From 8c01491f0eefad3770cd7fde42c693d999220a13 Mon Sep 17 00:00:00 2001 From: mrvauxs Date: Tue, 9 Jan 2024 20:44:44 +0000 Subject: [PATCH] v0.8.8 --- css/classes.css | 619 +- css/search.css | 71 +- css/style.css | 9468 +---------- data/actions.json | 2 - data/ancestries/versatile-heritages.json | 87 +- data/archetypes.json | 84 +- data/backgrounds/backgrounds-roe.json | 64 +- data/bestiary/creatures-aoa6.json | 2 +- data/bestiary/creatures-aoe5.json | 2 +- data/bestiary/creatures-b2.json | 14 +- data/bestiary/creatures-b3.json | 19 +- data/bestiary/creatures-lomm.json | 2 +- data/bestiary/creatures-ooa2.json | 2 +- data/changelog.json | 10 +- data/class/class-sorcerer.json | 2 +- data/companionsfamiliars.json | 4124 +++-- data/conditions.json | 2 +- data/deities.json | 796 +- data/domains.json | 22 +- data/feats/feats-crb.json | 22 +- data/feats/feats-da.json | 13 +- data/feats/feats-roe.json | 66 +- data/feats/feats-tv.json | 2 +- data/fluff-creaturetemplates.json | 2 +- data/generated/bookref-gmscreen.json | 9007 +---------- data/generated/bookref-quick.json | 9002 +---------- data/hazards.json | 2 +- data/items/items-aoa6.json | 2 +- data/items/items-b1.json | 55 + data/items/items-gmg.json | 2 +- data/items/items-lotgb.json | 2 +- data/items/items-tv.json | 2 +- data/places.json | 56 +- data/quickrules.json | 14 +- data/renderdemo.json | 2 - data/rituals.json | 1414 +- data/sources.json | 12 +- data/spells/index.json | 4 +- data/spells/spells-aoe2.json | 11 +- data/spells/spells-loil.json | 2 - data/spells/spells-pc1.json | 14064 +++++++++++++++++ data/spells/spells-roe.json | 5610 +++++++ data/spells/spells-som.json | 165 +- data/tables.json | 2 +- data/traits.json | 155 +- data/variantrules.json | 12 +- data/vehicles.json | 135 + js/filter-backgrounds.js | 70 +- js/filter-spells.js | 201 +- js/parser.js | 18 +- js/utils.js | 2 +- package.json | 2 +- test/schema-template/_generated/sources.json | 3 +- test/schema-template/_generated/traits.json | 320 +- test/schema-template/spells.json | 3 + 55 files changed, 25773 insertions(+), 30075 deletions(-) create mode 100644 data/spells/spells-pc1.json create mode 100644 data/spells/spells-roe.json diff --git a/css/classes.css b/css/classes.css index e6bca7e9ec..5334d20c75 100644 --- a/css/classes.css +++ b/css/classes.css @@ -1,618 +1,3 @@ -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - 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"Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -input[type="checkbox"]:checked { - -webkit-filter: grayscale(100%); -} -input[type="radio"]:checked { - -webkit-filter: grayscale(100%); -} -.glyphicon-send { - top: 2px; - right: 1px; -} -.roller { - color: #337ab7; - cursor: pointer; -} -.text-muted a { - color: #7096b7; -} -.font-ui { - font-family: Arial, 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100%; -} -.hr-5 { - margin-top: 3rem !important; - margin-bottom: 3rem !important; - width: 100%; -} -.m-auto { - margin: auto !important; -} -.m-0 { - margin: 0 !important; -} -.m-1 { - margin: 0.25rem !important; -} -.m-2 { - margin: 0.5rem !important; -} -.m-3 { - margin: 1rem !important; -} -.m-4 { - margin: 1.5rem !important; -} -.m-5 { - margin: 3rem !important; -} -.mt-auto { - margin-top: auto !important; -} -.mt-0 { - margin-top: 0 !important; -} -.mt-1 { - margin-top: 0.25rem !important; -} -.mt-2 { - margin-top: 0.5rem !important; -} -.mt-3 { - margin-top: 1rem !important; -} -.mt-4 { - margin-top: 1.5rem !important; -} -.mt-5 { - margin-top: 3rem !important; -} -.mr-auto { - margin-right: auto !important; -} -.mr-0 { - margin-right: 0 !important; -} -.mr-1 { - margin-right: 0.25rem !important; -} -.mr-2 { - margin-right: 0.5rem !important; -} -.mr-3 { - margin-right: 1rem !important; -} -.mr-4 { - margin-right: 1.5rem !important; -} -.mr-5 { - margin-right: 3rem !important; -} -.mb-auto { - margin-bottom: auto !important; -} -.mb-0 { - margin-bottom: 0 !important; -} -.mb-1 { - margin-bottom: 0.25rem !important; -} -.mb-2 { - margin-bottom: 0.5rem !important; -} -.mb-3 { - margin-bottom: 1rem !important; -} -.mb-4 { - margin-bottom: 1.5rem !important; -} -.mb-5 { - margin-bottom: 3rem !important; -} -.ml-auto { - margin-left: auto !important; -} -.ml-0 { - margin-left: 0 !important; -} -.ml-1 { - margin-left: 0.25rem !important; -} -.ml-2 { - margin-left: 0.5rem !important; -} -.ml-3 { - margin-left: 1rem !important; -} -.ml-4 { - margin-left: 1.5rem !important; -} -.ml-5 { - margin-left: 3rem !important; -} -.my-auto { - margin-top: auto !important; - margin-bottom: auto !important; -} -.my-0 { - margin-top: 0 !important; - margin-bottom: 0 !important; -} -.my-1 { - margin-top: 0.25rem !important; - margin-bottom: 0.25rem !important; -} -.my-2 { - margin-top: 0.5rem !important; - margin-bottom: 0.5rem !important; -} -.my-3 { - margin-top: 1rem !important; - margin-bottom: 1rem !important; -} -.my-4 { - margin-top: 1.5rem !important; - margin-bottom: 1.5rem !important; -} -.my-5 { - margin-top: 3rem !important; - margin-bottom: 3rem !important; -} -.mx-auto { - margin-right: auto !important; - margin-left: auto !important; -} -.mx-0 { - margin-right: 0 !important; - margin-left: 0 !important; -} -.mx-1 { - margin-right: 0.25rem !important; - margin-left: 0.25rem !important; -} -.mx-2 { - margin-right: 0.5rem !important; - margin-left: 0.5rem !important; -} -.mx-3 { - margin-right: 1rem !important; - margin-left: 1rem !important; -} -.mx-4 { - margin-right: 1.5rem !important; - margin-left: 1.5rem !important; -} -.mx-5 { - margin-right: 3rem !important; - margin-left: 3rem !important; -} -.p-0 { - padding: 0 !important; -} -.p-1 { - padding: 0.25rem !important; -} -.p-2 { - padding: 0.5rem !important; -} -.p-3 { - padding: 1rem !important; -} -.p-4 { - padding: 1.5rem !important; -} -.p-5 { - padding: 3rem !important; -} -.pt-0 { - padding-top: 0 !important; -} -.pt-1 { - padding-top: 0.25rem !important; -} -.pt-2 { - padding-top: 0.5rem !important; -} -.pt-3 { - padding-top: 1rem !important; -} -.pt-4 { - padding-top: 1.5rem !important; -} -.pt-5 { - padding-top: 3rem !important; -} -.pr-0 { - padding-right: 0 !important; -} -.pr-1 { - padding-right: 0.25rem !important; -} -.pr-2 { - padding-right: 0.5rem !important; -} -.pr-3 { - padding-right: 1rem !important; -} -.pr-4 { - padding-right: 1.5rem !important; -} -.pr-5 { - padding-right: 3rem !important; -} -.pb-0 { - padding-bottom: 0 !important; -} -.pb-1 { - padding-bottom: 0.25rem !important; -} -.pb-2 { - padding-bottom: 0.5rem !important; -} -.pb-3 { - padding-bottom: 1rem !important; -} -.pb-4 { - padding-bottom: 1.5rem !important; -} -.pb-5 { - padding-bottom: 3rem !important; -} -.pl-0 { - padding-left: 0 !important; -} -.pl-1 { - padding-left: 0.25rem !important; -} -.pl-2 { - padding-left: 0.5rem !important; -} -.pl-3 { - padding-left: 1rem !important; -} -.pl-4 { - padding-left: 1.5rem !important; -} -.pl-5 { - padding-left: 3rem !important; -} -.py-0 { - padding-top: 0 !important; - padding-bottom: 0 !important; -} -.py-1 { - padding-top: 0.25rem !important; - padding-bottom: 0.25rem !important; -} -.py-2 { - padding-top: 0.5rem !important; - padding-bottom: 0.5rem !important; -} -.py-3 { - padding-top: 1rem !important; - padding-bottom: 1rem !important; -} -.py-4 { - padding-top: 1.5rem !important; - padding-bottom: 1.5rem !important; -} -.py-5 { - padding-top: 3rem !important; - padding-bottom: 3rem !important; -} -.px-0 { - padding-right: 0 !important; - padding-left: 0 !important; -} -.px-1 { - padding-right: 0.25rem !important; - padding-left: 0.25rem !important; -} -.px-2 { - padding-right: 0.5rem !important; - padding-left: 0.5rem !important; -} -.px-3 { - padding-right: 1rem !important; - padding-left: 1rem !important; -} -.px-4 { - padding-right: 1.5rem !important; - padding-left: 1.5rem !important; -} -.px-5 { - padding-right: 3rem !important; - padding-left: 3rem !important; -} -.py-1px { - padding-top: 1px !important; - padding-bottom: 1px !important; -} -.dropdown-menu > li > a.dropdown-ext-link { - display: flex; - justify-content: space-between; -} -.dropdown-menu > li > a.dropdown-ext-link:hover { - padding-right: 10px; -} -.dropdown-menu > li > span { - cursor: pointer; - display: block; - padding: 3px 20px; - clear: both; - font-weight: 400; - line-height: 1.42857143; - color: #333; - white-space: nowrap; -} -.dropdown-menu > li > span:focus, -.dropdown-menu > li > span:hover { - color: #262626; - text-decoration: none; - background-color: #f5f5f5; -} -.dropdown-menu > .disabled > span { - pointer-events: none; - color: #777; -} -.dropdown-menu > .disabled > span:focus, -.dropdown-menu > .disabled > span:hover { - color: #777; - text-decoration: none; - cursor: not-allowed; - background-color: rgba(0, 0, 0, 0); - background-image: none; -} -.dropdown-menu > .ctx-danger > span { - background: #d9534f; - color: #fff; -} -.dropdown-menu > .ctx-danger > span:focus, -.dropdown-menu > .ctx-danger > span:hover { - color: #fff; - text-decoration: none; - background-color: #ac2925; -} -.dropdown-ext-link > .glyphicon { - top: 3px; - display: none; -} -.dropdown-ext-link:hover > .glyphicon { - display: inline-block; -} -nav .dropdown-menu > .active > a { - background-color: #002664; -} -.caret--right { - transform: rotate(270deg); -} -.caret--reverse { - transform: rotate(180deg); -} -.dnd-font { - font-family: "Andada", serif; - font-variant: small-caps; - font-weight: 500; -} -.stripe-even:nth-child(even) { - background: rgba(136, 136, 136, 0.0941176471); -} -.stripe-even--faint:nth-child(even) { - background: rgba(187, 187, 187, 0.0941176471); -} -.stripe-odd:nth-child(odd) { - background: rgba(136, 136, 136, 0.0941176471); -} -.stripe-odd--faint:nth-child(odd) { - background: rgba(187, 187, 187, 0.0941176471); -} -.border-dotted { - border-style: dotted !important; -} -.input-group > input.form-control, -.input-group > label, -.input-group > button, -.input-group > a.btn { - border-radius: 0; - border-right: 0; -} -.input-group > input.form-control:first-child, -.input-group > label:first-child, -.input-group > button:first-child, -.input-group > a.btn:first-child { - border-top-left-radius: 3px; - border-bottom-left-radius: 3px; -} -.input-group > input.form-control:last-child, -.input-group > label:last-child, -.input-group > button:last-child, -.input-group > a.btn:last-child { - border-top-right-radius: 3px; - border-bottom-right-radius: 3px; - border-right: 1px solid #ccc; -} -.input-group--top input.form-control:first-child, -.input-group--top label:first-child, -.input-group--top button:first-child, -.input-group--top a.btn:first-child { - border-bottom-left-radius: 0; -} -.input-group--top input.form-control:last-child, -.input-group--top label:last-child, -.input-group--top button:last-child, -.input-group--top a.btn:last-child { - border-bottom-right-radius: 0; -} -.input-group--middle input.form-control, -.input-group--middle label, -.input-group--middle button, -.input-group--middle a.btn { - border-top: 0; -} -.input-group--middle input.form-control:first-child, -.input-group--middle label:first-child, -.input-group--middle button:first-child, -.input-group--middle a.btn:first-child { - border-radius: 0; -} -.input-group--middle input.form-control:last-child, -.input-group--middle label:last-child, -.input-group--middle button:last-child, -.input-group--middle a.btn:last-child { - border-radius: 0; -} -.input-group--bottom input.form-control, -.input-group--bottom label, -.input-group--bottom button, -.input-group--bottom a.btn { - border-top: 0; -} -.input-group--bottom input.form-control:first-child, -.input-group--bottom label:first-child, -.input-group--bottom button:first-child, -.input-group--bottom a.btn:first-child { - border-top-left-radius: 0; -} -.input-group--bottom input.form-control:last-child, -.input-group--bottom label:last-child, -.input-group--bottom button:last-child, -.input-group--bottom a.btn:last-child { - border-top-right-radius: 0; -} -.night-mode .input-group > input.form-control:last-child, -.night-mode .input-group > label:last-child, -.night-mode .input-group > button:last-child, -.night-mode .input-group > a.btn:last-child { - border-right-color: #555; -} -.hidden, -.ve-hidden { - display: none !important; -} -@media only screen and (min-width: 769px) { - .mobile__visible { - display: none !important; - } -} -@media only screen and (max-width: 768px) { - .mobile__hidden { - display: none !important; - } - .mobile__text-center { - text-align: center !important; - } - .mobile__flex-col { - display: flex !important; - flex-direction: column !important; - } - .mobile__flex-col-reverse { - display: flex !important; - flex-direction: column-reverse !important; - } - .mobile__flex-ai-start { - align-items: flex-start !important; - } - .mobile__w-100 { - width: 100% !important; - } - .mobile__max-w-100 { - max-width: 100% !important; - } - .mobile__m-1 { - margin: 0.25rem !important; - } - .mobile__mb-2 { - margin-bottom: 0.5rem !important; - } -} -.last-mr-0:last-child { - margin-right: 0 !important; -} -.bootstrap-select .dropdown-menu .notify { - background-color: #d9534f; - color: #fff; - border-color: #d43f3a; -} -.night-mode .bootstrap-select .dropdown-menu .notify { - background-color: #7e3a38; - color: #bbb; - border-color: #d43f3a; -} -.bootstrap-select .dropdown-menu .notify { - background-color: #d9534f; - color: #fff; - border-color: #d43f3a; -} -.night-mode .bootstrap-select .dropdown-menu .notify { - background-color: #7e3a38; - color: #bbb; - border-color: #d43f3a; -} -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -@keyframes rd__spin { - from { - transform: rotate(0deg); - } - to { - transform: rotate(360deg); - } -} -.rd__b p { - margin-bottom: 5px; -} -.rd__b--0, -.rd__b--1, -.rd__b--2, -.rd__b--3, -.rd__b--4 { - margin-bottom: 5px; -} -.rd__b--0:last-child, -.rd__b--1:last-child, -.rd__b--2:last-child, -.rd__b--3:last-child, -.rd__b--4:last-child { - margin-bottom: 0; -} -.rd__b--0 > *:last-child, -.rd__b--1 > *:last-child, -.rd__b--2 > *:last-child, -.rd__b--3 > *:last-child, -.rd__b--4 > *:last-child { - margin-bottom: 0; -} -.rd__hr { - border-color: rgba(170, 170, 170, 0.4); - margin: 17px 0 5px; -} -.rd__hr--section { - margin: 30px 0 5px; -} -.rd__list { - margin-top: 5px; - margin-bottom: 10px; - padding-left: 24px; - text-indent: 0; -} -.rd__list + .rd__list { - margin-top: -5px; -} -.rd__list > .rd__list { - margin-bottom: 0; -} -.rd__li { - margin-bottom: 5px; -} -.rd__compact-stats { - display: flex; - flex-wrap: wrap; - justify-content: space-between; - align-items: flex-start; - align-content: flex-start; -} -.rd__title-link { - opacity: 0.3; - font-size: 14px; - font-weight: normal; -} -.rd__title-link--inset { - font-size: 12px; -} -.rd__wrp-image { - margin: 5px auto 0; - text-align: center; -} -.rd__image { - max-width: 100%; - max-height: 60vh; - cursor: zoom-in; -} -.rd__wrp-map { - max-width: 33%; - margin: 0 auto; -} -.rd__wrp-gallery { - display: flex; - flex-wrap: wrap; - justify-content: center; - align-items: flex-end; -} -.rd__wrp-gallery-image { - padding: 0 10px 10px; - max-width: 33%; -} -.rd__quote-line--last { - margin-bottom: 5px; -} -.rd__quote-by { - width: 100%; - text-align: right; - display: block; -} -.rd__p-cont-indent { - display: block; - text-indent: 1em; -} -.rd__tab-indent { - width: 1em; - display: inline-block; -} -.rd__image-title { - width: 100%; - text-align: center; - font-style: italic; - margin-top: 3px; -} -.rd__image-title-inner { - border-bottom: 1px solid #ccc; - display: inline; -} -.rd__image-btn-viewer { - font-style: initial; -} -.rd__scroller-viewer { - scrollbar-width: auto; -} -.rd__scroller-viewer::-webkit-scrollbar { - width: 15px; - height: 15px; -} -.rd__prerequisite { - font-style: italic; - display: block; -} -.rd__li-spell { - margin: 0; -} -.rd__list-hang-notitle { - text-indent: -1.1em; - margin-left: 1.1em; - padding: 0; - list-style: none; -} -.rd__list-hang-notitle > .rd__li { - margin-bottom: 3px; -} -.rd__list-hang-notitle > .rd__li > * { - margin: 0 0 3px; -} -.rd__list-hang-notitle > .rd__li > ul { - text-indent: 0; -} -.rd__list-hang { - list-style: none; -} -.rd__list-hang > li > *:not(::marker) { - text-indent: -1.1em; - margin-left: 1.1em; -} -.rd__list-decimal { - list-style: decimal; -} -.rd__list-lower-roman { - list-style: lower-roman; -} -.rd__list-no-bullets { - list-style: none; - padding: 0 1em; -} -.rd__list-no-bullets > .rd__li { - margin-bottom: 0; -} -.rd__list-no-bullets-indent { - list-style: none; - padding: 0 0 0 1em; -} -.rd__list-no-bullets-indent > .rd__li { - margin-bottom: 0; - text-indent: -1em; - padding-left: 1em; -} -.rd__list-name { - margin: 0; - font-weight: bold; -} -.rd__h--0 { - color: #822000; - font-family: "Andada", serif; - font-variant: small-caps; - font-weight: 500; - display: flex; - justify-content: space-between; - align-items: center; - font-size: 1.8em; -} -.rd__h--1 { - color: #822000; - font-family: "Andada", serif; - font-variant: small-caps; - font-weight: 500; - display: flex; - justify-content: space-between; - align-items: center; - font-size: 1.5em; - border-bottom: 1px solid #822000; - margin: 0 0 0.2em; -} -.rd__h--2 { - color: #822000; - font-family: "Andada", serif; - font-variant: small-caps; - font-weight: 500; - display: flex; - justify-content: space-between; - align-items: center; - font-size: 1.4em; -} -.rd__h--2-inset { - font-variant: small-caps; - font-weight: bolder; - font-size: 1.1em; - display: flex; - justify-content: space-between; - align-items: center; -} -.rd__h--2-flow-block { - display: block; - font-variant: small-caps; - font-weight: bolder; - font-size: 1.1em; - text-align: center; -} -.rd__h--3 { - font-weight: bold; - font-style: italic; -} -.rd__h--4 { - font-style: italic; -} -.rd__b--3 > p, -.rd__b--4 > p { - text-indent: 0.7em; - margin-bottom: 0; -} -.rd__b--3 > p:first-of-type, -.rd__b--4 > p:first-of-type { - display: inline; -} -.rd__b-inset > p { - text-indent: 0.7em; - margin-bottom: 0; -} -.rd__b-inset { - margin: 7px 15px; - padding: 5px 10px; - box-shadow: 0 0 4px 0 #988e7c; - border: 1px solid #656565; - border-top: 2px solid #656565; - border-bottom: 2px solid #656565; - background-color: #e9ecda; -} -.rd__b-inset > *:last-of-type { - margin-bottom: 0; -} -.rd__b-inset--readaloud { - box-shadow: 0 0 4px 0 #988e7c; - border: 1px solid #656565; - border-left: 2px solid #656565; - border-right: 2px solid #656565; - background-color: #eef0f3; -} -.rd__b-inset-inner { - margin-top: 10px; -} -.rd__b-data { - box-shadow: 0 0 4px 0 #988e7c; - background-color: rgba(156, 150, 120, 0.1); - margin: 0.3em; - padding: 0.3em; - clear: both; -} -.rd__data-embed-header { - cursor: pointer; - font-family: "Andada", serif; - font-variant: small-caps; - text-transform: uppercase; - font-weight: bold; -} -.rd__data-embed-header:hover { - background: rgba(100, 100, 100, 0.08); -} -.rd__data-embed-toggle { - margin-left: 0.3em; - font-weight: 700; -} -.rd__wrp-loadbrew--ready { - cursor: pointer; - text-decoration: underline; -} -.rd__loadbrew-icon { - text-indent: 0; - margin-left: 2px; - transition-property: transform; - transition-duration: 1s; -} -.rd__loadbrew-icon--active { - animation-name: rd__spin; - animation-duration: 1.2s; - animation-iteration-count: infinite; - animation-timing-function: linear; -} -.rd__comic { - font-family: "Blambot Casual", sans-serif; - color: #1942be; -} -.rd__comic--h1 { - font-size: 140%; - font-variant: small-caps; -} -.rd__comic--h2 { - font-size: 130%; -} -.rd__comic--h3 { - font-size: 120%; -} -.rd__comic--h4 { - font-size: 110%; -} -.rd__comic--note { - opacity: 0.7; -} -.rd__comic-img-speaker { - margin-top: -20px; - margin-bottom: -20px; -} -.rd__comic-img-speaker--left { - float: left; - margin-right: 0; - margin-left: -20px; -} -.rd__comic-img-speaker--right { - float: right; - margin-right: -20px; - margin-left: 0; -} -.rd__comic-img-speaker::after { - content: ""; - clear: both; - display: block; -} -.rd__img-small { - max-width: 25vw; - max-height: 25vh; -} -.rd__img-cover { - max-width: 100%; - max-height: 100vh; -} -.rd__s-v-flow { - height: 15px; - width: 0; - border-left: 1px solid #656565; - border-right: 1px solid #656565; - margin: 0 auto; -} -.rd__b-flow { - margin: 0 15px; - padding: 5px 10px; - box-shadow: 0 0 4px 0 #988e7c; - border: 1px solid #656565; - border-top: 2px solid #656565; - border-bottom: 2px solid #656565; - background-color: #ece4da; -} -.rd__b-flow > *:last-of-type { - margin-bottom: 0; -} -.rd__stats-name-page { - font-family: "Convergence", Arial, sans-serif; - font-size: 12px; - color: #333; - font-weight: 100; -} -.rd__pre-wrap { - white-space: pre-wrap; -} -.rd__highlight { - background-color: #ff0; -} -.rd-item__type-rarity-attunement { - font-style: italic; - color: #000; -} -.rd-spell__level-school-ritual { - font-style: italic; - color: #000; -} -td > .rd__b:last-child { - margin-bottom: 0; -} -.subclass-feature .rd__h--0, -.subclass-feature .rd__h--1, -.subclass-feature .rd__h--2 { - color: #337ab7; - border-bottom-color: #337ab7; -} -.spicy-sauce .rd__h--0, -.spicy-sauce .rd__h--1, -.spicy-sauce .rd__h--2 { - color: #1d965d; - border-bottom-color: #1d965d; -} -.spicy-sauce:not(.subclass-feature):not(.subclass-feature--sub) .rd__h--0, -.spicy-sauce:not(.subclass-feature):not(.subclass-feature--sub) .rd__h--1, -.spicy-sauce:not(.subclass-feature):not(.subclass-feature--sub) .rd__h--2 { - color: #827e00; - border-bottom-color: #827e00; -} -.refreshing-brew .rd__h--0, -.refreshing-brew .rd__h--1, -.refreshing-brew .rd__h--2 { - color: #8c3b96; - border-bottom-color: #8c3b96; -} -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -.night-mode .rd__h--0, -.night-mode .rd__h--1, -.night-mode .rd__h--2 { - color: #d29a38; -} -.night-mode .rd__h--1 { - border-bottom-color: #d29a38; -} -.night-mode .rd__h--4 { - color: #c2c2c2; -} -.night-mode .rd__h--3 { - color: #c2c2c2; -} -.night-mode .rd__-image-title-inner { - border-color: #555; -} -.night-mode .rd__b-inset { - background-color: #323431; -} -.night-mode .rd__b-inset--readaloud { - background-color: #28303a; -} -.night-mode .rd__b-flow { - background-color: #38352f; -} -.night-mode .rd__comic { - color: #95aaea; -} -.night-mode .rd__stats-name-page { - color: #bbb; -} -.night-mode .rd__highlight { - background-color: #cc0; - color: #222; -} -.night-mode .rd-item__type-rarity-attunement { - color: #bbb; -} -.night-mode .rd-spell__level-school-ritual { - color: #bbb; -} -.subclass-feature .rd__h--0, -.subclass-feature .rd__h--1, -.subclass-feature .rd__h--2 { - color: #337ab7; - border-bottom-color: #337ab7; -} -.spicy-sauce .rd__h--0, -.spicy-sauce .rd__h--1, -.spicy-sauce .rd__h--2 { - color: #179e50; - border-bottom-color: #179e50; -} -.spicy-sauce:not(.subclass-feature):not(.subclass-feature--sub) .rd__h--0, -.spicy-sauce:not(.subclass-feature):not(.subclass-feature--sub) .rd__h--1, -.spicy-sauce:not(.subclass-feature):not(.subclass-feature--sub) .rd__h--2 { - color: #a2ce42; - border-bottom-color: #a2ce42; -} -.refreshing-brew .rd__h--0, -.refreshing-brew .rd__h--1, -.refreshing-brew .rd__h--2 { - color: #aa40b4; - border-bottom-color: #aa40b4; -} -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -.nav .dropdown-menu--top { - margin-top: 0; - border-top-left-radius: 0; - border-top-right-radius: 0; -} -@media (max-width: 768px) { - .nav > li > a { - border: 1px solid #ccc; - } - .night-mode .nav > li > a { - border-color: #555; - } - .nav .caret--right { - transform: none; - } - .nav .dropdown-menu--side { - top: 100%; - left: 0; - } -} -.night-mode .nav > li:not(.active) > a { - color: #bbb; - background-color: #222; - border: 1px solid rgba(85, 85, 85, 0.6274509804); - border-top: 0; -} -.night-mode .nav > li:not(.active) > a:focus, -.night-mode .nav > li:not(.active) > a:hover { - background-color: #272727; - color: #fff; -} -.night-mode .nav > li.active > a:focus, -.night-mode .nav > li.active > a:hover { - color: #fff; -} -.night-mode .nav li.open > a, -.night-mode .nav li.open > a:focus, -.night-mode .nav li.open > a:hover { - background-color: #272727; - border-left: 1px solid #337ab7; - border-right: 1px solid #337ab7; - border-color: #337ab7; -} -.night-mode .nav li.active.open > a, -.night-mode .nav li.active.open > a:focus, -.night-mode .nav li.active.open > a:hover { - background-color: #333; -} -.nav2-list__label { - padding: 0 20px; -} -.nav2-list__disp-source { - display: inline-block; - height: 15px; - border-left: 1px solid; - position: relative; - border-right: 1px solid; - top: 2px; - margin-right: 7px; - margin-left: 4px; -} -.nav2-accord__head { - padding: 3px 7px 3px 20px; -} -.nav2-accord__head:focus, -.nav2-accord__head:hover { - background-color: #f5f5f5; -} -.nav2-accord__head--active { - background: #337ab7; - color: #fff; -} -.nav2-accord__head--active:focus, -.nav2-accord__head--active:hover { - background: #7398b7; -} -.nav2-accord__body { - padding: 3px 0 3px 35px; - display: flex; - flex-direction: column; -} -.nav2-accord__lnk-item { - padding: 3px 20px; - color: #333; -} -.nav2-accord__lnk-item:focus, -.nav2-accord__lnk-item:hover { - background-color: #f5f5f5; - text-decoration: none; -} -.nav2-accord__lnk-item--active { - background: #337ab7; - color: #fff; -} -.nav2-accord__lnk-item--active:focus, -.nav2-accord__lnk-item--active:hover { - background: #7398b7; - color: #fff; -} -.night-mode .nav2-accord__head:focus, -.night-mode .nav2-accord__head:hover { - background-color: #383838; - color: #fff; -} -.night-mode .nav2-accord__head--active { - color: #fff; -} -.night-mode .nav2-accord__head--active:focus, -.night-mode .nav2-accord__head--active:hover { - background: #7398b7; -} -.night-mode .nav2-accord__lnk-item { - color: #bbb; -} -.night-mode .nav2-accord__lnk-item:focus, -.night-mode .nav2-accord__lnk-item:hover { - background-color: #383838; - color: #fff; -} -.night-mode .nav2-accord__lnk-item--active { - color: #fff; -} -.night-mode .nav2-accord__lnk-item--active:focus, -.night-mode .nav2-accord__lnk-item--active:hover { - background: #7398b7; -} -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -@keyframes kf-fade-in { - from { - opacity: 0; - } - to { - opacity: 1; - } -} -@keyframes kf-pop-in { - from { - transform: scale(0); - } - to { - transform: scale(1); - } -} -.hwin { - position: fixed; - width: 600px; - max-width: 92vw; - min-width: 150px; - z-index: 200; - box-shadow: 0 0 12px 0 #000; - animation-name: kf-fade-in, kf-pop-in; - animation-duration: 150ms, 75ms; - display: flex; - flex-direction: column; -} -.hwin--minified .hoverborder__resize-n, -.hwin--minified .hoverborder__resize-ne, -.hwin--minified .hoverborder__resize-e, -.hwin--minified .hoverborder__resize-se, -.hwin--minified .hoverborder__resize-s, -.hwin--minified .hoverborder__resize-sw, -.hwin--minified .hoverborder__resize-w, -.hwin--minified .hoverborder__resize-nw { - display: none; -} -.hwin--popout { - box-shadow: initial; - width: 100%; - animation-duration: initial; - overflow-y: scroll; - height: 100%; - max-width: initial; - max-height: initial; -} -@media (max-width: 1023px) { - .hwin { - max-width: 95vw; - } -} -.hwin::-webkit-scrollbar-track { - background: #a0a0a0; -} -.hwin::-webkit-scrollbar { - width: 4px; -} -.hwin__wrp-table { - max-height: 92vh; - min-height: 20px; - overflow-y: auto; - background: #f6f4f2; - transform: translateZ(0); - line-height: 1em; -} -.hwin__wrp-table .stats { - padding: 0.3em; -} -.hwin .rnd-name { - font-size: 22.4px; -} -.hwin td div.border { - height: 2px; - background-color: #822000; - margin: 0 3px; - padding: 0; - border-right: 5px rgba(0, 0, 0, 0); -} -.hoverborder { - position: relative; - min-height: 3px; - max-height: 16px; - text-align: right; -} -.hoverborder--btm { - cursor: ns-resize; -} -.hoverborder--top { - cursor: move; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - display: flex; - justify-content: space-between; -} -.hoverborder .hwin__top-border-icon { - display: none; -} -.hoverborder[data-perm="true"] .hwin__top-border-icon { - display: block; -} -.hoverborder .glyphicon { - display: none; -} -.hoverborder[data-perm="true"] .glyphicon { - display: block; -} -.hoverborder .window-title { - overflow: hidden; - max-width: calc(100% - 45px); - text-align: left; - margin-left: 4px; - padding: 1px 0; - font-size: 12px; - display: none; - font-family: "Andada", serif; - font-variant: small-caps; - text-transform: uppercase; - font-weight: bold; - flex-shrink: 0; -} -.hoverborder[data-perm="true"] .window-title { - display: block; -} -.hoverborder__resize-n { - position: absolute; - top: -4px; - right: 4px; - left: 4px; - height: 4px; - cursor: ns-resize; -} -.hoverborder__resize-ne { - position: absolute; - top: -6px; - right: -6px; - height: 10px; - width: 10px; - cursor: ne-resize; -} -.hoverborder__resize-e { - position: absolute; - top: 4px; - right: -4px; - bottom: 4px; - width: 4px; - cursor: ew-resize; -} -.hoverborder__resize-se { - position: absolute; - right: -6px; - bottom: -6px; - height: 10px; - width: 10px; - cursor: se-resize; -} -.hoverborder__resize-s { - position: absolute; - top: 3px; - right: 4px; - left: 4px; - height: 2px; -} -.hoverborder__resize-sw { - position: absolute; - bottom: -6px; - left: -6px; - height: 10px; - width: 10px; - cursor: sw-resize; -} -.hoverborder__resize-w { - position: absolute; - top: 4px; - bottom: 4px; - left: -4px; - width: 4px; - cursor: ew-resize; -} -.hoverborder__resize-nw { - position: absolute; - top: -6px; - left: -6px; - height: 10px; - width: 10px; - cursor: nw-resize; -} -.hoverborder[data-display-title="true"] ~ .hwin__wrp-table, -.hoverborder[data-display-title="true"] ~ .hoverborder { - display: none; -} -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -.sourceTV { - color: #8b8b56 !important; - border-color: #8b8b56 !important; - -webkit-text-decoration-color: #8b8b56 !important; - text-decoration-color: #8b8b56 !important; -} -.sourceRoE { - color: #a78015 !important; - border-color: #a78015 !important; - -webkit-text-decoration-color: #a78015 !important; - text-decoration-color: #a78015 !important; -} -.sourceAAWS { - color: #365fac !important; - border-color: #365fac !important; - -webkit-text-decoration-color: #365fac !important; - text-decoration-color: #365fac !important; -} -.sourceAPG { - color: #4a6898 !important; - border-color: #4a6898 !important; - -webkit-text-decoration-color: #4a6898 !important; - text-decoration-color: #4a6898 !important; -} -.sourceGMG { - color: purple !important; - border-color: purple !important; - -webkit-text-decoration-color: purple !important; - text-decoration-color: purple !important; -} -.sourceB1 { - color: #008900 !important; - border-color: #008900 !important; - -webkit-text-decoration-color: #008900 !important; - text-decoration-color: #008900 !important; -} -.sourceB2 { - color: #006b00 !important; - border-color: #006b00 !important; - -webkit-text-decoration-color: #006b00 !important; - text-decoration-color: #006b00 !important; -} -.sourceB3 { - color: #004d00 !important; - border-color: #004d00 !important; - -webkit-text-decoration-color: #004d00 !important; - text-decoration-color: #004d00 !important; -} -.sourceLOME { - color: #9b7c27 !important; - border-color: #9b7c27 !important; - -webkit-text-decoration-color: #9b7c27 !important; - text-decoration-color: #9b7c27 !important; -} -.sourceLOGM, -.sourceLOCG, -.sourceLOWG, -.sourceLOL, -.sourceLOPSG, -.sourceLOAG { - color: #1b8fac !important; - border-color: #1b8fac !important; - -webkit-text-decoration-color: #1b8fac !important; - text-decoration-color: #1b8fac !important; -} -.sourceLOTGB { - color: #ac408b !important; - border-color: #ac408b !important; - -webkit-text-decoration-color: #ac408b !important; - text-decoration-color: #ac408b !important; -} -.sourceHomebrew { - color: #8c3b96 !important; - border-color: #8c3b96 !important; - -webkit-text-decoration-color: #8c3b96 !important; - text-decoration-color: #8c3b96 !important; -} -.sourceSpicy { - color: #1d965d !important; - border-color: #1d965d !important; - -webkit-text-decoration-color: #1d965d !important; - text-decoration-color: #1d965d !important; -} -.sourceCRB { - color: #a2201f !important; - border-color: #a2201f !important; - -webkit-text-decoration-color: #a2201f !important; - text-decoration-color: #a2201f !important; -} -.sourceSoM { - color: #a24d08 !important; - border-color: #a24d08 !important; - -webkit-text-decoration-color: #a24d08 !important; - text-decoration-color: #a24d08 !important; -} -.sourceG_G { - color: #754f2f !important; - border-color: #754f2f !important; - -webkit-text-decoration-color: #754f2f !important; - text-decoration-color: #754f2f !important; -} -.sourceBotD { - color: #2b4625 !important; - border-color: #2b4625 !important; - -webkit-text-decoration-color: #2b4625 !important; - text-decoration-color: #2b4625 !important; -} -.sourceLOTG { - color: #4ac15e !important; - border-color: #4ac15e !important; - -webkit-text-decoration-color: #4ac15e !important; - text-decoration-color: #4ac15e !important; -} -.sourceDA { - color: #5c8ba9 !important; - border-color: #5c8ba9 !important; - -webkit-text-decoration-color: #5c8ba9 !important; - text-decoration-color: #5c8ba9 !important; -} -.sourceLOKL { - color: #556168 !important; - border-color: #556168 !important; - -webkit-text-decoration-color: #556168 !important; - text-decoration-color: #556168 !important; -} -.sourceLOIL { - color: #47a08d !important; - border-color: #47a08d !important; - -webkit-text-decoration-color: #47a08d !important; - text-decoration-color: #47a08d !important; -} -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -.page__header { - padding: 0 15px 1px; - box-shadow: 0 1px 4px rgba(0, 0, 0, 0.475); - color: #fff; - background-color: #002664; - min-height: 0; - flex-shrink: 0; -} -.page__title { - margin-right: 10px; - display: inline; -} -.page__title::after { - color: #e0e0e0; - content: "."; -} -.page__title--home span { - color: #e0e0e0; -} -.page__subtitle { - display: inline; - font-style: italic; - color: #d0d0d0; -} -.page__btn-toggle-nav { - margin-top: 5px; - text-align: center; - width: 6em; - flex-shrink: 0; - height: 32px; - line-height: 1; - margin-right: 2px; -} -@media (min-width: 769px) { - .page__btn-toggle-nav { - display: none; - } -} -.page__nav { - position: relative; - min-height: 33px; - flex-shrink: 0; -} -@media (max-width: 768px) { - .page__nav { - width: 100%; - display: flex; - } -} -@media (max-width: 768px) { - .page__nav-inner { - display: flex; - margin-top: 3px; - flex-direction: column; - width: calc(100% - 6em); - flex-shrink: 0; - } -} -.page__nav-date { - margin-left: -16px; - width: 27px; -} -.page__wrp-download { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); - position: fixed; - z-index: 2000; - top: 5px; - min-height: 40px; - min-width: 100px; - max-width: 850px; - display: flex; - width: 90vw; - right: 0; - left: 0; - margin: 0 auto; - padding: 5px; - justify-content: space-between; - align-items: center; - border: 1px solid rgba(0, 0, 0, 0); - border-radius: 4px; - background: #fff; -} -.page__wrp-download-bar { - border: 1px solid #2a6496; - height: 34px; - border-radius: 4px; -} -.page__wrp-download-bar--error { - border-color: #711617; -} -.page__disp-download-progress-bar { - position: absolute; - top: 0; - bottom: 0; - left: 0; - background: #337ab7; -} -.page__disp-download-progress-bar--error { - background: #8a1a1b; -} -.page__disp-download-progress-text { - position: absolute; - top: 0; - right: calc(50% - 30px); - bottom: 0; - left: calc(50% - 30px); - width: 90px; - text-shadow: 1px 1px 0 #fff, -1px -1px 0 #fff, 1px -1px 0 #fff, - -1px 1px 0 #fff, 3px 3px 5px #000; -} -.night-mode .page__wrp-download { - background: #222; -} -.night-mode .page__disp-download-progress-text { - color: #333; -} -@media (max-width: 768px) { - #navigation .page__nav-hidden-mobile { - display: none; - margin-left: 0; - } -} -.nav .dropdown-menu--top { - margin-top: 0; - border-top-left-radius: 0; - border-top-right-radius: 0; -} -@media (max-width: 768px) { - .nav > li > a { - border: 1px solid #ccc; - } - .night-mode .nav > li > a { - border-color: #555; - } - .nav .caret--right { - transform: none; - } - .nav .dropdown-menu--side { - top: 100%; - left: 0; - } -} -#legal-notice { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); - position: fixed; - z-index: 10000; - bottom: 0; - width: 100vw; - height: 10em; - display: flex; - flex-direction: column; - align-items: center; - justify-content: space-evenly; - font-weight: bold; - padding: 3rem; - border: 1px solid rgba(0, 0, 0, 0.15); - background: #f8f8f8; -} -.viewport-wrapper { - position: absolute; - top: 0; - right: 0; - bottom: 0; - left: 0; - display: flex; - flex-flow: column nowrap; - overflow: auto; - height: 100vh; - width: 100%; -} -@media (max-width: 991px) { - .viewport-wrapper { - bottom: auto; - height: initial; - min-height: 100vh; - } -} -.view-col-group { - display: flex; - flex-direction: column; - position: relative; - overflow-y: auto; -} -.view-col-wrapper { - display: flex; - flex-direction: row; - max-height: 100%; - height: 100%; - min-height: 0; -} -@media (max-width: 991px) { - .view-col-wrapper { - flex-direction: column; - max-height: none; - height: initial; - display: block; - } -} -.sidemenu { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); - background: #fff; - border: 1px solid #ccc; - position: fixed; - z-index: 60; - top: 0; - bottom: 0; - left: -260px; - width: 250px; - transition: left 51ms; - cursor: default; - display: flex; - flex-direction: column; - padding: 4px 7px; - overflow-y: auto; -} -.sidemenu > * { - flex-shrink: 0; -} -.sidemenu__toggle { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); - background: #d3d3d3; - position: absolute; - z-index: 60; - top: 46px; - left: -7px; - width: 32px; - height: 32px; - cursor: pointer; - transition: left 51ms; - display: flex; - flex-direction: column; - justify-content: space-around; - padding: 3px 4px; -} -.sidemenu__hotzone { - position: fixed; - top: 0; - bottom: 0; - left: 0; - width: 1px; -} -.sidemenu__burger { - background: #fff; - height: 3px; - box-shadow: inset 0 0 1px 0 #888; -} -.sidemenu__toggle:hover .sidemenu { - left: 0; - transition: left 51ms; -} -.sidemenu__toggle:hover .sidemenu--offset { - left: -12px; -} -.sidemenu__row { - width: 100%; - margin-bottom: 5px; -} -.sidemenu__row--vert { - display: flex; - flex-direction: column; - justify-content: space-around; - align-items: center; -} -.sidemenu__row__divider { - background: rgba(204, 204, 204, 0.6274509804); - height: 1px; - width: calc(100% - 16px); - margin: 2px 8px 7px; -} -.sidemenu__row__divider--heavy { - background: #aaa; - width: calc(100% + 6px); - margin: 2px -3px 7px; -} -.sidemenu__row__label { - min-width: 46px; - flex-shrink: 0; -} -.sidemenu__row__label--cb-label { - font-weight: initial; - display: flex; - margin-bottom: 0; - justify-content: space-between; - align-items: center; - width: 100%; -} -input[type="checkbox"].sidemenu__row__label__cb { - margin-right: 3px; - margin-left: 7px; -} -.night-mode .sidemenu { - border-color: #555; -} -.omni__wrp-output { - width: 100%; - justify-content: flex-end; - display: none; -} -.omni__output { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); - position: absolute; - z-index: 100; - padding: 0.2em 0.7em; - border-radius: 0.2em; - border: 1px solid rgba(0, 0, 0, 0.15); - background: #fff; -} -.omni__output--scrolled { - position: fixed; - top: 42px; - right: 10px; -} -@media only screen and (min-width: 320px) { - .omni__output { - max-width: 300px; - min-width: 270px; - } -} -@media only screen and (min-width: 481px) { - .omni__output { - max-width: 460px; - min-width: 430px; - } -} -@media only screen and (min-width: 769px) { - .omni__output { - max-width: 740px; - min-width: 500px; - } -} -@media only screen and (max-width: 768px) { - .omni__output { - top: 40px; - } -} -@media only screen and (max-width: 768px) { - .omni__wrp-input { - margin-top: 2px; - margin-left: 0; - } -} -.omni__wrp-input--scrolled { - position: fixed; - z-index: 100; - top: 5px; - right: 10px; - width: 85px; - padding: 2px 0; - border-left: 40px solid rgba(0, 0, 0, 0); -} -.omni__wrp-input--scrolled .omni__input { - min-width: initial; - border-top-left-radius: 4px; - border-top-color: #ccc; -} -.omni__wrp-input--scrolled .omni__submit { - border-top-right-radius: 4px; - border-top-color: #ccc; -} -.omni__wrp-input--scrolled input { - padding: 0; - color: rgba(0, 0, 0, 0); -} -.omni__wrp-input--scrolled:focus, -.omni__wrp-input--scrolled:focus-within, -.omni__wrp-input--scrolled:active, -.omni__wrp-input--scrolled:hover { - width: 250px; - border-left: 0; -} -.omni__wrp-input--scrolled:focus input, -.omni__wrp-input--scrolled:focus-within input, -.omni__wrp-input--scrolled:active input, -.omni__wrp-input--scrolled:hover input { - padding: 6px 12px; - color: inherit; -} -.omni__input { - height: 32px; - min-width: 100px; -} -@media (min-width: 992px) { - .omni__input { - border-top-left-radius: 0; - border-top-color: rgba(0, 0, 0, 0); - } -} -.omni__submit { - height: 32px; - padding: 3px 7px; -} -@media (min-width: 992px) { - .omni__submit { - border-top-right-radius: 0; - border-top-color: rgba(0, 0, 0, 0); - } -} -.omni__wrp-paginate { - display: flex; - justify-content: space-between; -} -.omni__wrp-paginate > span { - display: inline-block; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - padding: 2px; - font-size: 1.1em; - min-width: 20px; -} -.omni__paginate-ctrl { - cursor: pointer; -} -.omni__paginate-ctrl:hover { - color: #337ab7; -} -.omni__paginate-left { - margin-right: auto; -} -.omni__paginate-count { - margin: 0 auto; -} -.omni__paginate-right { - margin-left: auto; -} -.btn-name-pronounce, -.btn-stats-name { - vertical-align: top; - height: 24px; - width: 24px; -} -.name-pronounce-icon { - line-height: 16px; -} -.name-pronounce { - display: none; -} -.hwin__top-border-icon { - top: 0; - margin-left: auto; - padding: 2px; - color: #f5f5f5; - cursor: pointer; - font-size: 12px; - width: 18px; - text-align: center; -} -.hwin__top-border-icon--text { - line-height: 11px; - font-weight: bolder; - font-family: monospace; -} -.hwin__top-border-icon:hover, -.hwin__top-border-icon:active, -.hwin__top-border-icon:visited { - color: #e8e8e8; - text-decoration: none; -} -.glyphicon.top-border-icon, -.glyphicon.delete-icon { - top: 0; - margin-left: auto; - padding: 2px; - color: rgba(255, 255, 255, 0.7); - cursor: pointer; - font-size: 12px; -} -.glyphicon.top-border-icon:hover, -.glyphicon.top-border-icon:active, -.glyphicon.top-border-icon:visited, -.glyphicon.delete-icon:hover, -.glyphicon.delete-icon:active, -.glyphicon.delete-icon:visited { - text-decoration: none; -} -#btn-popout, -#btn-popout-feat { - margin-left: auto; -} -#tabs-right, -#tabs-right-feats { - margin-left: auto; - display: flex; -} -#tabs-right > #btn-popout, -#tabs-right-feats > #btn-popout { - margin-left: 0; -} -.rollbox-min { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); - position: fixed; - z-index: 100; - right: 7px; - bottom: 0; - color: rgba(255, 255, 255, 0.7); - width: 24px; - height: 24px; - cursor: pointer; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; -} -.rollbox-min .glyphicon { - position: absolute; - top: 5px; - left: 6px; -} -.rollbox { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); - display: none; - position: fixed; - width: 260px; - height: 335px; - z-index: 110; - border: 1px solid rgba(0, 0, 0, 0.15); - right: 1em; - bottom: 0; - flex-direction: column; -} -.rollbox .ipt-roll { - flex-shrink: 0; - overflow-x: auto; - height: 30px; - width: 100%; -} -.rollbox .out-roll { - overflow-y: auto; - height: 100%; - display: flex; - flex-direction: column-reverse; - transform: translateZ(0); -} -.rollbox .head-roll { - height: 24px; - flex-shrink: 0; - width: 100%; - box-shadow: 0 0 3px rgba(0, 0, 0, 0.25); - display: flex; - flex-direction: row; - justify-content: space-between; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - cursor: pointer; -} -.rollbox .head-roll .hdr-roll { - line-height: 24px; - padding: 0 6px; -} -.rollbox .head-roll .delete-icon { - padding: 6px; -} -.rollbox .out-roll .out-roll-wrp .out-roll-item:first-child { - border-top-left-radius: 6px; - border-top-right-radius: 6px; -} -.rollbox .out-roll .out-roll-wrp .out-roll-item:last-child { - border-bottom-left-radius: 6px; - border-bottom-right-radius: 6px; -} -.rollbox .out-roll .out-roll-item { - position: relative; - margin: 1px 3px; - padding: 1px 3px; - width: calc(100% - 6px); - word-wrap: break-word; - display: flex; - align-items: center; - justify-content: space-between; -} -.rollbox .out-roll .out-roll-item--message { - display: block; -} -.rollbox .out-roll-item-button-wrp { - display: none; - position: absolute; -} -.rollbox .out-roll-item:hover .out-roll-item-button-wrp { - display: flex; - right: 3px; -} -.rollbox .btn-copy-roll { - padding: 0 2px; - line-height: 1.4; -} -.rollbox .out-roll .out-roll-item .roll-label { - font-style: italic; -} -.rollbox .out-roll .out-roll-item .roll { - font-weight: bold; -} -.rollbox .out-roll .out-roll-item .roll-min { - color: #ff3100; -} -.rollbox .out-roll .out-roll-item .roll-max { - color: #00b400; -} -.rollbox .out-roll .out-roll-id { - width: 100%; - font-size: 70%; - padding: 1px 3px; -} -.rll__prompt-header { - font-size: 32px; -} -.rll__dropped { - -webkit-text-decoration: red line-through; - text-decoration: red line-through; -} -.rll__list { - margin-bottom: 0; - padding-left: 24px; -} -.rll__exploded { - color: #6f99b8; -} -.rll__success { - -webkit-text-decoration: #209520 underline; - text-decoration: #209520 underline; -} -.rll__min--muted { - color: #d24c2d; -} -.rll__max--muted { - color: #209520; -} -.rll__exploded { - color: #6f99b8; -} -.rll__min--muted { - color: #d24c2d; -} -.rll__max--muted { - color: #209520; -} -.wrp-stat-tab { - width: 100%; - display: flex; -} -.view-col { - position: relative; - margin: 7px 13px 12px; - flex: 1; - display: flex; - flex-direction: column; - height: calc(100% - 19px); -} -.view-col--wrp-book-contents { - height: initial; - position: relative; - flex: 1; -} -.wrp-footer-buttons { - margin-top: 3px; -} -#listcontainer.view-col { - display: flex; - flex-flow: column nowrap; -} -#listcontainer .list a.book-name { - display: flex; - justify-content: space-between; - padding: 0; -} -#contentwrapper.view-col { - overflow-x: hidden; - margin-bottom: 5px; -} -#contentwrapper.view-col > *:not(.wrp-stats-table) { - flex-shrink: 0; -} -.wrp-stats-table { - overflow-x: hidden; - overflow-y: auto; - border-top: 2px solid #5e0000; - border-bottom: 2px solid #5e0000; - transform: translateZ(0); - flex-shrink: 1; - background: #f6f4f2; -} -@media (max-width: 991px) { - .wrp-stats-table { - overflow-y: initial; - } -} -.filtertools, -#filtertools { - font-size: 0.8em; -} -.filtertools select, -#filtertools select { - margin: 1px; -} -.filtertools small:hover, -#filtertools small:hover { - cursor: pointer; -} -#pointbuy input { - margin: 2px; - text-align: right; - width: 3em; -} -#pointbuy input[type="number"] { - -webkit-appearance: textfield; - -moz-appearance: textfield; - appearance: textfield; -} -#pointbuy input[type="checkbox"] { - width: initial; - margin: initial; -} -.list, -.list-display-only { - transform: translateZ(0); - position: relative; - padding-left: 0; - list-style-type: none; - height: 100%; - overflow-y: auto; - overflow-x: hidden; - clear: both; - font-size: 0.8em; -} -@media (min-width: 992px) { - .list--stats, - .list-display-only--stats { - overflow-y: scroll; - margin-right: -9px; - } -} -@media (max-width: 991px) { - .list, - .list-display-only { - max-height: 40vh; - } -} -.list.rules, -.list-display-only.rules { - overflow-y: auto !important; - padding-top: 0; -} -.list li, -.list-display-only li { - cursor: pointer; - line-height: 14px; -} -.list .list-multi-selected, -.list-display-only .list-multi-selected { - box-shadow: inset 0 0 0 200px rgba(0, 107, 196, 0.3); -} -.lst--border { - border-bottom: 1px solid #ddd; -} -.list-multi-selected .lst--border { - border-color: #6fa4d0; -} -.row--blacklisted { - display: none !important; -} -.manbrew__source { - overflow: hidden; -} -.manbrew__search { - border-bottom-left-radius: 0; - border-bottom-right-radius: 0; -} -.manbrew__filtertools button { - border-top: 0; - border-top-left-radius: 0; - border-top-right-radius: 0; -} -.manbrew__filtertools .wrp-cb-all { - border-bottom: 1px solid #ccc; - border-right: 1px solid #ccc; - line-height: 14px; - border-bottom-right-radius: 3px; - text-align: center; - vertical-align: middle; -} -.manbrew__wrp_btn_del_selected { - text-align: right; - padding-bottom: 5px; -} -.manbrew__current_brew { - margin-bottom: 5px; -} -.manbrew__row.row { - margin-right: 0; - margin-left: 0; - padding: 4px 0; -} -.manbrew__col--tall { - line-height: 30px; -} -.manbrew__list { - position: absolute; - top: 0; - right: 0; - bottom: 0; - left: 0; - height: initial; - overflow-y: initial; - width: 100%; -} -.night-mode .manbrew__filtertools .wrp-cb-all { - border-color: #555; -} -.rnd-name { - position: relative; - font-size: 1.8em; - font-family: "Andada", serif; - font-variant: small-caps; - font-weight: 500; - padding-left: 0.2em !important; -} -.rnd-name div.name-inner { - display: flex; - justify-content: space-between; - align-items: flex-end; -} -.monster .rnd-name .source { - position: relative; - margin-right: 0.2em; -} -.stats { - width: 100%; - font-size: 1.1em; - overflow-wrap: break-word; - padding: 0.4em; -} -.stats:last-child { - margin-bottom: 0; -} -td, -th { - padding: 1px 0.3em; -} -.stats table { - width: 100%; - margin-bottom: 5px; -} -.stats table.statsDataInset { - margin: 10px; - width: calc(100% - 20px); - border: 1px solid rgba(0, 0, 0, 0.4); - box-shadow: 0 0 4px 0 #988d7c; -} -.stats table caption { - margin-left: 5px; - padding: 0; - font-weight: bold; - font-size: 1.1em; -} -th.border { - height: 4px; -} -.wrp-stats-table th.border { - height: 3px; -} -th.border-thin { - height: 1px; -} -td.divider div { - background: #822000; - height: 2px; - margin: 6px 0; -} -.stats span.name { - font-weight: bold; -} -.stats span.name { - font-weight: bold; -} -tr.text > td { - padding-bottom: 0.7em; -} -tr.text.compact > td { - padding-bottom: 0; -} -tr.text.compact > td p:last-child { - margin-bottom: 0; -} -span.dc-roller[mode="dice"] { - color: #337ab7; - cursor: pointer; -} -.night-mode span.dc-roller[mode="dice"] { - color: #7db6e8; -} -div#lootoutput { - height: 100%; - clear: both; -} -.mon__btn-reset-lvl, -.mon__btn-scale-lvl { - margin: -4px 2px 0 0; - padding: 0 5px; - font-size: 10px; - line-height: 1.2em; - height: 80%; -} -.mon__cr_slider_wrp { - position: absolute; - top: 23px; - left: 0; - background: #fff; - border: 1px solid #ccc; - width: calc(100% - 30px); - margin: 0 10px; - padding: 5px 7px 10px; - border-radius: 4px; - box-shadow: 0 0 3px 0 #000; - font-size: 15px; -} -.mon__cr_slider_wrp--compact { - top: 41px; -} -.mon__cr_slider { - width: 100%; -} -.mon__ability-names th { - text-align: center; - font-weight: bold; - color: inherit; -} -.mon__ability-scores { - text-align: center; - width: 16%; -} -.mon__wrp-size-type-align--token, -.mon__wrp-avoid-token { - max-width: calc(100% - 11rem); -} -.mon__sect-header-inner { - display: block; - margin-top: -0.3rem; - margin-bottom: -0.3rem; - font-weight: 100; -} -.mon__sect-row-inner { - padding-top: 0.5rem !important; -} -.mon__sect-row-inner > *:last-of-type { - margin-bottom: 0.5rem !important; -} -.mon__stat-header-underline { - font-size: 1.6rem; - font-family: "Andada", serif; - font-variant: small-caps; - border-bottom: 2px solid #822000; - color: #822000; - vertical-align: bottom !important; - padding-left: 0.2rem; -} -.mon__wrp-token { - display: block; - position: absolute; - z-index: 10; - top: 0; - right: 0.5rem; - width: auto; - max-width: 11rem; - height: auto; - transition: opacity 34ms, max-width 34ms, right 34ms; -} -.mon__wrp-token:hover { - max-width: 100%; - right: 0; - opacity: 1 !important; - transition: opacity 34ms, max-width 34ms, right 34ms; -} -.mon__wrp-token:hover .mon__btn-token-cycle { - opacity: 1; - transition: opacity 34ms; -} -.mon__wrp-token:hover .mon__wrp-token-footer { - opacity: 1; - transition: opacity 34ms; -} -.mon__token { - width: 100%; - height: 100%; -} -.mon__btn-token-cycle { - position: absolute; - top: 50%; - bottom: 50%; - display: flex; - align-items: center; - justify-content: center; - width: 40px; - height: 40px; - background: rgba(0, 0, 0, 0.475); - cursor: pointer; - color: #fff; - border: 1px solid rgba(204, 204, 204, 0.6274509804); - opacity: 0; - transition: opacity 34ms; -} -.mon__btn-token-cycle--left { - left: 0; - border-top-left-radius: 5px; - border-bottom-left-radius: 5px; - border-right: 0; -} -.mon__btn-token-cycle--right { - right: 0; - border-top-right-radius: 5px; - border-bottom-right-radius: 5px; - border-left: 0; -} -.mon__btn-token-cycle:hover { - color: #ddd; -} -.mon__wrp-token-footer { - display: flex; - position: absolute; - height: 22px; - right: 5px; - bottom: 0; - left: 5px; - align-items: center; - justify-content: center; - opacity: 0; - transition: opacity 34ms; -} -.mon__token-footer { - background: rgba(0, 0, 0, 0.475); - color: #fff; - font-family: "Andada", serif; - font-variant: small-caps; - font-size: 16px; - border-radius: 5px; - padding: 1px 5px; - border: 1px solid rgba(204, 204, 204, 0.6274509804); -} -.night-mode .mon__cr_slider_wrp { - border-color: #555; -} -tr th.mon__name--token { - padding-right: 12rem; -} -#crcalc input[type="number"], -#crcalc input[type="checkbox"], -#crcalc .inputwrap { - text-align: right; - width: 6em; -} -#crcalc input[type="checkbox"] { - width: auto; -} -#crcalc input#hd { - float: none; - width: 4em; -} -#crcalc span#hdval { - width: 2.1em; - text-align: center; - display: inline-block; -} -#crcalc input[type="number"]#hd::-webkit-inner-spin-button, -#crcalc input[type="number"]#hd::-webkit-outer-spin-button { - margin: 0; -} -#crcalc .explanation { - font-weight: normal; - width: 26em; -} -#crcalc input#hd:focus { - border: 1px solid initial; -} -#msbcr { - text-align: center; - font-size: 0.8em; - margin: 0 auto; -} -#msbcr th { - text-align: center; - padding: 0 0.5em; - cursor: initial !important; -} -#msbcr tr { - cursor: pointer; -} -#croutput { - padding: 0.2em 0.7em; - border-radius: 7px; -} -#instructions p { - font-size: small; -} -#expectedcr { - text-align: center; -} -img.token { - position: absolute; - z-index: 10; - top: 0; - right: 0.5rem; - float: right; - width: auto; - max-width: 11rem; - height: auto; - transition: opacity 34ms, max-width 34ms, right 34ms; -} -img.token:hover { - max-width: 100%; - right: 0; - opacity: 1 !important; - transition: opacity 34ms, max-width 34ms, right 34ms; -} -.stats p.subtrait { - padding: 0 1em; - font-size: 0.9em; -} -.gm-screen-panel { - background-color: #f0f0f0; -} -.gm-screen-panel.faux-hover { - background: #e0e0e0; -} -.gm-screen-panel.faux-hover .panel-content-wrapper-inner::after { - background: rgba(224, 224, 224, 0.5019607843); -} -.panel-history-control-remove-wrapper, -.panel-control-bar { - background: rgba(128, 128, 128, 0.5019607843); -} -.panel-control-icon { - color: rgba(255, 255, 255, 0.7); -} -.panel-add { - color: #ccc; -} -.btn-panel-add { - border: 1px solid #ccc; -} -.btn-panel-add:hover, -.btn-panel-add.faux-hover { - background: #e0e0e0; -} -.night-mode .btn-panel-add { - border-color: #555; -} -.panel-content-wrapper-inner { - background: #fff; -} -.panel-control-top, -.panel-control-right, -.panel-control-bottom, -.panel-control-left, -.panel-control-middle { - background: rgba(204, 204, 204, 0.6274509804); - border: 1px solid #ccc; -} -.night-mode .panel-control-top, -.night-mode .panel-control-right, -.night-mode .panel-control-bottom, -.night-mode .panel-control-left, -.night-mode .panel-control-middle { - background: rgba(119, 119, 119, 0.6666666667); - border-color: #aaa; -} -.panel-addmenu-tab-head[active="true"] { - background-color: #e6e6e6; - border-color: #adadad; -} -.btn-spotlight { - background-color: #e8f5ff; - border-color: #c4cace; -} -.btn-spotlight:focus { - color: #333; - background-color: #d2dee6; - border-color: #85898c; -} -.btn-spotlight:hover { - color: #333; - background-color: #d2dee6; - border-color: #85898c; -} -.panel-addmenu-tab-head.btn-spotlight[active="true"] { - background-color: #d2dee6; - border-color: #85898c; -} -.underline-tabs { - border-top: 1px solid #ccc; -} -.night-mode .underline-tabs { - border-color: #555; -} -.panel-content-wrapper-inner td div.border { - background-color: #822000; -} -.panel-history-control-remove { - color: rgba(255, 255, 255, 0.7); -} -.panel-history-control-middle { - background: rgba(204, 204, 204, 0.6274509804); - border: 1px solid #ccc; -} -.night-mode .panel-history-control-middle { - background: rgba(119, 119, 119, 0.6666666667); - border-color: #aaa; -} -.gm-init-row.gm-init-row-active input { - background: rgba(207, 229, 255, 0.4705882353); -} -.gm-init-row.gm-init-row-active .init-wrp-creature { - background: rgba(207, 229, 255, 0.4705882353); -} -.gm__panel-bg { - background: #fff; -} -.init__wrp_conds { - display: flex; -} -.init__cond { - width: 7px; - margin-right: 3px; - display: grid; - grid-gap: 3px; - cursor: pointer; -} -.init__cond:hover { - box-shadow: 0 0 5px 0 gray; -} -.init__cond_bar { - width: 7px; - height: 100%; -} -.initp__content { - overflow-y: auto; - overflow-x: hidden; - height: 100%; - width: 100%; -} -.initp__wrp_active { - display: flex; - flex-direction: column; - width: 100%; - height: 100%; -} -.initp__meta { - font-size: 1.6rem; -} -.initp__header { - width: 100%; - display: flex; - justify-content: space-between; - font-variant: small-caps; - border-bottom: 1px solid #ccc; -} -.initp__h_name, -.initp__r_name { - min-width: 115px; - width: 100%; -} -.initp__h_name--compact { - text-align: center; -} -.initp__r_name { - display: flex; - justify-content: space-between; -} -.initp__h_hp, -.initp__r_hp { - min-width: 100px; - width: 100%; -} -.initp__h_hp--compact { - text-align: center; -} -.initp__h_stat, -.initp__r_stat { - width: 40px; - text-align: center; - flex-shrink: 0; - flex-grow: 0; -} -.initp__r_hp_pill { - padding: 2px 4px; - border-radius: 3px; - color: #fff; - text-align: center; -} -.initp__h_score, -.initp__r_score { - flex: none; - width: 80px; - text-align: center; -} -.initp__h_score--compact, -.initp__r_score--compact { - width: 40px; -} -.initp__r_score { - line-height: 24px; -} -.initp__r { - width: 100%; - display: flex; - justify-content: space-between; - padding: 2px 3px; - border-bottom: 1px solid #e0e0e0; -} -.initp__r:last-of-type { - border-bottom: 0; -} -.initp__r:hover { - background: rgba(0, 0, 0, 0.062745098); -} -.initp__r--active { - background: rgba(207, 229, 255, 0.4705882353); -} -.initp__r--active:hover { - background: rgba(191, 213, 239, 0.4705882353); -} -.night-mode .initp__header { - border-color: #555; -} -.lst__form-top { - display: flex; - flex-shrink: 0; -} -.lst__form-top > * { - min-width: 0; -} -.lst__form-top > button { - flex-shrink: 0; -} -.lst__form-top > *:first-child { - border-bottom-left-radius: 0; - border-top-right-radius: 0; - border-bottom-right-radius: 0; - border-right: 0; -} -.lst__form-top > *:last-child { - border-bottom-right-radius: 0; - border-top-left-radius: 0; - border-bottom-left-radius: 0; -} -.lst__form-top > *:not(:first-child):not(:last-child) { - border-radius: 0; - border-right: 0; -} -.lst__wrp-search-glass { - position: absolute; - z-index: 3; - top: 0; - bottom: 2px; - left: 6px; - opacity: 0.5; -} -.lst__wrp-search-visible { - position: absolute; - top: 0; - right: 6px; - bottom: 0; - opacity: 0.5; -} -.lst__search { - padding-left: 23px; -} -.lst__search--no-border-r { - border-bottom-left-radius: 0; - border-top-right-radius: 0; - border-bottom-right-radius: 0; - border-right: 0; -} -.lst__search--no-border-h { - border-radius: 0; - border-right: 0; -} -*:first-child > .lst__search--no-border-h { - border-top-left-radius: 4px; -} -div#showsearch { - display: none; -} -.psi-order-and-talent { - font-style: italic; -} -.psi-focus-title { - font-style: italic; - font-weight: bold; -} -.stats-sub-header { - font-style: italic; - font-weight: bold; -} -.stats-list-sub-header { - font-style: italic; - font-weight: bold; - margin-left: 5px; -} -.list-entry-none { - font-style: italic; -} -.filter-sublist-item-wrapper { - display: flex; -} -.filter-sublist-item-text { - margin-right: 20px; -} -input[type="checkbox"].filter-checkbox { - margin-left: auto; - padding: 0 10px; -} -input[type="checkbox"].readonly { - pointer-events: none; -} -#sublistcontainer > ul > li, -#featlistcontainer > ul > li, -#listcontainer > ul > li { - padding: 0; -} -.lst__wrp-cells, -#sublistcontainer .list a, -#featlistcontainer .list a, -#listcontainer .list a { - color: inherit; - display: flex; - align-items: center; - overflow: hidden; - padding: 0 2px 1px; - text-decoration: none; -} -.lst__wrp-cells.bk__contents_header_link, -#sublistcontainer .list a.bk__contents_header_link, -#featlistcontainer .list a.bk__contents_header_link, -#listcontainer .list a.bk__contents_header_link { - padding: 0; -} -.lst__wrp-cells.bk__contents_show_all, -#sublistcontainer .list a.bk__contents_show_all, -#featlistcontainer .list a.bk__contents_show_all, -#listcontainer .list a.bk__contents_show_all { - height: 16px; -} -.lst__row--focusable:focus { - box-shadow: inset 0 0 0 200px rgba(0, 107, 196, 0.3); -} -.sublist { - display: none; - position: relative; - padding: 0 0 2px; - flex-direction: column; - flex-shrink: 0; - height: 130px; -} -.sublist .list { - margin-bottom: 3px; - padding-top: 3px; -} -.sublist--visible { - display: flex; -} -.sublist--resizable { - margin-bottom: 3px; - min-height: 75px; - max-height: 80%; -} -@media (max-width: 991px) { - .sublist--resizable { - max-height: 40vh; - height: initial; - } -} -.sublist__wrp-cols { - display: flex; -} -.sublist__wrp-cols > *:last-child { - flex-grow: 1; -} -.sublist__ele-resize { - background-color: rgba(170, 170, 170, 0.2666666667); - border: 1px solid rgba(204, 204, 204, 0.4); - position: absolute; - bottom: 0; - height: 1px; - width: 100%; - cursor: ns-resize; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - line-height: 1px; - font-size: 10px; - text-align: center; -} -.ecgen__visible, -.ecgen__visible--flex, -.ecgen__visible--flex-col { - display: none; -} -.ecgen__btn_list { - padding: 0 1px; - line-height: 12px; - font-size: 9px; - border-radius: 3px; -} -.ecgen__del_players, -.ecgen__advanced_add_col, -.ecgen__advanced_remove_col { - padding: 0 2px; - font-size: 10px; - flex-shrink: 0; - flex-grow: 0; -} -.ecgen__cr_input { - width: 100%; - text-align: center; -} -.night-mode .ecgen__wrp { - background: #222; -} -.ecgen_active .ecgen__visible { - display: block; -} -.ecgen_active .ecgen__visible--flex { - display: flex; -} -.ecgen_active .ecgen__visible--flex-col { - display: flex; - flex-direction: column; -} -.ecgen_active .ecgen__hidden { - display: none !important; -} -.ecgen_active .ecgen__name { - width: 26.66666666%; -} -.ecgen_active .ecgen__name--sub { - width: 29.16666667%; -} -tr.trait .rd__b--3, -tr.action .rd__b--3, -tr.reaction .rd__b--3, -tr.legendary .rd__b--3, -tr.mythic .rd__b--3, -tr.lairaction .rd__b--3, -tr.regionaleffect .rd__b--3 { - margin-bottom: 1rem; -} -tr.lairaction p, -tr.regionaleffect p { - margin-bottom: 5px; -} -.stats--book-large { - border-radius: 0; - line-height: 1.7; - font-size: 1em; -} -.stats--book-large .rd__h--0 { - font-size: 2.5em; -} -.stats--book-large .rd__h--1 { - font-size: 1.9em; -} -.stats--book-large .rd__h--2 { - font-size: 1.6em; -} -.stats--book-large .rd__b--3, -.stats--book-large table, -.stats--book-large p { - margin: 0 0 15px; - text-indent: 0; -} -.stats--book-large .rd__spc-inline-post { - width: 100%; - height: 15px; -} -.stats--book-large .rd__spc-inline-post:last-child { - height: 0; -} -.stats--book-large .rd__list { - margin-bottom: 15px; -} -.stats--book-large .rd__list + .rd__list { - margin-top: -10px; -} -.stats--book-large .rd__list > .rd__list { - margin-bottom: 0; -} -.stats--book-large .rd__list-hang-notitle p { - text-indent: -1.1em; -} -.stats--book-large .rd__list-hang-notitle > .rd__li { - margin-bottom: 5px; -} -.stats--book-large .rd__list-hang-notitle > .rd__li > * { - margin: 0 0 5px; -} -.stats--book-large .rd__p-cont-indent { - text-indent: 0; - margin-top: 5px; -} -.stats--book-large .rd__quote-line { - margin-bottom: 10px; -} -.stats--book-large .rd__quote-line--last { - margin-bottom: 5px; -} -#listcontainer.book-contents > ul > li { - max-height: initial; -} -.book-view.view-col { - flex: 5; -} -.book-contents .list li:hover { - background: inherit; -} -.book-contents .list li:active { - color: inherit; -} -.book-contents ul { - margin-left: 0; - padding-left: 20px; -} -.book-contents .list li { - max-height: none; -} -.book-contents ul.contents > li:last-child, -.book-contents ul.contents > li > ul > ul > li:last-child { - border-bottom: 0; -} -.bk-contents ul, -.bk-contents li, -.book-contents ul.contents li { - list-style: none; -} -.bk-contents__sub_spacer--1 { - color: gray; - display: inline-block; - margin: 0 4px; -} -.book-contents ul.contents { - height: initial; - position: sticky; - top: 0; - overflow-y: auto; - max-height: 100vh; - padding: 0 0 22px; -} -@media only screen and (min-width: 1600px) { - #listcontainer.book-contents { - position: fixed; - top: 0; - left: 0; - max-width: calc((100vw - 1170px) / 2); - margin: 0; - min-height: 100vh; - } - .book-contents ul.contents { - position: relative; - } -} -.book-contents li.contents-item > ul > li { - font-weight: bold; -} -.initial-message { - color: #5e0000; - font-family: "Taroca", serif; - font-weight: 500; - text-align: center; - text-transform: uppercase; - line-height: 1.3em; - font-size: 0.75em; -} -.book-view .initial-message { - font-size: 1.8em; -} -.stats .initial-message, -.prntv .initial-message { - font-size: 1.4em; -} -.book-contents .list li:hover span { - display: initial; -} -.book-contents span.sect { - width: 100%; -} -.f-all-wrapper { - position: fixed; - z-index: 100; - right: calc(50vw - 585px + 1.5em); - bottom: 10px; - left: calc((100vw - 780px) / 2 + 1.5em); - padding: 0 20px; -} -@media (max-width: 1200px) { - .f-all-wrapper { - right: calc(50vw - 485px + 1.5em); - left: calc((100vw - 646.6666666667px) / 2 + 1.5em); - } -} -@media (max-width: 991px) { - .f-all-wrapper { - right: calc((100vw - 750px) / 2 + 1.5em); - left: calc((100vw - 750px) / 2 + 1.5em); - } -} -@media only screen and (max-width: 768px) { - .f-all-wrapper { - right: calc((100vw - 750px) / 2 + 1.5em); - left: calc((100vw - 750px) / 2 + 1.5em); - } -} -@media only screen and (max-width: 480px) { - .f-all-wrapper { - right: 3.5em; - left: 3.5em; - } -} -.f-all-wrapper > input { - width: 100%; -} -.f-all-out { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); - overflow-y: auto; - max-height: 400px; - width: 100%; - border: 1px solid rgba(0, 0, 0, 0.15); - padding: 0.2em 0.7em; - border-radius: 0.2em; - display: none; -} -.f-result { - display: flex; - justify-content: space-between; - margin: 0; - padding: 5px 0; -} -.f-result > span { - display: inline-block; -} -.highlight { - background-color: #ff0; -} -header p.lead { - color: #d3d3d3; -} -ul.list li:hover { - background: #d3d3d3; -} -.stats { - background: #f6f4f2; -} -@media only screen and (min-width: 1600px) { - #listcontainer.book-contents { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); - background: #fff; - } -} -.shadow-big { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); -} -.night-mode .night__shadow-big { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); -} -.stats--book { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); -} -.stats--book ::-moz-selection { - background: #242527; - color: #fff; - text-shadow: none; -} -.stats--book ::selection { - background: #242527; - color: #fff; - text-shadow: none; -} -.prntv { - position: fixed; - z-index: 100; - top: 0; - right: 0; - bottom: 0; - left: 0; - width: 100vw; - height: 100vh; - background: #fff; - display: flex; - flex-direction: column; -} -.prntv__spacer-name { - font-family: "Andada", serif; - font-variant: small-caps; - text-transform: uppercase; - font-weight: bold; - padding: 0 5px; - height: 16px; - background: silver; - font-size: 12px; - -moz-column-break-before: auto; - break-before: auto; - -moz-column-break-after: auto; - break-after: auto; - -moz-column-break-inside: avoid; - break-inside: avoid; -} -.prntv__wrp { - -moz-column-count: 6; - column-count: 6; - -moz-column-gap: 7px; - column-gap: 7px; - -moz-column-break-inside: avoid; - break-inside: avoid-column; -} -@media (max-width: 2160px) { - .prntv__wrp { - -moz-column-count: 5; - column-count: 5; - } -} -@media (max-width: 1800px) { - .prntv__wrp { - -moz-column-count: 4; - column-count: 4; - } -} -@media (max-width: 1440px) { - .prntv__wrp { - -moz-column-count: 3; - column-count: 3; - } -} -@media (max-width: 1080px) { - .prntv__wrp { - -moz-column-count: 2; - column-count: 2; - } -} -@media only screen and (max-width: 720px) { - .prntv__wrp { - -moz-column-count: 1; - column-count: 1; - } -} -.prntv__wrp-item { - margin: 0; - width: 100%; - display: inline-block; - border-radius: 0.2em; - border: #ccc 1px solid; -} -.prntv__no-breaks { - -moz-column-break-before: auto; - break-before: auto; - -moz-column-break-after: auto; - break-after: auto; - -moz-column-break-inside: avoid; - break-inside: avoid; -} -.night-mode .prntv__wrp-item { - border-color: #555; -} -.stats--prntv { - padding: 0.3em; - font-size: 1em; - background: none; -} -.stats--prntv p { - margin-bottom: 4px; -} -.mode div.pnl-menu { - background: #d3d3d3; -} -.stripe-odd:nth-child(odd), -.stripe-even:nth-child(even), -.stripe-odd-table > tbody > tr:nth-child(odd), -.stripe-even-table > tbody > tr:nth-child(even) { - background: rgba(192, 192, 192, 0.5019607843); -} -.stats .stripe-odd-table > tbody > tr:nth-child(odd), -.stats .stripe-even-table > tbody > tr:nth-child(even) { - background: rgba(203, 191, 170, 0.5019607843); -} -.hwin .hoverborder, -th.border { - background: #5e0000; -} -.hwin .hoverborder.hoverborder-book, -.stats--book th.border { - background: silver; -} -.bk__stats--narrow { - max-width: 640px; - margin: 0 auto; -} -.bk__contents-header { - color: inherit; - display: flex; - align-items: center; - overflow: hidden; - margin-top: -1px; - padding: 1px 0 1px 5px; - text-decoration: none; - border-bottom: 1px solid #ccc; - border-top: 1px solid #ccc; - justify-content: space-between; -} -.bk__nav-head-foot-item { - min-width: 75px; -} -.bk__to-top { - display: none; -} -.bk__to-top--scrolled { - display: flex; - flex-direction: column; - position: fixed; - z-index: 99; - top: 42px; - right: 10px; - padding: 2px 0; -} -@media (max-width: 768px) { - .bk__to-top--scrolled { - display: none; - } -} -.bk__overlay-loading { - position: absolute; - top: 4px; - right: 0; - bottom: 4px; - left: 0; - background: #fff; - border-bottom: 4px solid silver; -} -.bk__wrp-btns-open-find { - position: fixed; - bottom: 0; - left: 7px; -} -.bk__btn-find { - border-bottom-left-radius: 0; -} -.bk__btn-goto { - border-bottom-right-radius: 0; -} -.night-mode .bk__contents-header { - border-color: #555; -} -.night-mