10104e 100644 --- a/data/tables.json +++ b/data/tables.json @@ -8654,7 +8654,7 @@ ], [ "9", - "{@b Trinket Squall} ({@trait illusion}) 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 disbelieve this illusion (Core Rulebook 298)." + "{@b Trinket Squall} ({@trait illusion}) 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 {@quickref disbelieve this illusion|CRB|2|disbelieving illusions|0}." ], [ "10", diff --git a/data/traits.json b/data/traits.json index 6ce69b2604..6878ced0fb 100644 --- a/data/traits.json +++ b/data/traits.json @@ -38,7 +38,15 @@ "Schools & Traditions" ], "entries": [ - "Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards." + "Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.", + { + "type": "entriesOtherSource", + "entries": [ + "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." + ], + "source": "CRB", + "page": 297 + } ] }, { @@ -739,8 +747,7 @@ "name": "Lineage", "source": "APG", "page": 268, - "categories": [ - ], + "categories": [], "entries": [ "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." ] @@ -943,7 +950,8 @@ "Armor & Weapon" ], "entries": [ - "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\u20133: Uncommon Combination Weapons lists the firearm statistics first, and the melee weapon statistics indented beneath, just above the ammunition." + "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 Uncommon Combination Weapons|G&G|Table 4\u20133: 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 {@action Interact} action. However, if your last action was a successful melee {@action Strike} against a foe using a combination weapon, you can make a firearm {@action Strike} 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 {@action Strike}.", + "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 {@item vorpal} {@group axe} musket only applies the {@item vorpal} property rune when you are using it as an {@group axe}. Due to their complexity, combination weapons can't have another weapon, such as a {@item bayonet|G&G} or {@item reinforced stock|G&G}, attached to them." ] }, { @@ -1071,7 +1079,16 @@ "Schools & Traditions" ], "entries": [ - "Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, {@trait teleportation}, or moving things from place to place." + "Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, {@trait teleportation}, or moving things from place to place.", + { + "type": "entriesOtherSource", + "entries": [ + "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 {@trait teleportation} trait, and the creatures summoned by conjuration spells have the {@trait summoned} trait." + ], + "source": "CRB", + "page": 297 + } ] }, { @@ -1194,7 +1211,7 @@ "Armor & Weapon" ], "entries": [ - "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." + "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." ] }, { @@ -1272,7 +1289,7 @@ "source": "CRB", "page": 282, "otherSources": { - "Expanded": [ + "Reprinted": [ "G&G|232" ] }, @@ -1280,15 +1297,7 @@ "Armor & Weapon" ], "entries": [ - "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 {@i greater striking rune} and three dice if the weapon has a {@i major striking rune}. For instance, a rapier with a {@i greater striking rune} deals {@damage 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.", - { - "type": "entriesOtherSource", - "entries": [ - "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." - ], - "source": "G&G", - "page": 232 - } + "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 {@item greater striking||greater striking rune} and three dice if the weapon has a {@item major striking||major striking rune}. For instance, a rapier with a {@item greater striking||greater striking rune} deals {@damage 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." ] }, { @@ -1467,7 +1476,16 @@ "Schools & Traditions" ], "entries": [ - "The divination school of magic typically involves obtaining or transferring information, or predicting events." + "The divination school of magic typically involves obtaining or transferring information, or predicting events.", + { + "type": "entriesOtherSource", + "entries": [ + "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 {@trait prediction} trait if they grant you insight about what might happen in the future, the {@trait revelation} trait if they show things as they truly are, or the {@trait scrying} trait if they let you perceive another location." + ], + "source": "CRB", + "page": 297 + } ] }, { @@ -1780,7 +1798,15 @@ "Schools & Traditions" ], "entries": [ - "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." + "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.", + { + "type": "entriesOtherSource", + "entries": [ + "Enchantments affect the minds and emotions of other creatures\u2014sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the {@trait mental} trait, and many have the {@trait emotion} trait or the {@trait fear} trait." + ], + "source": "CRB", + "page": 297 + } ] }, { @@ -1882,7 +1908,15 @@ "Schools & Traditions" ], "entries": [ - "Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces." + "Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.", + { + "type": "entriesOtherSource", + "entries": [ + "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 {@trait acid}, {@trait cold}, {@trait fire}, {@trait force}, or {@trait sonic}." + ], + "source": "CRB", + "page": 298 + } ] }, { @@ -2809,7 +2843,15 @@ "Schools & Traditions" ], "entries": [ - "Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli." + "Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.", + { + "type": "entriesOtherSource", + "entries": [ + "Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the {@trait mental} trait, and depending on how the illusion is perceived, they might also have the {@trait auditory} or {@trait visual} trait." + ], + "source": "CRB", + "page": 298 + } ] }, { @@ -3724,7 +3766,16 @@ "Schools & Traditions" ], "entries": [ - "Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death." + "Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.", + { + "type": "entriesOtherSource", + "entries": [ + "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 {@trait curse}, {@trait death}, {@trait healing}, {@trait negative}, or {@trait positive} traits." + ], + "source": "CRB", + "page": 298 + } ] }, { @@ -4408,7 +4459,13 @@ "Armor & Weapon" ], "entries": [ - "This weapon can channel energy damage. You gain the {@action Conduct Energy|LOAG} free action while wielding a resonant weapon." + "This weapon can channel energy damage. You gain the {@action Conduct Energy|LOAG} free action while wielding a resonant weapon.", + { + "type": "statblock", + "tag": "action", + "name": "Conduct Energy", + "source": "LOAG" + } ] }, { @@ -4585,7 +4642,7 @@ "Creature" ], "entries": [ - "Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes." + "Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes." ] }, { @@ -4601,7 +4658,7 @@ "Armor & Weapon" ], "entries": [ - "You can use this weapon to {@action Shove} with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure." + "You can use this weapon to {@action Shove} with the {@skill 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 {@skill Athletics} check. If you critically fail a check to {@action Shove} using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure." ] }, { @@ -4732,7 +4789,7 @@ "Equipment" ], "entries": [ - "Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to {@action Affix a Talisman||Affixing the Talisman}. The limit of one talisman per item remains\u2014an 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 a spellheart requires the spells the spellheart can cast. For example, a {@item major five-feather wreath|som} requires {@spell air walk}, {@spell gale blast}, and {@spell wall of wind}." + "Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to {@action Affix a Talisman||Affixing the Talisman}. The limit of one talisman per item remains\u2014an 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. {@action Craft||Crafting} a spellheart requires the spells the spellheart can cast. For example, a {@item major five-feather wreath|som} requires {@spell air walk}, {@spell gale blast}, and {@spell wall of wind}." ] }, { @@ -4906,7 +4963,8 @@ ], "entries": [ "A creature called by a {@trait 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 {@trait minion} trait. If it tries to cast a spell of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing the summoned creature's 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 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 {@action Cast a Spell|CRB|Casting the Spell}, the summoned creature uses its 2 actions for that turn. A summoned creature can't control any spawn or other creatures generated from it, and such creatures return to their 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." + "Immediately when you finish {@action Cast a Spell|CRB|Casting the Spell}, the summoned creature uses its 2 actions for that turn. A summoned creature can't control any spawn or other creatures generated from it, and such creatures return to their 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." ] }, { @@ -5093,9 +5151,7 @@ "name": "Hellknight", "source": "LOCG", "page": 133, - "categories": [ - - ], + "categories": [], "entries": [ "The Hellknights are a collection of knightly orders focused on maintaining order and upholding the law." ] @@ -5182,7 +5238,15 @@ "Schools & Traditions" ], "entries": [ - "Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form." + "Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.", + { + "type": "entriesOtherSource", + "entries": [ + "Transmutation spells make alterations to or transform the physical form of a creature or object. The {@trait morph} and {@trait polymorph} traits appear primarily in transmutation spells." + ], + "source": "CRB", + "page": 298 + } ] }, { diff --git a/data/variantrules.json b/data/variantrules.json index ead00a2511..d2b614fd95 100644 --- a/data/variantrules.json +++ b/data/variantrules.json @@ -2906,13 +2906,13 @@ [ { "name": "Discovery", - "entry": "DC 13 Mercantile {@skill Lore}, DC 18 {@skill Perception}, DC 16 {@skill Society}" + "entry": "DC 13 {@skill Lore||Mercantile Lore}, DC 18 {@skill Perception}, DC 16 {@skill Society}" } ], [ { "name": "Influence Skills", - "entry": "DC 16 Accounting {@skill Lore} (noting how the theater could be made profitable), DC 16 {@skill Crafting} (volunteering to repair the building), DC 20 {@skill Intimidation}, DC 20 {@skill Performance}, DC 22 {@skill Diplomacy}, DC 24 {@skill Deception}" + "entry": "DC 16 {@skill Lore||Accounting Lore} (noting how the theater could be made profitable), DC 16 {@skill Crafting} (volunteering to repair the building), DC 20 {@skill Intimidation}, DC 20 {@skill Performance}, DC 22 {@skill Diplomacy}, DC 24 {@skill Deception}" } ], [ @@ -3145,7 +3145,7 @@ [ { "name": "Research Checks", - "entry": "DC 18 Academia {@skill Lore} or Library {@skill Lore}, DC 23 {@skill Occultism}" + "entry": "DC 18 {@skill Lore||Academia Lore} or {@skill Lore||Library Lore}, DC 23 {@skill Occultism}" } ] ], @@ -3207,7 +3207,7 @@ [ { "name": "20 Research Points", - "entry": "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 Research check with a DC 28 Diplomacy check to convince the tree to share further knowledge." + "entry": "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 Research check with a DC 28 {@skill Diplomacy} check to convince the tree to share further knowledge." } ], [ @@ -3431,31 +3431,31 @@ "rows": [ [ "Crumbling Corridor (1st)", - "DC 13 Acrobatics to avoid disturbing the walls, DC 15 Crafting to shore up the walls; {@b Quaking Corridor (11th)} DC 25 Acrobatics, DC 30 Crafting" + "DC 13 {@skill Acrobatics} to avoid disturbing the walls, DC 15 {@skill Crafting} to shore up the walls; {@b Quaking Corridor (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Crafting}" ], [ "Fungus Grotto (1st)", - "DC 15 Fortitude to endure poisonous spore, DC 13 Survival to avoid the mushrooms; {@b Virulent Fungi (5th)} DC 20 Fortitude, DC 18 Survival" + "DC 15 Fortitude to endure poisonous spore, DC 13 {@skill Survival} to avoid the mushrooms; {@b Virulent Fungi (5th)} DC 20 Fortitude, DC 18 {@skill Survival}" ], [ "Pit Trap (1st)", - "DC 13 Athletics to quickly climb out, DC 15 Perception to spot the trap before it's triggered; {@b Exceptional Pit Trap (5th)} DC 20 Athletics, DC 18 Perception" + "DC 13 {@skill Athletics} to quickly climb out, DC 15 {@skill Perception} to spot the trap before it's triggered; {@b Exceptional Pit Trap (5th)} DC 20 {@skill Athletics}, DC 18 {@skill Perception}" ], [ "Wandering Gelatinous Cube (1st)", - "DC 18 Occultism to identify its deficiencies, DC 15 Stealth to sneak past; {@b Wandering Black Pudding (7th)} DC 24 Occultism, DC 19 Stealth" + "DC 18 {@skill Occultism} to identify its deficiencies, DC 15 {@skill Stealth} to sneak past; {@b Wandering Black Pudding (7th)} DC 24 {@skill Occultism}, DC 19 {@skill Stealth}" ], [ "Collapsed Tunnel (5th)", - "DC 20 Athletics to dig through, DC 18 Perception to find a secret door around; Ancient Collapse (12th) DC 30 Athletics, DC 28 Perception" + "DC 20 {@skill Athletics} to dig through, DC 18 {@skill Perception} to find a secret door around; Ancient Collapse (12th) DC 30 {@skill Athletics}, DC 28 {@skill Perception}" ], [ "Pendulum Trap (5th)", - "DC 20 Reflex to dodge the blades, DC 15 Thievery to disable the tap; {@b Panoply of Pendulums (12th)} DC 30 Reflex, DC 28 Thievery" + "DC 20 Reflex to dodge the blades, DC 15 {@skill Thievery} to disable the tap; {@b Panoply of Pendulums (12th)} DC 30 Reflex, DC 28 {@skill Thievery}" ], [ "Wooden Portcullis (8th)", - "DC 25 Acrobatics to squeeze through, DC 20 Athletics to lift the gate; {@b Iron Portcullis (11th)} DC 25 Acrobatics, DC 30 Athletics" + "DC 25 {@skill Acrobatics} to squeeze through, DC 20 {@skill Athletics} to lift the gate; {@b Iron Portcullis (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Athletics}" ] ] }, @@ -3476,31 +3476,31 @@ "rows": [ [ "Crowd (1st)", - "DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow; {@b Festival Crowd (4th)} DC 20 Athletics, DC 18 Society" + "DC 15 {@skill Acrobatics} or Athletics to weave or push through, DC 13 {@skill Society} to follow the flow; {@b Festival Crowd (4th)} DC 20 {@skill Athletics}, DC 18 {@skill Society}" ], [ "Fruit Cart (1st)", - "DC 13 Athletics to vault over or smash through, DC 15 Intimidation to make the merchant move it; {@b Merchant Pavilion (5th)} DC 20 Athletics, DC 22 Intimidation" + "DC 13 {@skill Athletics} to vault over or smash through, DC 15 {@skill Intimidation} to make the merchant move it; {@b Merchant Pavilion (5th)} DC 20 {@skill Athletics}, DC 22 {@skill Intimidation}" ], [ "Guard Dog (1st)", - "DC 14 Nature to calm, DC 16 Stealth to sneak past; {@b Guard Roc (9th)} DC 26 Nature, DC 28 Stealth" + "DC 14 {@skill Nature} to calm, DC 16 {@skill Stealth} to sneak past; {@b Guard Roc (9th)} DC 26 {@skill Nature}, DC 28 {@skill Stealth}" ], [ "Rickety Rooftops (1st)", - "DC 15 Acrobatics to cross clotheslines, DC 13 Athletics to jump from roof to roof; {@b Crumbling, Steep Rooftops (5th)} DC 18 Acrobatics, DC 20 Athletics" + "DC 15 {@skill Acrobatics} to cross clotheslines, DC 13 {@skill Athletics} to jump from roof to roof; {@b Crumbling, Steep Rooftops (5th)} DC 18 {@skill Acrobatics}, DC 20 {@skill Athletics}" ], [ "Wooden Fence (1st)", - "DC 13 Athletics to climb over, DC 15 Thievery to unlock a gate; {@b High Iron Fence (8th)} DC 20 Athletics, DC 25 Thievery" + "DC 13 {@skill Athletics} to climb over, DC 15 {@skill Thievery} to unlock a gate; {@b High Iron Fence (8th)} DC 20 {@skill Athletics}, DC 25 {@skill Thievery}" ], [ "Gang of Hooligans (2nd)", - "DC 13 Deception to trick, DC 15 Stealth to sneak past; {@b Elite Criminals (12th)} DC 28 Deception, DC 30 Stealth" + "DC 13 {@skill Deception} to trick, DC 15 {@skill Stealth} to sneak past; {@b Elite Criminals (12th)} DC 28 {@skill Deception}, DC 30 {@skill Stealth}" ], [ "Twisting Alleyways (2nd)", - "DC 17 Perception to find a path, DC 13 Society to recall a map; {@b Multi-Story Maze (7th)} DC 22 Perception, DC 20 Society" + "DC 17 {@skill Perception} to find a path, DC 13 {@skill Society} to recall a map; {@b Multi-Story Maze (7th)} DC 22 {@skill Perception}, DC 20 {@skill Society}" ] ] }, @@ -3521,31 +3521,31 @@ "rows": [ [ "Deep Mud (1st)", - "DC 15 Athletics to slog through, DC 13 Perception to find a path; {@b Horrid Bog (5th)} DC 20 Athletics, DC 18 Perception" + "DC 15 {@skill Athletics} to slog through, DC 13 {@skill Perception} to find a path; {@b Horrid Bog (5th)} DC 20 {@skill Athletics}, DC 18 {@skill Perception}" ], [ "Downpour (1st)", - "DC 13 Fortitude to push through, DC 15 Nature to predict the weather; {@b Magical Thunderstorm (5th)} DC 30 Fortitude, DC 25 Nature" + "DC 13 Fortitude to push through, DC 15 {@skill Nature} to predict the weather; {@b Magical Thunderstorm (5th)} DC 30 Fortitude, DC 25 {@skill Nature}" ], [ "Rope Bridge (1st)", - "DC 15 Acrobatics to cross carefully, DC 13 Crafting to make repairs; {@b Solitary Frayed Rope (11th)} DC 25 Acrobatics, DC 30 Crafting" + "DC 15 {@skill Acrobatics} to cross carefully, DC 13 {@skill Crafting} to make repairs; {@b Solitary Frayed Rope (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Crafting}" ], [ "Rushing River (1st)", - "DC 15 Athletics to swim or hop across stones, DC 13 Survival to find a ford nearby;{@b Flash Flood (5th)} DC 20 Athletics, DC 18 Survival " + "DC 15 {@skill Athletics} to swim or hop across stones, DC 13 {@skill Survival} to find a ford nearby;{@b Flash Flood (5th)} DC 20 {@skill Athletics}, DC 18 {@skill Survival} " ], [ "Steep Hills (1st)", - "DC 13 Athletics to climb across, DC 15 Perception to find easier path; {@b Rugged Mountain (5th)} DC 20 Athletics, DC 18 Perception" + "DC 13 {@skill Athletics} to climb across, DC 15 {@skill Perception} to find easier path; {@b Rugged Mountain (5th)} DC 20 {@skill Athletics}, DC 18 {@skill Perception}" ], [ "Swarm of Wasps (1st)", - "DC 15 Fortitude to endure stings, DC 13 Survival to smoke them out; {@b Those Aren't Wasps! (5th)} DC 20 Fortitude, DC 18 Survival" + "DC 15 Fortitude to endure stings, DC 13 {@skill Survival} to smoke them out; {@b Those Aren't Wasps! (5th)} DC 20 Fortitude, DC 18 {@skill Survival}" ], [ "Tangled Forest (2nd)", - "DC 17 Perception to find the way, DC 13 Survival to plot a path; {@b Enchanted Forest (5th)} DC 20 Perception, DC 18 Survival" + "DC 17 {@skill Perception} to find the way, DC 13 {@skill Survival} to plot a path; {@b Enchanted Forest (5th)} DC 20 {@skill Perception}, DC 18 {@skill Survival}" ] ] } @@ -7947,7 +7947,7 @@ ], [ "9", - "{@b Trinket Squall} ({@trait illusion}) 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 disbelieve this illusion (Core Rulebook 298)." + "{@b Trinket Squall} ({@trait illusion}) 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 {@quickref disbelieve this illusion|CRB|2|disbelieving illusions|0}." ], [ "10", diff --git a/deities.html b/deities.html index e1674399b3..2f203bf888 100644 --- a/deities.html +++ b/deities.html @@ -78,7 +78,7 @@

Deities

+ class="glyphicon glyphicon-search" type="submit">
diff --git a/feats.html b/feats.html index 4a85299d34..5f1e0ea0ec 100644 --- a/feats.html +++ b/feats.html @@ -74,7 +74,7 @@

Feats

+ class="glyphicon glyphicon-search" type="submit">
diff --git a/hazards.html b/hazards.html index cd5945fbd1..0c94f6b3e5 100644 --- a/hazards.html +++ b/hazards.html @@ -78,7 +78,7 @@

Hazards

+ class="glyphicon glyphicon-search" type="submit">
diff --git a/items.html b/items.html index f4581c4789..4411358c04 100644 --- a/items.html +++ b/items.html @@ -194,7 +194,7 @@

Items

+ class="glyphicon glyphicon-search" type="submit">
diff --git a/js/ancestries.js b/js/ancestries.js index f21d1f900e..aae72f2f68 100644 --- a/js/ancestries.js +++ b/js/ancestries.js @@ -315,7 +315,7 @@ class AncestriesPage extends BaseComponent { if (Hist.isHistorySuppressed) return Hist.setSuppressHistory(false); this._setAncestryFromHash(); - this._setFeatAncestryFilters(); + if (Hist.getDoubleHashParts()[0][0].toLowerCase() !== UrlUtil.autoEncodeHash(this.activeAncestry).toLowerCase()) this._setFeatAncestryFilters(); this._setFeatFromHash(); this._setStateFromHash(); } diff --git a/js/archetypes.js b/js/archetypes.js index 6ae2d4867d..05cbd7c1bf 100644 --- a/js/archetypes.js +++ b/js/archetypes.js @@ -515,7 +515,8 @@ class ArchetypesPage extends BaseComponent { const $lnk = $(` ${arc.name} - ${source} + ${arc.dedicationLevel} + ${source} `); const $ele = $$`
  • ${$lnk}
  • `; @@ -527,6 +528,7 @@ class ArchetypesPage extends BaseComponent { { hash, source, + level: arc.dedicationLevel, }, { $lnk, diff --git a/js/bestiary.js b/js/bestiary.js index aa779ad7af..0124a1a290 100644 --- a/js/bestiary.js +++ b/js/bestiary.js @@ -272,7 +272,7 @@ class BestiaryPage extends ListPage { const pageUrl = `#${UrlUtil.autoEncodeHash(toRender)}${toRender._isScaledLvl ? `${HASH_PART_SEP}${VeCt.HASH_CR_SCALED}${HASH_SUB_KV_SEP}${toRender._isscaledLvl}` : ""}`; const renderFn = Renderer.hover._pageToRenderFn(UrlUtil.getCurrentPage()); - const $content = $$`${renderFn(toRender)}
    `; + const $content = $$`
    ${renderFn(toRender)}
    `; Renderer.hover.getShowWindow( $content, Renderer.hover.getWindowPositionFromEvent(evt), diff --git a/js/classes.js b/js/classes.js index 1257bc5501..e168bec235 100644 --- a/js/classes.js +++ b/js/classes.js @@ -320,7 +320,7 @@ class ClassesPage extends BaseComponent { if (Hist.isHistorySuppressed) return Hist.setSuppressHistory(false); this._setClassFromHash(); - this._setFeatClassFilters(); + if (Hist.getDoubleHashParts()[0][0].toLowerCase() !== UrlUtil.autoEncodeHash(this.activeClass).toLowerCase()) this._setFeatClassFilters(); this._setFeatFromHash(); this._setStateFromHash(); } diff --git a/js/filter-archetypes.js b/js/filter-archetypes.js index ddc914a4ba..0ff4b22543 100644 --- a/js/filter-archetypes.js +++ b/js/filter-archetypes.js @@ -2,8 +2,12 @@ class PageFilterArchetypes extends PageFilter { constructor () { super(); - this._benefitsFilter = new Filter({header: "Benefits"}) - this._miscFilter = new Filter({header: "Miscellaneous"}) + this._benefitsFilter = new Filter({header: "Benefits"}); + this._levelFilter = new Filter({ + header: "Dedication Level", + displayFn: l => `Level ${l}`, + }); + this._miscFilter = new Filter({header: "Miscellaneous"}); } mutateForFilters (archetype, opts) { @@ -13,13 +17,15 @@ class PageFilterArchetypes extends PageFilter { addToFilters (archetype, isExcluded, opts) { if (isExcluded) return; this._sourceFilter.addItem(archetype._fSources); + this._levelFilter.addItem(archetype.dedicationLevel); this._benefitsFilter.addItem(archetype.benefits); - this._miscFilter.addItem(archetype.miscTags) + this._miscFilter.addItem(archetype.miscTags); } async _pPopulateBoxOptions (opts) { opts.filters = [ this._sourceFilter, + this._levelFilter, this._benefitsFilter, this._miscFilter, ]; @@ -29,6 +35,7 @@ class PageFilterArchetypes extends PageFilter { return this._filterBox.toDisplay( values, a._fSources, + a.dedicationLevel, a.benefits, a.miscTags, ) diff --git a/js/filter-items.js b/js/filter-items.js index 239e636741..06c9c1b2af 100644 --- a/js/filter-items.js +++ b/js/filter-items.js @@ -109,7 +109,7 @@ class PageFilterItems extends PageFilter { header: "Miscellaneous", items: ["Consumable"], }); - this._appliesToFilter = new Filter({header: "Rune applies to..."}); + this._appliesToFilter = new Filter({header: "Applies to..."}); this._categoriesRuneItems = []; } @@ -141,7 +141,7 @@ class PageFilterItems extends PageFilter { item.equipment ? item._fType.push("Equipment") : item._fType.push("Treasure"); if (item.generic === "G") item._fType.push("Generic Variant"); if (item.generic === "V") item._fType.push("Specific Variant"); - item._fAppliesTo = item.appliesTo ? `${item.appliesTo} Rune` : null; + item._fAppliesTo = item.appliesTo ? `${item.appliesTo}` : null; item._fDamage = undefined; // set by trait implies this.handleTraitImplies(item, {traitProp: "traits", entityTypes: ["item"]}); @@ -270,7 +270,7 @@ class ModalFilterBaseItems extends ModalFilter { eleLabel.innerHTML = `
    ${this._isRadio ? `` : ``}
    ${item.name}
    -
    ${item.category}
    +
    ${Array.isArray(item.category) ? item.category.join(", ") : item.category}
    ${Parser.priceToFull(item.price)}
    ${item.bulk ? item.bulk : "\u2014"}
    ${source}
    `; diff --git a/js/filter-optionalfeatures.js b/js/filter-optionalfeatures.js index 5616eeacbf..29ca89f0a5 100644 --- a/js/filter-optionalfeatures.js +++ b/js/filter-optionalfeatures.js @@ -4,10 +4,45 @@ class PageFilterOptionalFeatures extends PageFilter { constructor () { super(); this._typeFilter = new Filter({header: "Feature Type"}); + this._levelFilter = new Filter({ + header: "Level", + itemSortFn: SortUtil.ascSortNumericalSuffix, + nests: [], + }); + this._prerequisiteFilter = new MultiFilter({ + header: "Prerequisite", + filters: [ + this._levelFilter, + ], + }); } mutateForFilters (it) { it._fSources = SourceFilter.getCompleteFilterSources(it); + if (it.prerequisite) { + it._sPrereq = true; + it._fPrereqLevel = it.prerequisite.filter(it => it.level).map(it => { + const lvlMeta = it.level; + + let item; + let className; + if (typeof lvlMeta === "number") { + className = `(No Class)`; + item = new FilterItem({ + item: `Level ${lvlMeta}`, + nest: className, + }); + } else { + className = lvlMeta.class ? lvlMeta.class.name : `(No Class)`; + item = new FilterItem({ + item: `${lvlMeta.class ? className : ""}${lvlMeta.subclass ? ` (${lvlMeta.subclass.name})` : ""} Level ${lvlMeta.level}`, + nest: className, + }); + } + + return item; + }); + } } addToFilters (it, isExcluded) { @@ -15,12 +50,17 @@ class PageFilterOptionalFeatures extends PageFilter { this._sourceFilter.addItem(it._fSources); this._typeFilter.addItem(it.type); + (it._fPrereqLevel || []).forEach(it => { + this._levelFilter.addNest(it.nest, {isHidden: true}); + this._levelFilter.addItem(it); + }); } async _pPopulateBoxOptions (opts) { opts.filters = [ this._sourceFilter, this._typeFilter, + this._prerequisiteFilter, ]; } @@ -29,6 +69,9 @@ class PageFilterOptionalFeatures extends PageFilter { values, it._fSources, it.type, + [ + it._fPrereqLevel, + ], ) } } diff --git a/js/filter-spells.js b/js/filter-spells.js index b721350c18..2d05d76c8d 100644 --- a/js/filter-spells.js +++ b/js/filter-spells.js @@ -95,7 +95,7 @@ class PageFilterSpells extends PageFilter { }); this._miscFilter = new Filter({ header: "Miscellaneous", - items: ["Has Battle Form", "Has Requirements", "Has Trigger", "Can be Heightened", "Can be Dismissed", "Sustained", "Summoning"], + items: ["Has Battle Form", "Has Requirements", "Has Targets", "Has Trigger", "Can be Heightened", "Can be Dismissed", "Sustained", "Summoning"], }); } @@ -135,6 +135,7 @@ class PageFilterSpells extends PageFilter { spell._fMisc = []; if (spell.requirements !== null) spell._fMisc.push("Has Requirements"); if (spell.trigger !== null) spell._fMisc.push("Has Trigger"); + if (spell.targets !== null) spell._fMisc.push("Has Targets"); if (spell.heightened.heightened) spell._fMisc.push("Can be Heightened"); if (spell.sustain) spell._fMisc.push("Sustained"); if (spell.dismiss) spell._fMisc.push("Can be Dismissed"); diff --git a/js/filter.js b/js/filter.js index e3b88a5a18..d9e023019f 100644 --- a/js/filter.js +++ b/js/filter.js @@ -1349,7 +1349,6 @@ class Filter extends FilterBase { _getPill (item) { const displayText = this._displayFn ? this._displayFn(item.item) : item.item; - const btnPill = e_({ tag: "div", clazz: "fltr__pill", diff --git a/js/items-runebuilder.js b/js/items-runebuilder.js index c29fb10fa0..2d62d2de5e 100644 --- a/js/items-runebuilder.js +++ b/js/items-runebuilder.js @@ -145,7 +145,7 @@ class RuneBuilder extends ProxyBase { _getInitialFilterState (baseItem) { baseItem = baseItem || this.baseItem; let state = MiscUtil.copy(RuneBuilder.RUNEBUILDER_DEFAULT_FILTER_STATE); - state.filters["Rune applies to..."] = { + state.filters["Applies to..."] = { "meta": { "combineBlue": "or", "combineRed": "or", @@ -155,7 +155,7 @@ class RuneBuilder extends ProxyBase { "state": { }, } - state.filters["Rune applies to..."]["state"][`${baseItem.category} Rune`] = 1; + state.filters["Applies to..."]["state"][`${baseItem.category}`] = 1; return state } @@ -208,7 +208,6 @@ class RuneBuilder extends ProxyBase { $(`#btn-sublist-add`).toggleClass("hidden", true); $(`#btn-sublist-subtract`).toggleClass("hidden", true); $(`#btn-sublist-other`).toggleClass("hidden", true); - $(`.col-name`).toggleClass("col-4", false).toggleClass("col-3", true); this.renderItem(this.runeItem); } @@ -225,7 +224,6 @@ class RuneBuilder extends ProxyBase { $(`#btn-sublist-add`).toggleClass("hidden", false); $(`#btn-sublist-subtract`).toggleClass("hidden", false); $(`#btn-sublist-other`).toggleClass("hidden", false); - $(`.col-name`).toggleClass("col-3", false).toggleClass("col-4", true); } async activate () { @@ -363,7 +361,7 @@ class RuneBuilder extends ProxyBase { } static getButtons (itemId) { - return ` + return ` `; diff --git a/js/items.js b/js/items.js index 8d0ce06b2d..1f7fe5ee6f 100644 --- a/js/items.js +++ b/js/items.js @@ -43,7 +43,7 @@ class ItemsPage extends ListPage { if (item.equipment) { eleLi.innerHTML = ` ${item.name} - ${item.category ? item.category : "\u2014"} + ${item.category ? `${Array.isArray(item.category) ? item.category.join(", ") : item.category}` : "\u2014"} ${level} ${Parser.priceToFull(item.price)} ${item.bulk ? item.bulk : "\u2014"} @@ -74,10 +74,10 @@ class ItemsPage extends ListPage { eleLi.addEventListener("contextmenu", (evt) => ListUtil.openContextMenu(evt, this._mundaneList, listItem)); return {mundane: listItem}; } else { + const cats = typeof item.category === "string" ? [item.category] : Array.isArray(item.category) ? item.category : []; eleLi.innerHTML += ` - ${item.category === "Rune" ? RuneBuilder.getButtons(itI) : ""} - ${item.name} - ${item.category} + ${cats.includes("Rune") ? RuneBuilder.getButtons(itI) : ""}${item.name} + ${Array.isArray(item.category) ? item.category.join(", ") : item.category} ${level} ${Parser.priceToFull(item.price)} ${item.bulk ? item.bulk : "\u2014"} @@ -430,7 +430,7 @@ class ItemsPage extends ListPage { name: {name: "Name", transform: true}, source: {name: "Source", transform: (it) => `${Parser.sourceJsonToAbv(it)}`}, _traits: {name: "Traits", transform: (it) => `${(it._fTraits).sort(SortUtil.sortTraits).join(", ")}`}, - _category: {name: "Category", transform: (it) => `${it.subCategory ? `${it.subCategory} ` : ""}${it.category === "Weapon" ? `${it.ranged ? "Ranged" : "Melee"} ${it.category}` : it.category}`}, + _category: {name: "Category", transform: (it) => `${it.subCategory ? `${it.subCategory} ` : ""}${it.category === "Weapon" ? `${it.range ? "Ranged" : "Melee"} ${it.category}` : it.category}`}, group: {name: "Group", transform: (it) => it || ""}, _price: {name: "Price", transform: (it) => Parser.priceToFull(it.price)}, _bulk: {name: "Bulk", transform: (it) => it.bulk != null ? it.bulk : "\u2014"}, diff --git a/js/omnidexer.js b/js/omnidexer.js index f88b1abd0f..f66ac05e7d 100644 --- a/js/omnidexer.js +++ b/js/omnidexer.js @@ -80,6 +80,7 @@ class Omnidexer { u: hash, p: Omnidexer.getProperty(it, arbiter.page || "page"), }; + if (it.add_hash) toAdd.a = it.add_hash; if (arbiter.isHover) toAdd.h = 1; if (options.alt) { if (options.alt.additionalProperties) Object.entries(options.alt.additionalProperties).forEach(([k, getV]) => toAdd[k] = getV(it)); @@ -112,6 +113,7 @@ class Omnidexer { await pHandleItem(it, i, name); if (it.alias) it.alias.forEach(a => pHandleItem(it, i, a)); + if (it.id) await pHandleItem(it, i, `${it.id}: ${name}`); } } diff --git a/js/omnisearch.js b/js/omnisearch.js index 5ceef46fbc..1e2e929f9c 100644 --- a/js/omnisearch.js +++ b/js/omnisearch.js @@ -7,7 +7,7 @@ class Omnisearch { const $nav = $(`#navbar`); this._$iptSearch = $(``).disableSpellcheck(); - const $searchSubmit = $(``); + const $searchSubmit = $(``); this._$searchInputWrapper = $$`
    @@ -217,7 +217,7 @@ class Omnisearch { static $getResultLink (r) { const href = r.c === Parser.CAT_ID_PAGE ? r.u : `${Renderer.get().baseUrl}${UrlUtil.categoryToPage(r.c)}#${r.uh || r.u}`; - return $(`${r.cf}: ${r.n}`); + return $(`${r.cf}: ${r.n}${r.a ? ` (${r.a.toTitleCase()})` : ""}`); } static _pDoSearch_renderLinks (results, page = 0) { diff --git a/js/parser.js b/js/parser.js index ee8ccc3cba..3354b6bc55 100644 --- a/js/parser.js +++ b/js/parser.js @@ -1613,6 +1613,7 @@ Parser.TAG_TO_DEFAULT_SOURCE = { "familiarAbility": SRC_CRB, "companion": SRC_CRB, "eidolon": SRC_SOM, + "optfeature": SRC_APG, }; Parser.getTagSource = function (tag, source) { if (source && source.trim()) return source; diff --git a/js/render-dice.js b/js/render-dice.js index eb1321fd36..ed45744318 100644 --- a/js/render-dice.js +++ b/js/render-dice.js @@ -3,6 +3,7 @@ Renderer.dice = { name: "Desna", // goddess of luck }, POS_INFINITE: 100000000000000000000, // larger than this, and we start to see "e" numbers appear + _SYMBOL_PARSE_FAILED: Symbol("parseFailed"), _$wrpRoll: null, _$minRoll: null, @@ -116,23 +117,37 @@ Renderer.dice = { }); const $outRoll = $(`
    `); const $iptRoll = $(``) - .on("keypress", async e => { - if (e.which === 13) { // return - await Renderer.dice.pRoll2($iptRoll.val(), { + .on("keypress", async evt => { + evt.stopPropagation(); + if (evt.key !== "Enter") return; + + const strDice = $iptRoll.val(); + const result = await Renderer.dice.pRoll2( + strDice, + { isUser: true, name: "Anon", - }); - $iptRoll.val(""); + }, + ); + $iptRoll.val(""); + + if (result === Renderer.dice._SYMBOL_PARSE_FAILED) { + Renderer.dice._showInvalid(); + $iptRoll.addClass("form-control--error"); } - e.stopPropagation(); - }).on("keydown", (e) => { + }).on("keydown", (evt) => { + $iptRoll.removeClass("form-control--error"); + // arrow keys only work on keydown - if (e.which === 38) { // up arrow - e.preventDefault(); + if (evt.key === "ArrowUp") { + evt.preventDefault(); Renderer.dice._prevHistory(); - } else if (e.which === 40) { // down arrow - e.preventDefault(); - Renderer.dice._nextHistory() + return; + } + + if (evt.key === "ArrowDown") { + evt.preventDefault(); + Renderer.dice._nextHistory(); } }); $wrpRoll.append($head).append($outRoll).append($iptRoll); @@ -164,7 +179,7 @@ Renderer.dice = { if (!Renderer.dice._hist.length) { Renderer.dice._histIndex = null; } else { - Renderer.dice._histIndex = Math.min(Renderer.dice._hist.length, Math.max(Renderer.dice._histIndex, 0)) + Renderer.dice._histIndex = Math.min(Renderer.dice._hist.length, Math.max(Renderer.dice._histIndex, 0)); } }, @@ -205,7 +220,7 @@ Renderer.dice = { shiftKey = shiftKey || evt.shiftKey; ctrlKey = ctrlKey || (evt.ctrlKey || evt.metaKey); cpyRollData.toRoll = it; - return cpyRollData + return cpyRollData; }, )), ]); @@ -277,7 +292,7 @@ Renderer.dice = { return rollDataCpy; } }, - ) + ); }), ]); @@ -306,6 +321,9 @@ Renderer.dice = { async pRollerClick (evtMock, ele, packed, name) { const $ele = $(ele); const entry = JSON.parse(packed); + const additionalData = {...ele.dataset}; + + // Aka "getTableName", probably function attemptToGetNameOfRoll () { // try use table caption let titleMaybe = $(ele).closest(`table:not(.stats)`).children(`caption`).text(); @@ -402,13 +420,14 @@ Renderer.dice = { if (evt.shiftKey) { if (entry.subType === "damage") { // If SHIFT is held, roll crit - const dice = []; // TODO(future) in order for this to correctly catch everything, would need to parse the toRoll as a tree and then pull all dice expressions from the first level of that tree entry.toRoll = `(${entry.toRoll}) * 2`; } else if (entry.subType === "d20") { // If SHIFT is held, roll advantage // If we have a cached d20mod value, use it if (entry.d20mod != null) entry.toRoll = `2d20dl1${entry.d20mod}`; else entry.toRoll = entry.toRoll.replace(/^\s*1?\s*d\s*20/, "2d20dl1"); + } else if (entry.subType === "hit") { // If SHIFT is held, roll MAPx1 + entry.toRoll = `${entry.toRoll}${Parser.numToBonus(entry.MAP)}`; } else out.rollCount = 2; // otherwise, just roll twice } @@ -419,6 +438,8 @@ Renderer.dice = { // If we have a cached d20mod value, use it if (entry.d20mod != null) entry.toRoll = `2d20dh1${entry.d20mod}`; else entry.toRoll = entry.toRoll.replace(/^\s*1?\s*d\s*20/, "2d20dh1"); + } else if (entry.subType === "hit") { // If CTRL is held, roll MAPx2 + entry.toRoll = `${entry.toRoll}${Parser.numToBonus(entry.MAP * 2)}`; } else out.rollCount = 2; // otherwise, just roll twice } @@ -455,6 +476,7 @@ Renderer.dice = { rolledBy.label = head; } const wrpTree = Renderer.dice.lang.getTree3(str); + if (!wrpTree) return Renderer.dice._SYMBOL_PARSE_FAILED; return Renderer.dice._pHandleRoll2(wrpTree, rolledBy, opts); } }, @@ -467,6 +489,7 @@ Renderer.dice = { * @param [opts] Options object. * @param [opts.isResultUsed] If an input box should be provided for the user to enter the result (manual mode only). * @param [opts.rollCount] + * @param [opts.additionalData] */ async pRollEntry (entry, rolledBy, opts) { opts = opts || {}; @@ -496,9 +519,10 @@ Renderer.dice = { * @param [opts] Options object. * @param [opts.fnGetMessage] * @param [opts.isResultUsed] + * @param [opts.additionalData] */ async _pHandleRoll2 (wrpTree, rolledBy, opts) { - opts = opts || {}; + opts = {...opts}; if (wrpTree.meta && wrpTree.meta.hasPb) { const userPb = await InputUiUtil.pGetUserNumber({ @@ -601,13 +625,14 @@ Renderer.dice = { Renderer.dice._scrollBottom(); }, + _showInvalid () { + Renderer.dice._showMessage("Invalid input! Try "/help"", Renderer.dice.SYSTEM_USER); + }, + _validCommands: new Set(["/c", "/cls", "/clear"]), _handleCommand (com, rolledBy) { Renderer.dice._showMessage(`${com}`, rolledBy); // parrot the user's command back to them const PREF_MACRO = "/macro"; - function showInvalid () { - Renderer.dice._showMessage("Invalid input! Try "/help"", Renderer.dice.SYSTEM_USER); - } function checkLength (arr, desired) { return arr.length === desired; @@ -651,6 +676,8 @@ Renderer.dice = {
  • Rounding; floor(1.5), ceil(1.5), round(1.5)
  • Average; avg(8d6)
  • + +
  • Other functions; sign(1d6-3), abs(1d6-3), ...etc.
  • Up and down arrow keys cycle input history.
    Anything before a colon is treated as a label (Fireball: 6d6)
    @@ -664,29 +691,29 @@ Use ${PREF_MACRO} list to list saved mac } else if (com.startsWith(PREF_MACRO)) { const [_, mode, ...others] = com.split(/\s+/); - if (!["list", "add", "remove", "clear"].includes(mode)) showInvalid(); + if (!["list", "add", "remove", "clear"].includes(mode)) Renderer.dice._showInvalid(); else { switch (mode) { case "list": if (checkLength(others, 0)) { Object.keys(Renderer.dice.storage).forEach(name => { Renderer.dice._showMessage(`#${name} \u2014 ${Renderer.dice.storage[name]}`, Renderer.dice.SYSTEM_USER); - }) + }); } else { - showInvalid(); + Renderer.dice._showInvalid(); } break; case "add": { if (checkLength(others, 2)) { const [name, macro] = others; - if (name.includes(" ") || name.includes("#")) showInvalid(); + if (name.includes(" ") || name.includes("#")) Renderer.dice._showInvalid(); else { Renderer.dice.storage[name] = macro; pSave() .then(() => Renderer.dice._showMessage(`Saved macro #${name}`, Renderer.dice.SYSTEM_USER)); } } else { - showInvalid(); + Renderer.dice._showInvalid(); } break; } @@ -700,7 +727,7 @@ Use ${PREF_MACRO} list to list saved mac Renderer.dice._showMessage(`Macro #${others[0]} not found`, Renderer.dice.SYSTEM_USER); } } else { - showInvalid(); + Renderer.dice._showInvalid(); } break; } @@ -715,7 +742,7 @@ Use ${PREF_MACRO} list to list saved mac Renderer.dice._$lastRolledBy = null; break; } - } else showInvalid(); + } else Renderer.dice._showInvalid(); }, _pHandleSavedRoll (id, rolledBy, opts) { @@ -795,7 +822,7 @@ Renderer.dice.lang = { // region Lexer _M_NUMBER_CHAR: /[0-9.]/, - _M_SYMBOL_CHAR: /[-+/*^=>${symbol}`); }, - _parse3_factor (self) { + _parse3_factor (self, {isSilent = false} = {}) { if (this._parse3_accept(self, Renderer.dice.tk.TYP_NUMBER)) { - // Workaround for comma-separated numbers--if we're inside a dice pool, treat the commas as dice pool separators. - // Otherwise, merge together adjacent numbers. - let braceCount = 0; - self.syms.find(it => { - if (it.type === Renderer.dice.tk.BRACE_OPEN.type) braceCount++; - else if (it.type === Renderer.dice.tk.BRACE_CLOSE.type) braceCount--; - return it === self.sym; - }); - - if (braceCount) { - return new Renderer.dice.parsed.Factor(self.lastAccepted); - } else { + // Workaround for comma-separated numbers + if (self.isIgnoreCommas) { // Combine comma-separated parts const syms = [self.lastAccepted]; while (this._parse3_accept(self, Renderer.dice.tk.COMMA)) { @@ -1011,26 +1045,80 @@ Renderer.dice.lang = { const sym = Renderer.dice.tk.NUMBER(syms.map(it => it.value).join("")); return new Renderer.dice.parsed.Factor(sym); } + + return new Renderer.dice.parsed.Factor(self.lastAccepted); } else if (this._parse3_accept(self, Renderer.dice.tk.PB)) { return new Renderer.dice.parsed.Factor(Renderer.dice.tk.PB); + } else if (this._parse3_accept(self, Renderer.dice.tk.SUMMON_SPELL_LEVEL)) { + return new Renderer.dice.parsed.Factor(Renderer.dice.tk.SUMMON_SPELL_LEVEL); + } else if (this._parse3_accept(self, Renderer.dice.tk.SUMMON_CLASS_LEVEL)) { + return new Renderer.dice.parsed.Factor(Renderer.dice.tk.SUMMON_CLASS_LEVEL); } else if ( + // Single-arg functions this._parse3_match(self, Renderer.dice.tk.FLOOR) || this._parse3_match(self, Renderer.dice.tk.CEIL) || this._parse3_match(self, Renderer.dice.tk.ROUND) - || this._parse3_match(self, Renderer.dice.tk.AVERAGE)) { + || this._parse3_match(self, Renderer.dice.tk.AVERAGE) + || this._parse3_match(self, Renderer.dice.tk.SIGN) + || this._parse3_match(self, Renderer.dice.tk.ABS) + || this._parse3_match(self, Renderer.dice.tk.CBRT) + || this._parse3_match(self, Renderer.dice.tk.SQRT) + || this._parse3_match(self, Renderer.dice.tk.EXP) + || this._parse3_match(self, Renderer.dice.tk.LOG) + || this._parse3_match(self, Renderer.dice.tk.RANDOM) + || this._parse3_match(self, Renderer.dice.tk.TRUNC) + ) { + const children = []; + + children.push(this._parse3_nextSym(self)); + this._parse3_expect(self, Renderer.dice.tk.PAREN_OPEN); + children.push(this._parse3_expression(self)); + this._parse3_expect(self, Renderer.dice.tk.PAREN_CLOSE); + + return new Renderer.dice.parsed.Function(children); + } else if ( + // 2-arg functions + this._parse3_match(self, Renderer.dice.tk.POW) + ) { + self.isIgnoreCommas = false; + + const children = []; + + children.push(this._parse3_nextSym(self)); + this._parse3_expect(self, Renderer.dice.tk.PAREN_OPEN); + children.push(this._parse3_expression(self)); + this._parse3_expect(self, Renderer.dice.tk.COMMA); + children.push(this._parse3_expression(self)); + this._parse3_expect(self, Renderer.dice.tk.PAREN_CLOSE); + + self.isIgnoreCommas = true; + + return new Renderer.dice.parsed.Function(children); + } else if ( + // N-arg functions + this._parse3_match(self, Renderer.dice.tk.MAX) + || this._parse3_match(self, Renderer.dice.tk.MIN) + ) { + self.isIgnoreCommas = false; + const children = []; children.push(this._parse3_nextSym(self)); this._parse3_expect(self, Renderer.dice.tk.PAREN_OPEN); children.push(this._parse3_expression(self)); + while (this._parse3_accept(self, Renderer.dice.tk.COMMA)) children.push(this._parse3_expression(self)); this._parse3_expect(self, Renderer.dice.tk.PAREN_CLOSE); + self.isIgnoreCommas = true; + return new Renderer.dice.parsed.Function(children); } else if (this._parse3_accept(self, Renderer.dice.tk.PAREN_OPEN)) { const exp = this._parse3_expression(self); this._parse3_expect(self, Renderer.dice.tk.PAREN_CLOSE); - return new Renderer.dice.parsed.Factor(exp, {hasParens: true}) + return new Renderer.dice.parsed.Factor(exp, {hasParens: true}); } else if (this._parse3_accept(self, Renderer.dice.tk.BRACE_OPEN)) { + self.isIgnoreCommas = false; + const children = []; children.push(this._parse3_expression(self)); @@ -1038,11 +1126,15 @@ Renderer.dice.lang = { this._parse3_expect(self, Renderer.dice.tk.BRACE_CLOSE); + self.isIgnoreCommas = true; + const modPart = []; this._parse3__dice_modifiers(self, modPart); - return new Renderer.dice.parsed.Pool(children, modPart[0]) + return new Renderer.dice.parsed.Pool(children, modPart[0]); } else { + if (isSilent) return null; + if (self.sym) throw new Error(`Unexpected input: ${self.sym}`); else throw new Error(`Unexpected end of input`); } @@ -1051,7 +1143,7 @@ Renderer.dice.lang = { _parse3_dice (self) { const children = []; - // if we've omitting the X in XdY, add it here + // if we've omitted the X in XdY, add it here if (this._parse3_match(self, Renderer.dice.tk.DICE)) children.push(new Renderer.dice.parsed.Factor(Renderer.dice.tk.NUMBER(1))); else children.push(this._parse3_factor(self)); @@ -1094,7 +1186,7 @@ Renderer.dice.lang = { || this._parse3_match(self, Renderer.dice.tk.MARGIN_SUCCESS_LTEQ) ) { const nxtSym = this._parse3_nextSym(self); - const nxtFactor = this._parse3_factor(self); + const nxtFactor = this._parse3__dice_modifiers_nxtFactor(self, nxtSym); if (nxtSym.isSuccessMode) modsMeta.isSuccessMode = true; modsMeta.mods.push({modSym: nxtSym, numSym: nxtFactor}); @@ -1103,6 +1195,18 @@ Renderer.dice.lang = { if (modsMeta.mods.length) children.push(modsMeta); }, + _parse3__dice_modifiers_nxtFactor (self, nxtSym) { + if (nxtSym.diceModifierImplicit == null) return this._parse3_factor(self, {isSilent: true}); + + const fallback = new Renderer.dice.parsed.Factor(Renderer.dice.tk.NUMBER(nxtSym.diceModifierImplicit)); + if (self.sym == null) return fallback; + + const out = this._parse3_factor(self, {isSilent: true}); + if (out) return out; + + return fallback; + }, + _parse3_exponent (self) { const children = []; children.push(this._parse3_dice(self)); @@ -1154,6 +1258,7 @@ Renderer.dice.tk = { * @param asString * @param [opts] Options object. * @param [opts.isDiceModifier] If the token is a dice modifier, e.g. "dl" + * @param [opts.diceModifierImplicit] If the dice modifier has an implicit value (e.g. "kh" is shorthand for "kh1") * @param [opts.isSuccessMode] If the token is a "success"-based dice modifier, e.g. "cs=" */ constructor (type, value, asString, opts) { @@ -1162,6 +1267,7 @@ Renderer.dice.tk = { this.value = value; this._asString = asString; if (opts.isDiceModifier) this.isDiceModifier = true; + if (opts.diceModifierImplicit) this.diceModifierImplicit = true; if (opts.isSuccessMode) this.isSuccessMode = true; } @@ -1172,7 +1278,7 @@ Renderer.dice.tk = { return this.toDebugString(); } - toDebugString () { return `${this.type}${this.value ? ` :: ${this.value}` : ""}` } + toDebugString () { return `${this.type}${this.value ? ` :: ${this.value}` : ""}`; } }, _new (type, asString, opts) { return new Renderer.dice.tk.Token(type, null, asString, opts); }, @@ -1198,11 +1304,22 @@ Renderer.dice.tk.FLOOR = Renderer.dice.tk._new("FLOOR", "floor"); Renderer.dice.tk.CEIL = Renderer.dice.tk._new("CEIL", "ceil"); Renderer.dice.tk.ROUND = Renderer.dice.tk._new("ROUND", "round"); Renderer.dice.tk.AVERAGE = Renderer.dice.tk._new("AVERAGE", "avg"); +Renderer.dice.tk.SIGN = Renderer.dice.tk._new("SIGN", "sign"); +Renderer.dice.tk.ABS = Renderer.dice.tk._new("ABS", "abs"); +Renderer.dice.tk.CBRT = Renderer.dice.tk._new("CBRT", "cbrt"); +Renderer.dice.tk.SQRT = Renderer.dice.tk._new("SQRT", "sqrt"); +Renderer.dice.tk.EXP = Renderer.dice.tk._new("EXP", "exp"); +Renderer.dice.tk.LOG = Renderer.dice.tk._new("LOG", "log"); +Renderer.dice.tk.RANDOM = Renderer.dice.tk._new("RANDOM", "random"); +Renderer.dice.tk.TRUNC = Renderer.dice.tk._new("TRUNC", "trunc"); +Renderer.dice.tk.POW = Renderer.dice.tk._new("POW", "pow"); +Renderer.dice.tk.MAX = Renderer.dice.tk._new("MAX", "max"); +Renderer.dice.tk.MIN = Renderer.dice.tk._new("MIN", "min"); Renderer.dice.tk.DICE = Renderer.dice.tk._new("DICE", "d"); -Renderer.dice.tk.DROP_HIGHEST = Renderer.dice.tk._new("DH", "dh", {isDiceModifier: true}); -Renderer.dice.tk.KEEP_HIGHEST = Renderer.dice.tk._new("KH", "kh", {isDiceModifier: true}); -Renderer.dice.tk.DROP_LOWEST = Renderer.dice.tk._new("DL", "dl", {isDiceModifier: true}); -Renderer.dice.tk.KEEP_LOWEST = Renderer.dice.tk._new("KL", "kl", {isDiceModifier: true}); +Renderer.dice.tk.DROP_HIGHEST = Renderer.dice.tk._new("DH", "dh", {isDiceModifier: true, diceModifierImplicit: 1}); +Renderer.dice.tk.KEEP_HIGHEST = Renderer.dice.tk._new("KH", "kh", {isDiceModifier: true, diceModifierImplicit: 1}); +Renderer.dice.tk.DROP_LOWEST = Renderer.dice.tk._new("DL", "dl", {isDiceModifier: true, diceModifierImplicit: 1}); +Renderer.dice.tk.KEEP_LOWEST = Renderer.dice.tk._new("KL", "kl", {isDiceModifier: true, diceModifierImplicit: 1}); Renderer.dice.tk.REROLL_EXACT = Renderer.dice.tk._new("REROLL", "r", {isDiceModifier: true}); Renderer.dice.tk.REROLL_GT = Renderer.dice.tk._new("REROLL_GT", "r>", {isDiceModifier: true}); Renderer.dice.tk.REROLL_GTEQ = Renderer.dice.tk._new("REROLL_GTEQ", "r>=", {isDiceModifier: true}); @@ -1450,27 +1567,34 @@ Renderer.dice.parsed = { _max (meta) { return this._invoke("max", meta); } _invoke (fnName, meta) { - const [symFunc, symExp] = this._nodes; + const [symFunc] = this._nodes; switch (symFunc.type) { - case Renderer.dice.tk.FLOOR.type: { - this.addToMeta(meta, "floor("); - const out = Math.floor(symExp[fnName](meta)); - this.addToMeta(meta, ")"); - return out; - } - case Renderer.dice.tk.CEIL.type: { - this.addToMeta(meta, "ceil("); - const out = Math.ceil(symExp[fnName](meta)); - this.addToMeta(meta, ")"); - return out; - } - case Renderer.dice.tk.ROUND.type: { - this.addToMeta(meta, "round("); - const out = Math.round(symExp[fnName](meta)); + case Renderer.dice.tk.FLOOR.type: + case Renderer.dice.tk.CEIL.type: + case Renderer.dice.tk.ROUND.type: + case Renderer.dice.tk.SIGN.type: + case Renderer.dice.tk.CBRT.type: + case Renderer.dice.tk.SQRT.type: + case Renderer.dice.tk.EXP.type: + case Renderer.dice.tk.LOG.type: + case Renderer.dice.tk.RANDOM.type: + case Renderer.dice.tk.TRUNC.type: + case Renderer.dice.tk.POW.type: + case Renderer.dice.tk.MAX.type: + case Renderer.dice.tk.MIN.type: { + const [, ...symExps] = this._nodes; + this.addToMeta(meta, `${symFunc.toString()}(`); + const args = []; + symExps.forEach((symExp, i) => { + if (i !== 0) this.addToMeta(meta, `, `); + args.push(symExp[fnName](meta)); + }); + const out = Math[symFunc.toString()](...args); this.addToMeta(meta, ")"); return out; } case Renderer.dice.tk.AVERAGE.type: { + const [, symExp] = this._nodes; return symExp.avg(meta); } default: throw new Error(`Unimplemented!`); @@ -1481,10 +1605,22 @@ Renderer.dice.parsed = { let out; const [symFunc, symExp] = this._nodes; switch (symFunc.type) { - case Renderer.dice.tk.FLOOR.type: out = "floor"; break; - case Renderer.dice.tk.CEIL.type: out = "ceil"; break; - case Renderer.dice.tk.ROUND.type: out = "round"; break; - case Renderer.dice.tk.AVERAGE.type: out = "avg"; break; + case Renderer.dice.tk.FLOOR.type: + case Renderer.dice.tk.CEIL.type: + case Renderer.dice.tk.ROUND.type: + case Renderer.dice.tk.AVERAGE.type: + case Renderer.dice.tk.SIGN.type: + case Renderer.dice.tk.ABS.type: + case Renderer.dice.tk.CBRT.type: + case Renderer.dice.tk.SQRT.type: + case Renderer.dice.tk.EXP.type: + case Renderer.dice.tk.LOG.type: + case Renderer.dice.tk.RANDOM.type: + case Renderer.dice.tk.TRUNC.type: + case Renderer.dice.tk.POW.type: + case Renderer.dice.tk.MAX.type: + case Renderer.dice.tk.MIN.type: + out = symFunc.toString(); break; default: throw new Error(`Unimplemented!`); } out += `(${symExp.toString()})`; @@ -1775,7 +1911,7 @@ Renderer.dice.parsed = { out *= this._nodes[i + 1][fnName](meta); } else if (this._nodes[i].eq(Renderer.dice.tk.DIV)) { this.addToMeta(meta, " ÷ "); - out /= this._nodes[i + 1][fnName](meta) + out /= this._nodes[i + 1][fnName](meta); } else throw new Error(`Unimplemented!`); } diff --git a/js/render-map.js b/js/render-map.js index bd0c87cf3a..b6f5e1c2cb 100644 --- a/js/render-map.js +++ b/js/render-map.js @@ -284,7 +284,7 @@ class RenderMap { const $btnZoomPlus = $(``) .click(() => zoomChange("in")); - const $btnZoomReset = $(``) + const $btnZoomReset = $(``) .click(() => zoomChange("reset")); const $btnHelp = $(``) diff --git a/js/render-optionalfeatures.js b/js/render-optionalfeatures.js index 2216ffeeab..22062b8eb2 100644 --- a/js/render-optionalfeatures.js +++ b/js/render-optionalfeatures.js @@ -1,5 +1,5 @@ class RenderOptionalFeatures { static $getRenderedOptionalFeature (it) { - return $$`${Renderer.optionalFeature.getRenderedString(it)}`; + return $$`${Renderer.optionalFeature.getCompactRenderedString(it)}`; } } diff --git a/js/render.js b/js/render.js index b09670d841..6c6acb1abb 100644 --- a/js/render.js +++ b/js/render.js @@ -827,10 +827,12 @@ function Renderer () { } this._renderAttack = function (entry, textStack, meta, options) { - const renderer = Renderer.get(); + let MAP = -5; + if (entry.noMAP) MAP = 0; + if (entry.traits && entry.traits.map(t => t.toLowerCase()).includes("agile")) MAP = -4; textStack[0] += `

    - ${entry.range} ${renderer.render("{@as 1}")} ${entry.name} ${renderer.render(`{@hit ${entry.attack}||${entry.name.uppercaseFirst()}}`)} - ${entry.traits != null ? ` ${renderer.render(`(${entry.traits.map((t) => `{@trait ${t.toLowerCase()}}`).join(", ")})`)}` : ""}, Damage ${renderer.render(entry.damage)}${entry.noMAP ? "; no multiple attack penalty" : ""}

    `; + ${entry.range} ${this.render("{@as 1}")} ${entry.name} ${this.render(`{@hit ${entry.attack}||${entry.name.uppercaseFirst()}|MAP=${MAP}}`)} + ${entry.traits != null ? ` ${this.render(`(${entry.traits.map((t) => `{@trait ${t.toLowerCase()}}`).join(", ")})`)}` : ""}, Damage ${this.render(entry.damage)}${entry.noMAP ? "; no multiple attack penalty" : ""}

    `; }; this._renderAbility = function (entry, textStack, meta, options) { @@ -933,9 +935,8 @@ function Renderer () { const renderer = Renderer.get(); this._handleTrackTitles(entry.name); textStack[0] += `

    - ${renderer.render(entry.name)} - ${entry.source ? `${Parser.sourceJsonToFull(entry.source)}${entry.page != null ? `, p. ${entry.page}` : ""}` : ""}`; - if (entry.collapsible) textStack[0] += `${entry.collapsible ? this._getCollapsibleToggle({minus: "-"}) : ""}`; + ${renderer.render(entry.name)}`; + if (entry.collapsible) textStack[0] += `${this._getCollapsibleToggle({minus: "-"})}`; textStack[0] += `

    ` } this._firstSection = false; @@ -983,9 +984,8 @@ function Renderer () { const renderer = Renderer.get(); this._handleTrackTitles(entry.name); textStack[0] += `

    - ${renderer.render(entry.name)} - ${entry.source ? `${Parser.sourceJsonToFull(entry.source)}${entry.page != null ? `, p. ${entry.page}` : ""}` : ""}`; - if (entry.collapsible) textStack[0] += `${entry.collapsible ? this._getCollapsibleToggle({minus: "-", parents: 3}) : ""}`; + ${renderer.render(entry.name)}`; + if (entry.collapsible) textStack[0] += this._getCollapsibleToggle({minus: "-"}); textStack[0] += `

    ` } textStack[0] += `
    ` @@ -1006,8 +1006,7 @@ function Renderer () { const renderer = Renderer.get(); this._handleTrackTitles(entry.name); textStack[0] += `

    - ${renderer.render(entry.name)} - ${entry.source ? `${Parser.sourceJsonToFull(entry.source)}${entry.page != null ? `, p. ${entry.page}` : ""}` : ""}`; + ${renderer.render(entry.name)}`; if (entry.level || entry.collapsible) textStack[0] += `${entry.level ? Parser.getOrdinalForm(entry.level) : ""}${entry.collapsible ? this._getCollapsibleToggle({minus: "\u2013"}) : ""}`; textStack[0] += `

    `; } @@ -1029,8 +1028,7 @@ function Renderer () { const renderer = Renderer.get(); this._handleTrackTitles(entry.name); textStack[0] += `

    - ${renderer.render(entry.name)} - ${entry.source ? `${Parser.sourceJsonToFull(entry.source)}${entry.page != null ? `, p. ${entry.page}` : ""}` : ""}`; + ${renderer.render(entry.name)}`; if (entry.level || entry.collapsible) textStack[0] += `${entry.level ? Parser.getOrdinalForm(entry.level) : ""}${entry.collapsible ? this._getCollapsibleToggle({minus: "\u2013"}) : ""}`; textStack[0] += `

    `; } @@ -1063,7 +1061,7 @@ function Renderer () { }; this._getCollapsibleToggle = function (opts) { - return `[${opts.minus}]` @@ -1640,7 +1638,20 @@ function Renderer () { this._recursiveRender(fauxEntry, textStack, meta); break; } - case "@d20": + case "@d20": { + // format: {@d20 +1} or {@d20 -2} + let mod; + if (!isNaN(rollText)) { + const n = Number(rollText); + mod = `${n >= 0 ? "+" : ""}${n}`; + } else mod = rollText; + fauxEntry.displayText = fauxEntry.displayText || mod; + fauxEntry.toRoll = `1d20${mod}`; + fauxEntry.subType = "d20"; + fauxEntry.d20mod = mod; + this._recursiveRender(fauxEntry, textStack, meta); + break; + } case "@hit": { // format: {@hit +1} or {@hit -2} let mod; @@ -1650,7 +1661,9 @@ function Renderer () { } else mod = rollText; fauxEntry.displayText = fauxEntry.displayText || mod; fauxEntry.toRoll = `1d20${mod}`; - fauxEntry.subType = "d20"; + const MAPstr = others.find(o => o.startsWith("MAP=")) || "MAP=-5"; + fauxEntry.MAP = Number(MAPstr.replace(/MAP=/, "")); + fauxEntry.subType = "hit"; fauxEntry.d20mod = mod; this._recursiveRender(fauxEntry, textStack, meta); break; @@ -2260,6 +2273,14 @@ function Renderer () { }; this._recursiveRender(fauxEntry, textStack, meta); break; + case "@optfeature": + fauxEntry.href.path = UrlUtil.PG_OPTIONAL_FEATURES; + fauxEntry.href.hover = { + page: UrlUtil.PG_OPTIONAL_FEATURES, + source, + }; + this._recursiveRender(fauxEntry, textStack, meta); + break; case "@variantrule": fauxEntry.href.path = UrlUtil.PG_VARIANTRULES; fauxEntry.href.hover = { @@ -2688,7 +2709,7 @@ Renderer.getRollableEntryDice = function (entry, name, isAddHandlers = true, toD }; Renderer.getEntryDiceTitle = function (subType) { - return `Click to roll. ${subType === "damage" ? "SHIFT to roll a critical hit, CTRL to half damage (rounding down)." : subType === "d20" ? "SHIFT to roll with advantage, CTRL to roll with disadvantage." : "SHIFT/CTRL to roll twice."}` + return `Click to roll. ${subType === "damage" ? "SHIFT to roll a critical hit, CTRL to half damage (rounding down)." : subType === "d20" ? "SHIFT to roll with advantage, CTRL to roll with disadvantage." : subType === "hit" ? "SHIFT to roll with MAP, CTRL to roll with MAP × 2." : "SHIFT/CTRL to roll twice."}` }; Renderer.legacyDiceToString = function (array) { @@ -3431,11 +3452,10 @@ Renderer.affliction = { const renderer = Renderer.get(); const renderStack = []; renderer.setFirstSection(true); - const rLvl = isNaN(Number(affliction.level)) ? `` : ` ${affliction.level}`; renderStack.push(`${Renderer.utils.getExcludedDiv(affliction, affliction.__prop || affliction._type, UrlUtil.PG_AFFLICTIONS)}`) renderStack.push(` - ${Renderer.utils.getNameDiv(affliction, {page: UrlUtil.PG_AFFLICTIONS, level: rLvl, ...opts})} + ${Renderer.utils.getNameDiv(affliction, {page: UrlUtil.PG_AFFLICTIONS, level: ` ${affliction.level !== null ? affliction.level : ""}`, ...opts})} ${Renderer.utils.getDividerDiv()} ${Renderer.utils.getTraitsDiv(affliction.traits || [])} `); @@ -3827,7 +3847,7 @@ Renderer.creature = { if (typeof (x) === "string") { rs.push(x) } else { - rs.push(`${x.name} ${x.amount}${x.note ? ` ${renderer.render(x.note)}` : ``}`) + rs.push(`${x.name}${x.amount ? ` ${x.amount}` : ""}${x.note ? ` ${renderer.render(x.note)}` : ``}`) } } renderStack.push(rs.join(", ")) @@ -3839,49 +3859,20 @@ Renderer.creature = { }, getSpeed (cr) { - let renderStack = []; - renderStack.push(`

    `) - renderStack.push(`Speed `) - let speeds = [] - if (cr.speed.walk != null) speeds.push(`${cr.speed.walk} feet`) - for (let key in cr.speed) { - if (key !== "abilities" && key !== "walk") { - speeds.push(`${key} ${cr.speed[key]} feet`) - } - } - renderStack.push(speeds.join(", ")) - if (cr.speed.abilities != null) { - renderStack.push("; ") - renderStack.push(cr.speed.abilities.join(", ")) - } - renderStack.push(``) - renderStack.push(`

    `) - return renderStack.join("") + const renderer = Renderer.get(); + const speeds = cr.speed.walk != null ? [`${cr.speed.walk} feet`] : []; + speeds.push(...Object.keys(cr.speed).filter(k => !(["abilities", "walk"].includes(k))).map(k => `${k} ${cr.speed[k]} feet`)); + return `

    + Speed  + ${speeds.join(", ")}${cr.speed.abilities != null ? `; ${renderer.render(cr.speed.abilities.join(", "))}` : ""}

    ` }, getAttacks (cr) { - let renderStack = []; if (cr.attacks) { - for (let attack of cr.attacks) { - renderStack.push(`

    `) - renderStack.push(`${attack.range} `) - renderStack.push(Renderer.get().render(`{@as 1} `)) - if (attack.name) renderStack.push(`${attack.name}`) - renderStack.push(``) - if (attack.attack != null) renderStack.push(Renderer.get().render(` {@hit ${attack.attack}||${attack.name.uppercaseFirst()} `)) - renderStack.push(``) - if (attack.traits != null) { - let traits = [] - attack.traits.forEach((t) => traits.push(`{@trait ${t.toLowerCase()}}`)); - renderStack.push(Renderer.get().render(` (${traits.join(", ")})`)) - } - renderStack.push(`, Damage `) - renderStack.push(Renderer.get().render(attack.damage)) - - renderStack.push(``) - renderStack.push(`

    `) - } - return renderStack.join("") + const renderer = Renderer.get(); + const renderStack = []; + cr.attacks.forEach(a => renderer._renderAttack(a, renderStack)); + return renderStack.join(""); } }, @@ -3890,18 +3881,16 @@ Renderer.creature = { const renderer = Renderer.get() let renderStack = []; for (let sc of cr.spellcasting) { - renderStack.push(`

    `) - renderStack.push(`${sc.name} Spells DC ${sc.DC}`) - if (sc.attack != null) { - renderStack.push(renderer.render(`, attack {@hit ${sc.attack}||Spell attack}`)) - } + const meta = []; + if (sc.DC != null) meta.push(`DC ${sc.DC}`); + if (sc.attack != null) meta.push(`attack {@hit ${sc.attack}||Spell attack}`); + if (sc.fp != null) meta.push(`${sc.fp} Focus Points`); + renderStack.push(`

    ${sc.name}${/Spell/.test(sc.name) ? "" : " Spells"} ${renderer.render(meta.join(", "))}`) Object.keys(sc.entry).sort(SortUtil.sortSpellLvlCreature).forEach((lvl) => { if (lvl !== "constant") { renderStack.push(`; ${lvl === "0" ? "Cantrips" : Parser.getOrdinalForm(lvl)} `) if (sc.entry[lvl].level != null) renderStack.push(`(${Parser.getOrdinalForm(sc.entry[lvl].level)}) `) if (sc.entry[lvl].slots != null) renderStack.push(`(${sc.entry[lvl].slots} slots) `) - if (sc.entry[lvl].fp != null) renderStack.push(`${sc.entry[lvl].fp} `) - renderStack.push(``) let spells = [] for (let spell of sc.entry[lvl].spells) { let amount = spell.amount != null ? typeof (spell.amount) === "number" ? [`×${spell.amount}`] : [spell.amount] : [] @@ -3915,10 +3904,10 @@ Renderer.creature = { renderStack.push(renderer.render(spells.join(", "))) } else { renderStack.push(`; Constant `) - Object.keys(sc.entry[lvl]).sort().reverse().forEach((clvl) => { + Object.keys(sc.entry["constant"]).sort().reverse().forEach((clvl) => { renderStack.push(`(${Parser.getOrdinalForm(clvl)}) `) let spells = [] - for (let spell of sc.entry[lvl][clvl].spells) { + for (let spell of sc.entry["constant"][clvl].spells) { let notes = spell.notes != null ? spell.notes : [] let bracket = "" if (notes.length) { @@ -3937,27 +3926,13 @@ Renderer.creature = { }, getRituals (cr) { - if (cr.rituals != null) { - const renderer = Renderer.get() - let renderStack = []; - cr.rituals.forEach((feature) => { - renderStack.push(`

    `) - renderStack.push(`${feature.tradition} Rituals DC ${feature.DC}; `) - let rituals = [] - feature.rituals.forEach((ritual) => { - let bracket = "" - let notes = ritual.notes != null ? ritual.notes : [] - let level = ritual.level != null ? [Parser.getOrdinalForm(ritual.level)] : [] - if (level.length || notes.length) { - bracket = ` (${level.concat(notes).join(", ")})` - } - rituals.push(`{@spell ${ritual.name}|${ritual.source || SRC_CRB}|${ritual.name}}${bracket}`) - }); - renderStack.push(renderer.render(rituals.join(", "))) - renderStack.push(`

    `) - }) - return renderStack.join("") - } else return "" + if (cr.rituals == null) return ""; + const renderer = Renderer.get(); + const renderRitual = (r) => { + return `{@ritual ${r.name}|${r.source || ""}}${r.notes == null && r.level == null ? "" : ` (${[Parser.getOrdinalForm(r.level)].concat(...(r.notes || [])).filter(Boolean).join(", ")})`}`; + }; + return `${cr.rituals.map(rf => `

    ${rf.tradition ? `${rf.tradition} ` : ""}Rituals DC ${rf.DC}; + ${renderer.render(rf.rituals.map(r => renderRitual(r)).join(", "))}`)}`; }, getCompactRenderedString (cr, opts) { @@ -4008,7 +3983,7 @@ Renderer.creature = { const genericAbility = Renderer.hover._getFromCache(UrlUtil.PG_ABILITIES, "Bst", hash); renderedGenericAbility = Renderer.creature.getRenderedAbility(genericAbility, {generic: true}); } - return $$`

    ${ability.generic || options.generic ? `${renderer.render(`{@ability ${ability.name}}`)}` : ability.name} + return $$`

    ${ability.generic || options.generic ? `${renderer.render(`{@ability ${ability.name}}`)}` : ability.name} ${ability.activity ? renderer.render(Parser.timeToFullEntry(ability.activity)) : ""} ${(ability.generic || options.generic) && !options.noButton ? Renderer.creature.getAbilityTextButton(buttonClass, options.generic) : ""} ${trts.length ? `(${trts.join(", ")}); ` : ""} @@ -4017,7 +3992,7 @@ Renderer.creature = { ${ability.trigger ? `Trigger ${renderer.render_addTerm(ability.trigger)}` : ""} ${ability.frequency || ability.requirements || ability.trigger ? "Effect " : ""} ${(ability.entries || []).map(it => renderer.render(it, {isAbility: true})).join(" ")} -

    +

    ${renderedGenericAbility || ""}`; }, @@ -4467,8 +4442,8 @@ Renderer.item = { if (item.category) { renderStack.push(`Category `); if (item.subCategory != null) renderStack.push(`${item.subCategory} `); - if (item.category === "Weapon") renderStack.push(`${item.ranged ? "Ranged" : "Melee"} `); - renderStack.push(`${item.category}${item.category === "Worn" ? ` ${item.type}` : ""}`); + if (item.category === "Weapon") renderStack.push(`${item.range ? "Ranged" : "Melee"} `); + renderStack.push(`${Array.isArray(item.category) ? item.category.join(", ") : item.category}${item.category === "Worn" ? ` ${item.type}` : ""}`); } if (item.category != null && item.group != null) renderStack.push("; ") if (item.group != null) renderStack.push(`Group ${renderer.render(`{@group ${item.group}}`)}`); @@ -4535,7 +4510,7 @@ Renderer.item = { if (v.traits != null && v.traits.length) renderStack.push(` (${renderer.render(v.traits.map(t => `{@trait ${t.toLowerCase()}}`).join(", "))});`); if (v.price != null) renderStack.push(`; Price ${Parser.priceToFull(v.price)}`); if (v.bulk != null) renderStack.push(`; Bulk ${v.bulk}`); - if (v.entries != null && v.entries.length) renderStack.push(`; ${renderer.render(v.entries)}`); + if (v.entries != null && v.entries.length) renderStack.push(`; ${renderer.render(v.entries.join("\n"))}`); if (v.craftReq != null) renderStack.push(`; Craft Requirements ${renderer.render(v.craftReq)}`); if (v.shieldStats != null) renderStack.push(`; The shield has Hardness ${v.shieldStats.hardness}, HP ${v.shieldStats.hp}, and BT ${v.shieldStats.bt}.`); renderStack.push(`

    `); @@ -4672,11 +4647,14 @@ Renderer.language = { }; Renderer.optionalFeature = { - getRenderedString (it, opts) { + // FIXME: Add prerequisite showing + getCompactRenderedString (it, opts) { opts = opts || {}; return ` ${Renderer.utils.getNameDiv(it)} ${Renderer.utils.getDividerDiv()} + ${Renderer.utils.getTraitsDiv(it.traits)} + ${it.traits ? Renderer.utils.getDividerDiv() : ""} ${Renderer.generic.getRenderedEntries(it)} ${opts.noPage ? "" : Renderer.utils.getPageP(it)}`; }, @@ -5074,6 +5052,7 @@ Renderer.hover = { "hazard": UrlUtil.PG_HAZARDS, "deity": UrlUtil.PG_DEITIES, "variantrule": UrlUtil.PG_VARIANTRULES, + "optfeature": UrlUtil.PG_OPTIONAL_FEATURES, }, LinkMeta: function () { @@ -6078,6 +6057,8 @@ Renderer.hover = { return Renderer.hover._pCacheAndGet_pLoadSimple(page, source, hash, opts, "tables.json", ["table", "tableGroup"], (listProp, item) => item.__prop = listProp); case UrlUtil.PG_ACTIONS: return Renderer.hover._pCacheAndGet_pLoadSimple(page, source, hash, opts, "actions.json", "action"); + case UrlUtil.PG_OPTIONAL_FEATURES: + return Renderer.hover._pCacheAndGet_pLoadSimple(page, source, hash, opts, "optionalfeatures.json", "optionalfeature"); case UrlUtil.PG_ABILITIES: return Renderer.hover._pCacheAndGet_pLoadSimple(page, source, hash, opts, "abilities.json", "ability"); case UrlUtil.PG_LANGUAGES: @@ -6724,6 +6705,8 @@ Renderer.hover = { return Renderer.action.getCompactRenderedString; case UrlUtil.PG_ABILITIES: return Renderer.ability.getCompactRenderedString; + case UrlUtil.PG_OPTIONAL_FEATURES: + return Renderer.optionalFeature.getCompactRenderedString; case UrlUtil.PG_LANGUAGES: return Renderer.language.getCompactRenderedString; case UrlUtil.PG_TRAITS: @@ -7065,6 +7048,7 @@ Renderer._stripTagLayer = function (str) { case "@familiar": case "@familiarAbility": case "@companion": + case "@optfeature": case "@variantrule": { const parts = Renderer.splitTagByPipe(text); return parts.length >= 3 ? parts[2] : parts[0]; diff --git a/js/scalecreature.js b/js/scalecreature.js index 864f49551f..c4659a8424 100644 --- a/js/scalecreature.js +++ b/js/scalecreature.js @@ -604,7 +604,7 @@ class ScaleCreature { return `@hit ${Number(m[1]) + opts.flatAddProf}`; }); e = e.replaceAll(/@damage (\d+d\d+)([+-]?\d*)/g, (formula, formulaNoMod, mod) => { - if (!mod) return `@damage ${formulaNoMod}+${bonus}`; + if (!mod) return `@damage ${formulaNoMod}${bonus > 0 ? "+" : ""}${bonus}`; else { if (Number(mod) + bonus > 0) return `@damage ${formulaNoMod}+${Number(mod) + bonus}`; else if (Number(mod) + bonus < 0) return `@damage ${formulaNoMod}${Number(mod) + bonus}`; @@ -890,10 +890,13 @@ class ScaleCreature { e = e.replaceAll(/@hit (\d+)/g, (...m) => { return `@hit ${this._scaleValue(lvlIn, toLvl, Number(m[1]), this._LvlAttackBonus) + opts.flatAddProf}`; }); - e = e.replaceAll(/@damage (\d+d\d+[+-]?\d*)/g, (...m) => { - const scaleTo = isArea ? this._LvlAreaDamage[toLvl][Number(isLimited)] / this._LvlAreaDamage[lvlIn][Number(isLimited)] * this._getDiceEV(m[1]) : this._scaleValue(lvlIn, toLvl, this._getDiceEV(m[1]), this._LvlExpectedDamage); - return `@damage ${this._scaleDice(m[1], scaleTo)}`; - }); + // Do not scale damage formulas when applying variant rules + if (lvlIn !== toLvl) { + e = e.replaceAll(/@damage (\d+d\d+[+-]?\d*)/g, (...m) => { + const scaleTo = isArea ? this._LvlAreaDamage[toLvl][Number(isLimited)] / this._LvlAreaDamage[lvlIn][Number(isLimited)] * this._getDiceEV(m[1]) : this._scaleValue(lvlIn, toLvl, this._getDiceEV(m[1]), this._LvlExpectedDamage); + return `@damage ${this._scaleDice(m[1], scaleTo)}`; + }); + } } return e; }); diff --git a/js/search.js b/js/search.js index b69e4da0cb..e5e007824a 100644 --- a/js/search.js +++ b/js/search.js @@ -21,7 +21,7 @@ class SearchPage { }) .val(decodeURIComponent(location.search.slice(1).replace(/\+/g, " "))) - const $btnSearch = $(``) + const $btnSearch = $(``) .click(() => { location.search = encodeURIComponent($iptSearch.val().trim().toLowerCase()); }); diff --git a/js/utils-list.js b/js/utils-list.js index 5d26d5b683..987de71962 100644 --- a/js/utils-list.js +++ b/js/utils-list.js @@ -36,7 +36,7 @@ const ListUtil = { const _handleSearchChange = () => { setTimeout(() => { if ($iptSearch.val().length) $btnSearchClear.removeClass("no-events").addClass("clickable").title("Clear").html(``); - else $btnSearchClear.addClass("no-events").removeClass("clickable").title(null).html(``); + else $btnSearchClear.addClass("no-events").removeClass("clickable").title(null).html(``); }) }; const handleSearchChange = MiscUtil.throttle(_handleSearchChange, 50); diff --git a/js/utils-ui.js b/js/utils-ui.js index 5fb4db6833..0556e4f48a 100644 --- a/js/utils-ui.js +++ b/js/utils-ui.js @@ -2890,7 +2890,7 @@ class ComponentUiUtil { static _$getDecor (component, prop, $ipt, decorType, side, opts) { switch (decorType) { case "search": { - return $(`
    `); + return $(`
    `); } case "clear": { return $(`
    `) diff --git a/js/utils.js b/js/utils.js index a833ad87dc..51ecd3170c 100644 --- a/js/utils.js +++ b/js/utils.js @@ -5,7 +5,7 @@ if (typeof module !== "undefined") require("./parser.js"); // in deployment, `IS_DEPLOYED = "";` should be set below. IS_DEPLOYED = undefined; -VERSION_NUMBER = /* PF2ETOOLS_VERSION__OPEN */"0.1.2"/* PF2ETOOLS_VERSION__CLOSE */; +VERSION_NUMBER = /* PF2ETOOLS_VERSION__OPEN */"0.1.3"/* PF2ETOOLS_VERSION__CLOSE */; DEPLOYED_STATIC_ROOT = ""; // ""; // FIXME re-enable this when we have a CDN again IS_VTT = false; @@ -2788,8 +2788,8 @@ DataUtil = { otherSources: true, }, _mergeCache: {}, - async pMergeCopy (deityList, deity, options) { - return DataUtil.generic._pMergeCopy(DataUtil.deity, UrlUtil.PG_DEITIES, deityList, deity, options); + async pMergeCopy (ritualList, ritual, options) { + return DataUtil.generic._pMergeCopy(DataUtil.ritual, UrlUtil.PG_RITUALS, ritualList, ritual, options); }, loadJSON: async function () { @@ -2797,6 +2797,21 @@ DataUtil = { }, }, + optionalfeature: { + _MERGE_REQUIRES_PRESERVE: { + page: true, + otherSources: true, + }, + _mergeCache: {}, + async pMergeCopy (optionalFeatureList, optionalfeature, options) { + return DataUtil.generic._pMergeCopy(DataUtil.optionalfeature, UrlUtil.PG_OPTIONAL_FEATURES, optionalFeatureList, optionalfeature, options); + }, + + loadJSON: async function () { + return DataUtil.loadJSON(`${Renderer.get().baseUrl}data/optionalfeatures.json`); + }, + }, + creature: { _MERGE_REQUIRES_PRESERVE: { page: true, @@ -4344,6 +4359,8 @@ BrewUtil = { return ["place"]; case UrlUtil.PG_RITUALS: return ["ritual"]; + case UrlUtil.PG_OPTIONAL_FEATURES: + return ["optionalfeature"]; case UrlUtil.PG_VEHICLES: return ["vehicle"]; case UrlUtil.PG_TRAITS: @@ -4460,6 +4477,7 @@ BrewUtil = { case "group": case "domain": case "skill": + case "optionalfeature": return BrewUtil._genPDeleteGenericBrew(category); case "subclass": return BrewUtil._pDeleteSubclassBrew; @@ -4553,7 +4571,7 @@ BrewUtil = { obj.uniqueId = CryptUtil.md5(JSON.stringify(obj)); }, - _STORABLE: ["variantrule", "table", "tableGroup", "book", "bookData", "ancestry", "heritage", "versatileHeritage", "background", "class", "subclass", "classFeature", "subclassFeature", "archetype", "feat", "companion", "familiar", "eidolon", "adventure", "adventureData", "hazard", "action", "creature", "condition", "item", "baseitem", "spell", "disease", "curse", "itemcurse", "ability", "deity", "language", "place", "ritual", "vehicle", "trait", "group", "domain", "skill"], + _STORABLE: ["variantrule", "table", "tableGroup", "book", "bookData", "ancestry", "heritage", "versatileHeritage", "background", "class", "subclass", "classFeature", "subclassFeature", "archetype", "feat", "companion", "familiar", "eidolon", "adventure", "adventureData", "hazard", "action", "creature", "condition", "item", "baseitem", "spell", "disease", "curse", "itemcurse", "ability", "deity", "language", "place", "ritual", "vehicle", "trait", "group", "domain", "skill", "optionalfeature"], async pDoHandleBrewJson (json, page, pFuncRefresh) { page = BrewUtil._PAGE || page; await BrewUtil._lockHandleBrewJson.pLock(); @@ -4697,6 +4715,7 @@ BrewUtil = { case UrlUtil.PG_PLACES: case UrlUtil.PG_RITUALS: case UrlUtil.PG_VEHICLES: + case UrlUtil.PG_OPTIONAL_FEATURES: case UrlUtil.PG_TRAITS: await (BrewUtil._pHandleBrew || handleBrew)(MiscUtil.copy(toAdd)); break; diff --git a/languages.html b/languages.html index 25ee10abd3..57f257135a 100644 --- a/languages.html +++ b/languages.html @@ -89,7 +89,7 @@

    Languages

    + class="glyphicon glyphicon-search" type="submit">
    diff --git a/node/compile-schemas.js b/node/compile-schemas.js new file mode 100644 index 0000000000..310426f0bf --- /dev/null +++ b/node/compile-schemas.js @@ -0,0 +1,193 @@ +const fs = require("fs"); +require("../js/utils"); +const ut = require("./util.js"); +const path = require("path"); + +const DIR_IN = "./test/schema-template/"; +const DIR_OUT = "./test/schema/"; + +class SchemaPreprocessor { + static preprocess ({schema, isBrew = false, isFast = false, dirSource}) { + this._recurse({root: schema, obj: schema, isBrew, isFast, dirSource}); + return schema; + } + + static _mutMergeObjects (a, b) { + if (typeof a !== "object" || typeof b !== "object") return; + if ((a instanceof Array && !(b instanceof Array)) || (!(a instanceof Array) && b instanceof Array)) return console.warn(`Could not merge:\n${JSON.stringify(a)}\n${JSON.stringify(b)}`); + + const bKeys = new Set(Object.keys(b)); + Object.keys(a).forEach(ak => { + if (bKeys.has(ak)) { + const av = a[ak]; + const bv = b[ak]; + + const bType = typeof bv; + + switch (bType) { + case "boolean": + case "number": + case "string": a[ak] = bv; break; // if we have a primitive, overwrite + case "object": { + if (bv instanceof Array) a[ak] = [...a[ak], ...bv]; // if we have an array, combine + else this._mutMergeObjects(av, bv); // otherwise, go deeper + break; + } + default: throw new Error(`Impossible!`); + } + + bKeys.delete(ak); // mark key as merged + } + }); + // any properties in B that aren't in A simply get added to A + bKeys.forEach(bk => a[bk] = b[bk]); + } + + static _recurse ({root, obj, isBrew, isFast, dirSource}) { + if (typeof obj !== "object") return obj; + + if (obj instanceof Array) { + return obj + .filter(d => d.$$ifBrew_item ? isBrew : d.$$ifSite_item ? !isBrew : true) + .map(d => { + if (d.$$ifBrew_item) return this._recurse({root, obj: d.$$ifBrew_item, isBrew, isFast, dirSource}); + if (d.$$ifSite_item) return this._recurse({root, obj: d.$$ifSite_item, isBrew, isFast, dirSource}); + return this._recurse({root, obj: d, isBrew, isFast, dirSource}); + }); + } + + Object.entries(obj) + .forEach(([k, v]) => { + switch (k) { + case "$$merge": return this._recurse_$$merge({root, obj, k, v, isBrew, isFast, dirSource}); + case "$$ifBrew": return this._recurse_$$ifBrew({root, obj, k, v, isBrew, isFast, dirSource}); + case "$$ifSite": return this._recurse_$$ifSite({root, obj, k, v, isBrew, isFast, dirSource}); + case "$$ifNotFast": return this._recurse_$$ifNotFast({root, obj, k, v, isBrew, isFast, dirSource}); + case "$$ifSiteElse_key": return this._recurse_$$ifSiteElse_key({root, obj, k, v, isBrew, isFast, dirSource}); + default: return obj[k] = this._recurse({root, obj: v, isBrew, isFast, dirSource}); + } + }); + + return obj; + } + + static _recurse_$$merge ({root, obj, k, v, isBrew, isFast, dirSource}) { + const merged = {}; + v.forEach(toMerge => { + // handle any mergeable children + toMerge = this._recurse({root, obj: toMerge, isBrew, isFast}); + // resolve references + toMerge = this._getResolvedRefJson({root, toMerge, dirSource}); + // merge + this._mutMergeObjects(merged, toMerge); + }); + + if (merged.type && ["anyOf", "allOf", "oneOf", "not"].some(prop => merged[prop])) { + throw new Error(`Merged schema had both "type" and a combining/compositing property!`); + } + + delete obj[k]; + this._mutMergeObjects(obj, merged); + } + + static _recurse_$$ifBrew ({root, obj, k, v, isBrew, isFast, dirSource}) { + if (!isBrew) return void delete obj[k]; + this._recurse_$$if({root, obj, k, v}); + } + + static _recurse_$$ifSite ({root, obj, k, v, isBrew, isFast, dirSource}) { + if (isBrew) return void delete obj[k]; + this._recurse_$$if({root, obj, k, v}); + } + + static _recurse_$$ifNotFast ({root, obj, k, v, isBrew, isFast, dirSource}) { + if (isFast) return void delete obj[k]; + this._recurse_$$if({root, obj, k, v}); + } + + static _recurse_$$if ({root, obj, k, v}) { + Object.entries(v) + .forEach(([kCond, vCond]) => { + if (obj[kCond] === undefined) { + obj[kCond] = vCond; + return; + } + + // TODO(Future) this could be made to merge objects together; implement as required + // this._mutMergeObjects(obj[kCond], vCond); + throw new Error(`Not supported!`); + }); + + delete obj[k]; + } + + static _recurse_$$ifSiteElse_key ({root, obj, k, v, isBrew, isFast, dirSource}) { + const key = v[isBrew ? "keyBrew" : "keySite"]; + obj[k] = {[key]: v.value}; + return this._recurse_$$if({root, obj, k, v: obj[k]}); + } + + static _getResolvedRefJson ({root, toMerge, dirSource}) { + if (!toMerge.$ref) return toMerge; + + const [file, defPath] = toMerge.$ref.split("#"); + const pathParts = defPath.split("/").filter(Boolean); + + if (!file) { + const refData = MiscUtil.get(root, ...pathParts); + if (!refData) throw new Error(`Could not find referenced data for "${defPath}" in local file!`); + return refData; + } + + const externalSchema = ut.readJson(path.join(dirSource, file)); + const refData = MiscUtil.get(externalSchema, ...pathParts); + + // Convert any `#/ ...` definitions to refer to the original file, as the schema will be copied into our file + SchemaPreprocessor._WALKER.walk( + refData, + { + string: (str, lastKey) => { + if (lastKey !== "$ref") return str; + const [otherFile, otherPath] = str.split("#"); + if (otherFile) return str; + return [file, otherPath].filter(Boolean).join("#"); + }, + }, + ); + + if (!refData) throw new Error(`Could not find referenced data for path "${defPath}" in file "${file}"!`); + return refData; + } +} +SchemaPreprocessor._WALKER = MiscUtil.getWalker(); + +class SchemaCompiler { + static run () { + const args = ut.ArgParser.parse(); + + console.log("Compiling schema..."); + + const dirOut = path.normalize(args.output || DIR_OUT); + + const filesTemplate = ut.listFiles({dir: "./test/schema-template", whitelistFileExts: [".json"]}); + + filesTemplate.forEach(filePath => { + filePath = path.normalize(filePath); + const filePathPartRelative = path.relative(DIR_IN, filePath); + const filePathOut = path.join(dirOut, filePathPartRelative); + const dirPathOut = path.dirname(filePathOut); + const compiled = SchemaPreprocessor.preprocess({ + schema: ut.readJson(filePath, "utf8"), + isBrew: args.homebrew, + isFast: args.fast, + dirSource: path.dirname(filePath), + }); + fs.mkdirSync(dirPathOut, {recursive: true}); + fs.writeFileSync(filePathOut, JSON.stringify(compiled, null, "\t"), "utf-8"); + }); + + console.log(`Schema compiled and output to ${dirOut}`); + } +} + +SchemaCompiler.run(); diff --git a/node/docx-cleanup.js b/node/docx-cleanup.js index ad2c3cee82..8e5e89d9c4 100644 --- a/node/docx-cleanup.js +++ b/node/docx-cleanup.js @@ -28,7 +28,7 @@ function doClean (args) { */ async function main () { await TagJsons.pInit(); - const args = ut.parseArgs(); + const args = ut.ArgParser.parse(); doClean(args) } diff --git a/node/generate-feat-trees.js b/node/generate-feat-trees.js index 88295891c2..bc69ed6c92 100644 --- a/node/generate-feat-trees.js +++ b/node/generate-feat-trees.js @@ -72,7 +72,7 @@ function generateFeatTrees (args) { } async function main () { - const args = ut.parseArgs(); + const args = ut.ArgParser.parse(); generateFeatTrees(args); } diff --git a/node/pdf-parser.js b/node/pdf-parser.js index aad30a889c..5b99ba4f3f 100644 --- a/node/pdf-parser.js +++ b/node/pdf-parser.js @@ -87,7 +87,7 @@ class PdfConverter { */ async function main () { await TagJsons.pInit(); - const ARGS = ut.parseArgs(); + const ARGS = ut.ArgParser.parse(); PdfConverter.doConvert(ARGS); } diff --git a/node/tag-jsons.js b/node/tag-jsons.js index 80e4d47de3..428541f2cd 100644 --- a/node/tag-jsons.js +++ b/node/tag-jsons.js @@ -287,6 +287,7 @@ TraitTag._TRAITS_REGEX_EFFECT = null; TraitTag._TRAITS_REGEX_AND = null; // To tag Cast a Spell-isms it's ` (? "Swift {@action Sneak}" instead of "{@feat Swift Sneak}" class ActionTag { static init () { const actionData = ut.readJson(`./data/actions.json`); @@ -431,7 +432,7 @@ GroupTag._GROUPS_REGEX = null; * inplace */ async function main () { - const args = ut.parseArgs(); + const args = ut.ArgParser.parse(); await TagJsons.pInit(); TagJsons.run(args); TagJsons.teardown(); diff --git a/node/util.js b/node/util.js index 17819bfa6a..b947ea76f0 100644 --- a/node/util.js +++ b/node/util.js @@ -138,25 +138,25 @@ PatchLoadJson._CACHED = null; class ArgParser { static parse () { - const ARGS = {}; process.argv .slice(2) .forEach(arg => { let [k, v] = arg.split("=").map(it => it.trim()).filter(Boolean); - if (v == null) ARGS[k] = true; + if (v == null) ArgParser.ARGS[k] = true; else { v = v .replace(/^"(.*)"$/, "$1") .replace(/^'(.*)'$/, "$1") ; - if (!isNaN(v)) ARGS[k] = Number(v); - else ARGS[k] = v; + if (!isNaN(v)) ArgParser.ARGS[k] = Number(v); + else ArgParser.ARGS[k] = v; } }); - return ARGS; + return ArgParser.ARGS; } } +ArgParser.ARGS = {}; module.exports = { dataRecurse, @@ -165,5 +165,5 @@ module.exports = { FILE_PREFIX_BLACKLIST, patchLoadJson: PatchLoadJson.patchLoadJson, unpatchLoadJson: PatchLoadJson.unpatchLoadJson, - parseArgs: ArgParser.parse, + ArgParser, }; diff --git a/optionalfeatures.html b/optionalfeatures.html index 65f0ae81d8..e32a7ef7a7 100644 --- a/optionalfeatures.html +++ b/optionalfeatures.html @@ -86,7 +86,7 @@

    Optional Features

    + class="glyphicon glyphicon-search" type="submit">
    diff --git a/package-lock.json b/package-lock.json index b40a2e653a..04b7a7e468 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,12 +1,12 @@ { "name": "pf2etools", - "version": "0.1.1", + "version": "0.1.2", "lockfileVersion": 2, "requires": true, "packages": { "": { "name": "pf2etools", - "version": "0.1.1", + "version": "0.1.2", "license": "MIT", "devDependencies": { "ajv": "^8.6.0", @@ -35,29 +35,29 @@ } }, "node_modules/@babel/compat-data": { - "version": "7.16.4", - "resolved": "https://registry.npmjs.org/@babel/compat-data/-/compat-data-7.16.4.tgz", - "integrity": "sha512-1o/jo7D+kC9ZjHX5v+EHrdjl3PhxMrLSOTGsOdHJ+KL8HCaEK6ehrVL2RS6oHDZp+L7xLirLrPmQtEng769J/Q==", + "version": "7.16.8", + "resolved": "https://registry.npmjs.org/@babel/compat-data/-/compat-data-7.16.8.tgz", + "integrity": "sha512-m7OkX0IdKLKPpBlJtF561YJal5y/jyI5fNfWbPxh2D/nbzzGI4qRyrD8xO2jB24u7l+5I2a43scCG2IrfjC50Q==", "dev": true, "engines": { "node": ">=6.9.0" } }, "node_modules/@babel/core": { - "version": "7.16.5", - "resolved": "https://registry.npmjs.org/@babel/core/-/core-7.16.5.tgz", - "integrity": "sha512-wUcenlLzuWMZ9Zt8S0KmFwGlH6QKRh3vsm/dhDA3CHkiTA45YuG1XkHRcNRl73EFPXDp/d5kVOU0/y7x2w6OaQ==", - "dev": true, - "dependencies": { - "@babel/code-frame": "^7.16.0", - "@babel/generator": "^7.16.5", - "@babel/helper-compilation-targets": "^7.16.3", - "@babel/helper-module-transforms": "^7.16.5", - "@babel/helpers": "^7.16.5", - "@babel/parser": "^7.16.5", - "@babel/template": "^7.16.0", - "@babel/traverse": "^7.16.5", - "@babel/types": "^7.16.0", + "version": "7.16.7", + "resolved": "https://registry.npmjs.org/@babel/core/-/core-7.16.7.tgz", + "integrity": "sha512-aeLaqcqThRNZYmbMqtulsetOQZ/5gbR/dWruUCJcpas4Qoyy+QeagfDsPdMrqwsPRDNxJvBlRiZxxX7THO7qtA==", + "dev": true, + "dependencies": { + "@babel/code-frame": "^7.16.7", + "@babel/generator": "^7.16.7", + "@babel/helper-compilation-targets": "^7.16.7", + "@babel/helper-module-transforms": "^7.16.7", + "@babel/helpers": "^7.16.7", + "@babel/parser": "^7.16.7", + "@babel/template": "^7.16.7", + "@babel/traverse": "^7.16.7", + "@babel/types": "^7.16.7", "convert-source-map": "^1.7.0", "debug": "^4.1.0", "gensync": "^1.0.0-beta.2", @@ -74,12 +74,12 @@ } }, "node_modules/@babel/core/node_modules/@babel/code-frame": { - 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"lodash.difference": "^4.5.0", - "lodash.forown": "^4.4.0", - "lodash.get": "^4.4.2", - "lodash.groupby": "^4.6.0", - "lodash.sortby": "^4.7.0", - "picocolors": "^1.0.0" + "picocolors": "^1.0.0", + "thenby": "^1.3.4" } }, "postcss-resolve-nested-selector": { @@ -9356,9 +9249,9 @@ "dev": true }, "qs": { - "version": "6.5.2", - "resolved": "https://registry.npmjs.org/qs/-/qs-6.5.2.tgz", - "integrity": "sha512-N5ZAX4/LxJmF+7wN74pUD6qAh9/wnvdQcjq9TZjevvXzSUo7bfmw91saqMjzGS2xq91/odN2dW/WOl7qQHNDGA==", + "version": "6.5.3", + "resolved": "https://registry.npmjs.org/qs/-/qs-6.5.3.tgz", + "integrity": "sha512-qxXIEh4pCGfHICj1mAJQ2/2XVZkjCDTcEgfoSQxc/fYivUZxTkk7L3bDBJSoNrEzXI17oUO5Dp07ktqE5KzczA==", "dev": true }, "queue-microtask": { @@ -9579,13 +9472,14 @@ "dev": true }, "resolve": { - "version": "1.20.0", - "resolved": "https://registry.npmjs.org/resolve/-/resolve-1.20.0.tgz", - "integrity": "sha512-wENBPt4ySzg4ybFQW2TT1zMQucPK95HSh/nq2CFTZVOGut2+pQvSsgtda4d26YrYcr067wjbmzOG8byDPBX63A==", + "version": "1.21.0", + "resolved": "https://registry.npmjs.org/resolve/-/resolve-1.21.0.tgz", + "integrity": "sha512-3wCbTpk5WJlyE4mSOtDLhqQmGFi0/TD9VPwmiolnk8U0wRgMEktqCXd3vy5buTO3tljvalNvKrjHEfrd2WpEKA==", "dev": true, "requires": { - "is-core-module": "^2.2.0", - "path-parse": "^1.0.6" + "is-core-module": "^2.8.0", + "path-parse": "^1.0.7", + "supports-preserve-symlinks-flag": "^1.0.0" } }, "resolve-from": { @@ -9968,9 +9862,9 @@ "dev": true }, "sshpk": { - "version": "1.16.1", - "resolved": "https://registry.npmjs.org/sshpk/-/sshpk-1.16.1.tgz", - "integrity": "sha512-HXXqVUq7+pcKeLqqZj6mHFUMvXtOJt1uoUx09pFW6011inTMxqI8BA8PM95myrIyyKwdnzjdFjLiE6KBPVtJIg==", + "version": "1.17.0", + "resolved": "https://registry.npmjs.org/sshpk/-/sshpk-1.17.0.tgz", + "integrity": "sha512-/9HIEs1ZXGhSPE8X6Ccm7Nam1z8KcoCqPdI7ecm1N33EzAetWahvQWVqLZtaZQ+IDKX4IyA2o0gBzqIMkAagHQ==", "dev": true, "requires": { "asn1": "~0.2.3", @@ -10307,6 +10201,12 @@ "has-flag": "^4.0.0" } }, + "supports-preserve-symlinks-flag": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/supports-preserve-symlinks-flag/-/supports-preserve-symlinks-flag-1.0.0.tgz", + "integrity": "sha512-ot0WnXS9fgdkgIcePe6RHNk1WA8+muPa6cSjeR3V8K27q9BB1rTE3R1p7Hv0z1ZyAc8s6Vvv8DIyWf681MAt0w==", + "dev": true + }, "svg-tags": { "version": "1.0.0", "resolved": "https://registry.npmjs.org/svg-tags/-/svg-tags-1.0.0.tgz", @@ -10314,9 +10214,9 @@ "dev": true }, "table": { - "version": "6.7.5", - "resolved": "https://registry.npmjs.org/table/-/table-6.7.5.tgz", - "integrity": "sha512-LFNeryOqiQHqCVKzhkymKwt6ozeRhlm8IL1mE8rNUurkir4heF6PzMyRgaTa4tlyPTGGgXuvVOF/OLWiH09Lqw==", + "version": "6.8.0", + "resolved": "https://registry.npmjs.org/table/-/table-6.8.0.tgz", + "integrity": "sha512-s/fitrbVeEyHKFa7mFdkuQMWlH1Wgw/yEXMt5xACT4ZpzWFluehAxRtUUQKPuWhaLAWhFcVx6w3oC8VKaUfPGA==", "dev": true, "requires": { "ajv": "^8.0.1", @@ -10392,6 +10292,12 @@ "integrity": "sha1-f17oI66AUgfACvLfSoTsP8+lcLQ=", "dev": true }, + "thenby": { + "version": "1.3.4", + "resolved": "https://registry.npmjs.org/thenby/-/thenby-1.3.4.tgz", + "integrity": "sha512-89Gi5raiWA3QZ4b2ePcEwswC3me9JIg+ToSgtE0JWeCynLnLxNr/f9G+xfo9K+Oj4AFdom8YNJjibIARTJmapQ==", + "dev": true + }, "to-fast-properties": { "version": "2.0.0", "resolved": "https://registry.npmjs.org/to-fast-properties/-/to-fast-properties-2.0.0.tgz", diff --git a/package.json b/package.json index d47a9a346d..22a49e66ae 100644 --- a/package.json +++ b/package.json @@ -1,7 +1,7 @@ { "name": "pf2etools", "author": "Pf2eTools", - "version": "0.1.2", + "version": "0.1.3", "license": "MIT", "description": "A site dedicated to making playing games with your friends as easy as possible.", "scripts": { @@ -13,7 +13,8 @@ "minify:json": "node node/minify-json.js", "test:js": "eslint js node", "test:styles": "stylelint scss/*.scss", - "test": "npm run test:js && npm run test:styles", + "test:data": "node test/test-all.js", + "test": "npm run test:js && npm run test:styles && npm run test:data", "build:css": "npm run build:css:main && npm run build:css:classes && npm run build:css:misc && npm run build:css:search", "build:css:main": "node-sass --source-map=true --output-style=compressed scss/main.scss css/style.css && postcss ./css/style.css --use autoprefixer -r", "build:css:classes": "node-sass --source-map=true --output-style=compressed scss/classes.scss css/classes.css && postcss ./css/classes.css --use autoprefixer -r", diff --git a/places.html b/places.html index 0f0ac85d40..9b28585df2 100644 --- a/places.html +++ b/places.html @@ -74,7 +74,7 @@

    Planes & Places

    + class="glyphicon glyphicon-search" type="submit">
    diff --git a/rituals.html b/rituals.html index e7520fd639..ef8fb2b1fe 100644 --- a/rituals.html +++ b/rituals.html @@ -77,7 +77,7 @@

    Rituals

    + class="glyphicon glyphicon-search" type="submit">
    diff --git a/scss/classes.scss b/scss/classes.scss index f03fd75f11..af6e3927c6 100644 --- a/scss/classes.scss +++ b/scss/classes.scss @@ -381,7 +381,7 @@ &wrp { align-items: baseline; position: sticky; - z-index: 1000; + z-index: 200; top: 7px; @media (max-width: $width-screen-md) { diff --git a/scss/pf2.scss b/scss/pf2.scss index 38377d74e9..f1cf6fe69d 100644 --- a/scss/pf2.scss +++ b/scss/pf2.scss @@ -364,6 +364,8 @@ .pf2-h1 { color: #5e0000; + position: relative; + width: 100%; margin: 0; padding: 0.3em 0 0; font-family: 'Taroca', sans-serif; @@ -376,18 +378,13 @@ &--collapse { position: absolute; right: 0; - margin-right: 0.435em; + line-height: 0.8em; } &--blue { color: #002664; } - .pf2-h--source { - display: none; - margin-bottom: -0.3em; - } - &:hover { .pf2-h--source { display: inline-block; @@ -413,6 +410,8 @@ .pf2-h2 { color: #002664; + position: relative; + width: 100%; margin: 0 0 0.1em; padding: 0; font-family: 'Taroca', sans-serif; @@ -422,7 +421,7 @@ text-align: left; &--collapse { - position: absolute; + position: relative; right: 0; margin-right: 0.5em; } @@ -471,10 +470,6 @@ margin: 1em 0 0; } - .pf2-h--source { - display: none; - } - &:hover { .pf2-h--source { display: inline-block; @@ -484,6 +479,7 @@ .pf2-h3 { color: #5e0000; + position: relative; margin: 0; padding: 0.6em 0 0; font-family: 'Gin', sans-serif; @@ -497,10 +493,6 @@ margin-left: auto !important; } - .pf2-h--source { - display: none; - } - &:hover { .pf2-h--source { display: inline-block; @@ -510,6 +502,7 @@ .pf2-h4 { color: #a86753; + position: relative; margin: 0; padding: 0.3em 0 0; font-family: 'Gin', sans-serif; @@ -521,10 +514,6 @@ vertical-align: bottom; text-align: left; - .pf2-h--source { - display: none; - } - &--lvl { margin-left: auto !important; } @@ -553,12 +542,12 @@ text-align: left; } -.pf2-h--source { - opacity: 60%; - font-size: 0.7em; - margin-left: 0.4em; - line-height: 1.2em; - align-self: flex-end; + +.pf2-h--collapse { + opacity: 40%; + position: absolute; + right: 0; + font-size: 0.5em; } .pf2-p { diff --git a/scss/ui-night.scss b/scss/ui-night.scss index fc76661ee0..1f1eec58b8 100644 --- a/scss/ui-night.scss +++ b/scss/ui-night.scss @@ -67,7 +67,10 @@ Shared UI components /* region Tabs */ .night-mode .ui-tab__ { &btn-tab-head { - &--active { + &--active, + &--active:focus, + &--active:hover, + &--active:active, { background-color: $rgb-btn-default-active--night; } } @@ -75,6 +78,7 @@ Shared UI components &wrp-tab-body { &--background { background: $rgb-bg--night; + border-color: $rgb-border-grey--trans-night; } } @@ -83,6 +87,13 @@ Shared UI components border-width: 2px; } } + +.night-mode .ui-tab-side__ { + &wrp-tab { + background: $rgb-bg--night; + border-color: $rgb-border-grey--trans-night; + } +} /* endregion */ /* region Proficiency */ diff --git a/search/index-alt-spell.json b/search/index-alt-spell.json index cb7ad0cd79..be2d7ffffc 100644 --- a/search/index-alt-spell.json +++ b/search/index-alt-spell.json @@ -1 +1 @@ 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Runes","s":30,"u":"mukradi%20summoning%20runes_ec4"},{"n":"Host Of Spirits","s":31,"u":"host%20of%20spirits_ec5"},{"n":"Imperious Darkside Mirror","s":31,"u":"imperious%20darkside%20mirror_ec5"},{"n":"Angry Vegetation","s":32,"u":"angry%20vegetation_ec6"},{"n":"Convergence Lattice","s":32,"u":"convergence%20lattice_ec6"},{"n":"Guthallath Rockslide","s":32,"u":"guthallath%20rockslide_ec6"},{"n":"Suffering Xulgaths","s":32,"u":"suffering%20xulgaths_ec6"},{"n":"Broken Rebus Attack","s":34,"u":"broken%20rebus%20attack_frp1"},{"n":"Sand Whirlwind","s":34,"u":"sand%20whirlwind_frp1"},{"n":"Air Rift","s":35,"u":"air%20rift_frp2"},{"n":"Collapsing Structure","s":35,"u":"collapsing%20structure_frp2"},{"n":"Floating Flamethrower","s":35,"u":"floating%20flamethrower_frp2"},{"n":"Freezing Floor Tiles","s":35,"u":"freezing%20floor%20tiles_frp2"},{"n":"Dimensional Darkside Mirror","s":36,"u":"dimensional%20darkside%20mirror_frp3"},{"n":"Malevolant Mannequins","s":2,"u":"malevolant%20mannequins_g%26g"},{"n":"Scroll Shock Trap","s":38,"u":"scroll%20shock%20trap_sli"},{"n":"Stalker Summoning Rune","s":38,"u":"stalker%20summoning%20rune_sli"},{"n":"Centipede Carcasses Trap","s":39,"u":"centipede%20carcasses%20trap_sot1"},{"n":"Electrified Water Ward","s":40,"u":"electrified%20water%20ward_sot2"},{"n":"Magic Starknives Trap","s":41,"u":"magic%20starknives%20trap_tio"},{"n":"Nightmare Terrain","s":41,"u":"nightmare%20terrain_tio"},{"n":"Tongues Of Flame","s":41,"u":"tongues%20of%20flame_tio"}]},"haunt":{"51":[{"n":"Bloodthirsty Urge","s":5,"u":"bloodthirsty%20urge_crb"},{"n":"Barzillai's Hounds","s":15,"u":"barzillai's%20hounds_aoa3"},{"n":"Phantom Bells","s":15,"u":"phantom%20bells_aoa3"},{"n":"Echoes Of Betrayal","s":16,"u":"echoes%20of%20betrayal_aoa4"},{"n":"Endless Elven Aging","s":17,"u":"endless%20elven%20aging_aoa5"},{"n":"Damurdiel's Vengeance","s":18,"u":"damurdiel's%20vengeance_aoa6"},{"n":"Hands Of The Forgotten","s":20,"u":"hands%20of%20the%20forgotten_aoe2"},{"n":"Blood Of Belcorra","s":25,"u":"blood%20of%20belcorra_av1"},{"n":"Stonescale Spirits","s":25,"u":"stonescale%20spirits_av1"},{"n":"Vengeful Furnace","s":25,"u":"vengeful%20furnace_av1"},{"n":"Watching Wall","s":25,"u":"watching%20wall_av1"},{"n":"Echoes Of Faith","s":29,"u":"echoes%20of%20faith_ec2"},{"n":"Raving Spirit","s":8,"u":"raving%20spirit_ec3"},{"n":"Host Of Spirits","s":31,"u":"host%20of%20spirits_ec5"},{"n":"Suffering Xulgaths","s":32,"u":"suffering%20xulgaths_ec6"},{"n":"Broken Rebus Attack","s":34,"u":"broken%20rebus%20attack_frp1"},{"n":"Sand Whirlwind","s":34,"u":"sand%20whirlwind_frp1"},{"n":"Wronged Monk's Wrath","s":34,"u":"wronged%20monk's%20wrath_frp1"},{"n":"Malevolant Mannequins","s":2,"u":"malevolant%20mannequins_g%26g"}]},"environmental":{"51":[{"n":"Quicksand","s":5,"u":"quicksand_crb"},{"n":"Yellow Mold","s":5,"u":"yellow%20mold_crb"},{"n":"Gloomglow Mushrooms","s":13,"u":"gloomglow%20mushrooms_aoa1"},{"n":"Town Hall Fire","s":13,"u":"town%20hall%20fire_aoa1"},{"n":"Ash Web","s":16,"u":"ash%20web_aoa4"},{"n":"Lifeleech Crystal Patch","s":16,"u":"lifeleech%20crystal%20patch_aoa4"},{"n":"Wailing Crystals","s":16,"u":"wailing%20crystals_aoa4"},{"n":"Dragonstorm","s":18,"u":"dragonstorm_aoa6"},{"n":"Lesser Dragonstorm","s":18,"u":"lesser%20dragonstorm_aoa6"},{"n":"Explosive Barrels","s":19,"u":"explosive%20barrels_aoe1"},{"n":"The Winder","s":23,"u":"the%20winder_aoe5"},{"n":"Daemonic Fog","s":27,"u":"daemonic%20fog_av3"},{"n":"Catacomb Cave-in","s":28,"u":"catacomb%20cave-in_ec1"},{"n":"Dream Pollen Pods","s":28,"u":"dream%20pollen%20pods_ec1"},{"n":"Ghost Crystal Cloud","s":29,"u":"ghost%20crystal%20cloud_ec2"},{"n":"Angry Vegetation","s":32,"u":"angry%20vegetation_ec6"},{"n":"Guthallath Rockslide","s":32,"u":"guthallath%20rockslide_ec6"},{"n":"Air Rift","s":35,"u":"air%20rift_frp2"},{"n":"Collapsing Structure","s":35,"u":"collapsing%20structure_frp2"},{"n":"Mogaru's Breath","s":35,"u":"mogaru's%20breath_frp2"},{"n":"Quaking Footfalls","s":35,"u":"quaking%20footfalls_frp2"},{"n":"Swatting Tail","s":35,"u":"swatting%20tail_frp2"},{"n":"Precarious Pile","s":37,"u":"precarious%20pile_ltiba"},{"n":"Agitated Carnivorous Plants","s":40,"u":"agitated%20carnivorous%20plants_sot2"}]},"r":{"51":[{"n":"Vision Of Dahak","s":14,"u":"vision%20of%20dahak_aoa2"}]},"are":{"51":[{"n":"Vision Of Dahak","s":14,"u":"vision%20of%20dahak_aoa2"}]},"environment":{"51":[{"n":"Inky Tendrils","s":24,"u":"inky%20tendrils_aoe6"}]},"kaiju":{"51":[{"n":"Mogaru's Breath","s":35,"u":"mogaru's%20breath_frp2"},{"n":"Swatting Tail","s":35,"u":"swatting%20tail_frp2"}]},"mehcanical":{"51":[{"n":"Web Lurker Noose","s":41,"u":"web%20lurker%20noose_tio"}]},"spellshot":{"8":[{"n":"Dispelling Bullet","s":2,"u":"dispelling%20bullet_g%26g"},{"n":"Energy Shot","s":2,"u":"energy%20shot_g%26g"},{"n":"Energy Shot","s":2,"u":"energy%20shot_g%26g"},{"n":"Recall Ammunition","s":2,"u":"recall%20ammunition_g%26g"}]},"energy":{"8":[{"n":"Conduct Energy","s":1,"u":"conduct%20energy_loag"}]},"[magical tradition]":{"65":[{"n":"Change Shape","s":9,"u":"change%20shape_bst"}]}},"m":{"s":{"LOME":0,"LOAG":1,"G&G":2,"AAWS":3,"APG":4,"CRB":5,"LOCG":6,"LOTGB":7,"EC3":8,"Bst":9,"Bst2":10,"Bst3":11,"GMG":12,"AoA1":13,"AoA2":14,"AoA3":15,"AoA4":16,"AoA5":17,"AoA6":18,"AoE1":19,"AoE2":20,"AoE3":21,"AoE4":22,"AoE5":23,"AoE6":24,"AV1":25,"AV2":26,"AV3":27,"EC1":28,"EC2":29,"EC4":30,"EC5":31,"EC6":32,"FoP":33,"FRP1":34,"FRP2":35,"FRP3":36,"LTiBA":37,"Sli":38,"SoT1":39,"SoT2":40,"TiO":41,"AoA0":42,"AoE0":43,"AV0":44,"EC0":45,"FRP0":46,"LOPSG":47,"LOWG":48,"SoM":49,"SoT0":50,"LOGM":51,"LOL":52,"AOA5":53,"AOE1":54,"AOE3":55,"NGD":56,"SOT2":57,"undefined":58,"AOA1":59,"ID":60,"SOT1":61}}} \ No newline at end of file diff --git a/spells.html b/spells.html index 806f081a22..bbd07a641e 100644 --- a/spells.html +++ b/spells.html @@ -84,7 +84,7 @@

    Spells

    + class="glyphicon glyphicon-search" type="submit">
    diff --git a/sw.js b/sw.js index 812df04365..1750ca5cff 100644 --- a/sw.js +++ b/sw.js @@ -9,7 +9,7 @@ // importScripts("./js/sw-files.js"); -const cacheName = /* PF2ETOOLS_VERSION__OPEN */"0.1.2"/* PF2ETOOLS_VERSION__CLOSE */; +const cacheName = /* PF2ETOOLS_VERSION__OPEN */"0.1.3"/* PF2ETOOLS_VERSION__CLOSE */; // const cacheableFilenames = new Set(filesToCache); let isCacheRunning; diff --git a/tables.html b/tables.html index 0e2e4faace..e8ce5901d3 100644 --- a/tables.html +++ b/tables.html @@ -77,7 +77,7 @@

    Tables

    + class="glyphicon glyphicon-search" type="submit">
    diff --git a/test/.eslintrc.js b/test/.eslintrc.js new file mode 100644 index 0000000000..3d7609718a --- /dev/null +++ b/test/.eslintrc.js @@ -0,0 +1,184 @@ +module.exports = { + "extends": "eslint:recommended", + "env": { + "browser": false, + "es6": true, + "jquery": true, + }, + "parserOptions": { + "ecmaVersion": "latest", + "sourceType": "module", + }, + "rules": { + "accessor-pairs": "off", + "arrow-spacing": ["error", {"before": true, "after": true}], + "block-spacing": ["error", "always"], + "brace-style": ["error", "1tbs", {"allowSingleLine": true}], + "comma-dangle": ["error", { + "arrays": "always-multiline", + "objects": "always-multiline", + "imports": "always-multiline", + "exports": "always-multiline", + "functions": "always-multiline", + }], + "comma-spacing": ["error", {"before": false, "after": true}], + "comma-style": ["error", "last"], + "constructor-super": "error", + "curly": ["error", "multi-line"], + "dot-location": ["error", "property"], + "eqeqeq": ["error", "always", {"null": "ignore"}], + "func-call-spacing": ["error", "never"], + "generator-star-spacing": ["error", {"before": false, "after": true}], + "handle-callback-err": ["error", "^(err|error)$"], + "indent": [ + "error", + "tab", + { + "SwitchCase": 1, + }, + ], + "key-spacing": ["error", {"beforeColon": false, "afterColon": true}], + "keyword-spacing": ["error", {"before": true, "after": true}], + "new-cap": ["error", {"newIsCap": true, "capIsNew": false}], + "new-parens": "error", + "no-array-constructor": "error", + "no-caller": "error", + "no-class-assign": "error", + "no-compare-neg-zero": "error", + "no-cond-assign": "error", + "no-const-assign": "error", + "no-constant-condition": ["error", {"checkLoops": false}], + "no-control-regex": "error", + "no-debugger": "error", + "no-delete-var": "error", + "no-dupe-args": "error", + "no-dupe-class-members": "error", + "no-dupe-keys": "error", + "no-duplicate-case": "error", + "no-empty-character-class": "error", + "no-empty-pattern": "error", + "no-eval": "error", + "no-ex-assign": "error", + "no-extra-bind": "error", + "no-extra-boolean-cast": "error", + "no-extra-parens": ["error", "functions"], + "no-fallthrough": "error", + "no-floating-decimal": "error", + "no-func-assign": "error", + "no-global-assign": "error", + "no-implied-eval": "error", + "no-inner-declarations": ["error", "functions"], + "no-invalid-regexp": "error", + "no-irregular-whitespace": "error", + "no-iterator": "error", + "no-label-var": "error", + "no-labels": ["error", {"allowLoop": true, "allowSwitch": false}], + "no-lone-blocks": "error", + "no-mixed-operators": ["error", { + "groups": [ + ["==", "!=", "===", "!==", ">", ">=", "<", "<="], + ["&&", "||"], + ["in", "instanceof"], + ], + "allowSamePrecedence": true, + }], + "no-mixed-spaces-and-tabs": "error", + "no-multi-spaces": "error", + "no-multi-str": "error", + "no-multiple-empty-lines": ["error", {"max": 1, "maxEOF": 0}], + "no-negated-in-lhs": "error", + "no-new": "error", + "no-new-func": "error", + "no-new-object": "error", + "no-new-require": "error", + "no-new-symbol": "error", + "no-new-wrappers": "error", + "no-obj-calls": "error", + "no-octal": "error", + "no-octal-escape": "error", + "no-path-concat": "error", + "no-proto": "error", + "no-redeclare": "error", + "no-regex-spaces": "error", + "no-return-await": "error", + "no-self-assign": "error", + "no-self-compare": "error", + "no-sequences": "error", + "no-shadow-restricted-names": "error", + "no-sparse-arrays": "error", + "no-template-curly-in-string": "error", + "no-this-before-super": "error", + "no-throw-literal": "error", + "no-trailing-spaces": "error", + "no-undef": "off", + "no-undef-init": "error", + "no-unexpected-multiline": "error", + "no-unmodified-loop-condition": "error", + "no-unneeded-ternary": ["error", {"defaultAssignment": false}], + "no-unreachable": "error", + "no-unsafe-finally": "error", + "no-unsafe-negation": "error", + "no-unused-expressions": ["error", { + "allowShortCircuit": true, + "allowTernary": true, + "allowTaggedTemplates": true, + }], + "no-unused-vars": "off", + "no-use-before-define": ["error", {"functions": false, "classes": false, "variables": false}], + "no-useless-call": "error", + "no-useless-computed-key": "error", + "no-useless-constructor": "error", + "no-useless-escape": "error", + "no-useless-rename": "error", + "no-useless-return": "error", + "no-whitespace-before-property": "error", + "no-with": "error", + "object-property-newline": ["error", {"allowMultiplePropertiesPerLine": true}], + "one-var": ["error", {"initialized": "never"}], + "operator-linebreak": ["error", "after", { + "overrides": { + "?": "before", + ":": "before", + "+": "before", + "-": "before", + "*": "before", + "/": "before", + "||": "before", + "&&": "before", + }, + }], + "padded-blocks": ["error", {"blocks": "never", "switches": "never", "classes": "never"}], + "prefer-promise-reject-errors": "error", + "rest-spread-spacing": ["error", "never"], + "semi": ["warn", "always"], + "semi-spacing": ["error", {"before": false, "after": true}], + "space-before-blocks": ["error", "always"], + "space-before-function-paren": ["error", "always"], + "space-in-parens": ["error", "never"], + "space-infix-ops": "error", + "space-unary-ops": ["error", {"words": true, "nonwords": false}], + "spaced-comment": ["error", "always", { + "line": {"markers": ["*package", "!", "/", ",", "="]}, + "block": { + "balanced": true, + "markers": ["*package", "!", ",", ":", "::", "flow-include"], + "exceptions": ["*"], + }, + }], + "symbol-description": "error", + "template-curly-spacing": ["error", "never"], + "template-tag-spacing": ["error", "never"], + "unicode-bom": ["error", "never"], + "use-isnan": "error", + "valid-typeof": ["error", {"requireStringLiterals": true}], + "wrap-iife": ["error", "any", {"functionPrototypeMethods": true}], + "yield-star-spacing": ["error", "both"], + "yoda": ["error", "never"], + "no-prototype-builtins": "off", + "require-atomic-updates": "off", + "no-console": 0, + "prefer-template": "error", + "quotes": ["error", "double", {"allowTemplateLiterals": true}], + "no-var": "error", + }, +}; diff --git a/test/.gitignore b/test/.gitignore new file mode 100644 index 0000000000..5592679ccd --- /dev/null +++ b/test/.gitignore @@ -0,0 +1 @@ +log-* diff --git a/test/schema-template/feats.json b/test/schema-template/feats/feats.json similarity index 97% rename from test/schema-template/feats.json rename to test/schema-template/feats/feats.json index 6f6e3e5a09..6425b07abf 100644 --- a/test/schema-template/feats.json +++ b/test/schema-template/feats/feats.json @@ -62,7 +62,7 @@ }, "activity": { "type": "object", - "$ref": "schema.json#/definitions/activity" + "$ref": "../schema.json#/definitions/activity" }, "access": { "type": "string" @@ -103,4 +103,4 @@ "required": [ "feat" ] -} \ No newline at end of file +} diff --git a/test/schema-template/schema.json b/test/schema-template/schema.json index 7a3c6d741d..b8393cfb64 100644 --- a/test/schema-template/schema.json +++ b/test/schema-template/schema.json @@ -263,7 +263,7 @@ "type": "array" }, "feat": { - "$ref": "feats.json#properties/feat" + "$ref": "feats/feats.json#properties/feat" }, "companion": { "type": "array" diff --git a/test/test-all.js b/test/test-all.js new file mode 100644 index 0000000000..633c88eecc --- /dev/null +++ b/test/test-all.js @@ -0,0 +1,23 @@ +"use strict"; + +function handleFail () { + console.error("Tests failed!"); + process.exit(1); +} + +async function main () { + let testsPassed = true; + // FIXME Once we have schemas, skipping these for now + // testsPassed = testsPassed && await require("./test-json"); + if (!testsPassed) handleFail(); + testsPassed = testsPassed && await require("./test-misc"); + if (!testsPassed) handleFail(); + process.exit(0); +} + +main() + .then(() => console.log("Tests complete.")) + .catch(e => { + console.error(e); + throw e; + }); diff --git a/test/test-json.js b/test/test-json.js new file mode 100644 index 0000000000..53297aa668 --- /dev/null +++ b/test/test-json.js @@ -0,0 +1,134 @@ +const fs = require("fs"); +require("../js/utils"); +const ut = require("../node/util.js"); +const Ajv = require("ajv").default; + +// Compile the schema +require("../node/compile-schemas.js"); + +// region Set up validator +const ajv = new Ajv({ + allowUnionTypes: true, +}); + +ajv.addKeyword({ + keyword: "version", + validate: false, +}); + +const DATE_REGEX = /^\d\d\d\d-\d\d-\d\d$/; +ajv.addFormat( + "date", + { + validate: (str) => DATE_REGEX.test(str), + }, +); +// endregion + +function handleError () { + const out = JSON.stringify(ajv.errors, null, 2); + console.error(out); + console.warn(`Tests failed`); + fs.writeFileSync("../log-test-json.json", out, "utf-8"); + return false; +} + +// add any implicit data to the JSON +function addImplicits (obj, lastKey) { + if (typeof obj !== "object") return; + if (obj == null) return; + if (obj instanceof Array) obj.forEach(it => addImplicits(it, lastKey)); + else { + // "obj.mode" will be set if this is in a "_copy" etc. block + if (lastKey === "spellcasting" && !obj.mode) obj.type = obj.type || "spellcasting"; + + Object.entries(obj).forEach(([k, v]) => addImplicits(v, k)); + } +} + +async function main () { + console.log(`##### Validating JSON against schemata #####`); + + // a probably-unnecessary directory shift to ensure the JSON schema internal references line up + const cacheDir = process.cwd(); + process.chdir(`${cacheDir}/test/schema`); + + const PRELOAD_SINGLE_FILE_SCHEMAS = [ + ]; + + const PRELOAD_COMMON_SINGLE_FILE_SCHEMAS = [ + ]; + + PRELOAD_SINGLE_FILE_SCHEMAS.forEach(schemaName => { + ajv.addSchema(ut.readJson(schemaName, "utf8"), schemaName); + }); + PRELOAD_COMMON_SINGLE_FILE_SCHEMAS.forEach(schemaName => { + const json = ut.readJson(schemaName, "utf8"); + ajv.addSchema(json, schemaName); + }); + + // Get schema files, ignoring directories + const schemaFiles = fs.readdirSync(`${cacheDir}/test/schema`) + .filter(file => file.endsWith(".json")); + + const SCHEMA_BLACKLIST = new Set([...PRELOAD_COMMON_SINGLE_FILE_SCHEMAS, "homebrew.json"]); + + for (let i = 0; i < schemaFiles.length; ++i) { + const schemaFile = schemaFiles[i]; + if (!SCHEMA_BLACKLIST.has(schemaFile)) { + const dataFile = schemaFile; // data and schema filenames match + + console.log(`Testing data/${dataFile}`.padEnd(50), `against schema/${schemaFile}`); + + const data = ut.readJson(`${cacheDir}/data/${dataFile}`); + // Avoid re-adding schemas we have already loaded + if (!PRELOAD_SINGLE_FILE_SCHEMAS.includes(schemaFile)) { + const schema = ut.readJson(schemaFile, "utf8"); + ajv.addSchema(schema, schemaFile); + } + + addImplicits(data); + const valid = ajv.validate(schemaFile, data); + if (!valid) return handleError(valid); + } + } + + // Get schema files in directories + const schemaDirectories = fs.readdirSync(`${cacheDir}/test/schema`) + .filter(category => !category.includes(".")); + + for (let i = 0; i < schemaDirectories.length; ++i) { + const schemaDir = schemaDirectories[i]; + console.log(`Testing category ${schemaDir}`); + const schemaFiles = fs.readdirSync(`${cacheDir}/test/schema/${schemaDir}`); + + const dataFiles = fs.readdirSync(`${cacheDir}/data/${schemaDir}`); + for (let i = 0; i < dataFiles.length; ++i) { + const dataFile = dataFiles[i]; + + const relevantSchemaFiles = schemaFiles.filter(schema => dataFile.startsWith(schema.split(".")[0])); + for (let i = 0; i < relevantSchemaFiles.length; ++i) { + const schemaFile = relevantSchemaFiles[i]; + const schemaKey = `${schemaDir}/${schemaFile}`; + + console.log(`Testing data/${schemaDir}/${dataFile}`.padEnd(50), `against schema/${schemaDir}/${schemaFile}`); + + const data = ut.readJson(`${cacheDir}/data/${schemaDir}/${dataFile}`); + const schema = ut.readJson(`${cacheDir}/test/schema/${schemaDir}/${schemaFile}`, "utf8"); + // only add the schema if we didn't do so already for this category + if (!ajv.getSchema(schemaKey)) ajv.addSchema(schema, schemaKey); + + addImplicits(data); + const valid = ajv.validate(schemaKey, data); + if (!valid) return handleError(valid); + } + } + } + + console.log(`All schema tests passed.`); + process.chdir(cacheDir); // restore working directory + + return true; +} + +module.exports = main(); diff --git a/test/test-misc.js b/test/test-misc.js new file mode 100644 index 0000000000..5946f01d97 --- /dev/null +++ b/test/test-misc.js @@ -0,0 +1,26 @@ +require("../js/utils.js"); + +function testCatIds () { + const errors = []; + Object.keys(Parser.CAT_ID_TO_FULL).forEach(catId => { + if (Parser.CAT_ID_TO_PROP[catId] === undefined) errors.push(`Missing property for ID: ${catId} (${Parser.CAT_ID_TO_FULL[catId]})`); + if (UrlUtil.CAT_TO_PAGE[catId] === undefined) errors.push(`Missing page for ID: ${catId} (${Parser.CAT_ID_TO_FULL[catId]})`); + }); + return errors; +} + +async function main () { + let anyErrors = false; + + const errorsCatIds = testCatIds(); + if (errorsCatIds.length) { + anyErrors = true; + console.error(`Category ID errors:`); + errorsCatIds.forEach(it => console.error(`\t${it}`)); + } + + if (!anyErrors) console.log("##### Misc Tests Passed #####"); + return !anyErrors; // invert the result as this is what the test runner expects +} + +module.exports = main(); diff --git a/traits.html b/traits.html index dde7286c1e..f0d4f5eb13 100644 --- a/traits.html +++ b/traits.html @@ -86,7 +86,7 @@

    Traits

    + class="glyphicon glyphicon-search" type="submit">
    diff --git a/variantrules.html b/variantrules.html index f91bda338f..36f3facb41 100644 --- a/variantrules.html +++ b/variantrules.html @@ -77,7 +77,7 @@

    Variant Rules

    + class="glyphicon glyphicon-search" type="submit">
    diff --git a/vehicles.html b/vehicles.html index bb070691ed..5d9a3bd09f 100644 --- a/vehicles.html +++ b/vehicles.html @@ -74,7 +74,7 @@

    Vehicles

    + class="glyphicon glyphicon-search" type="submit">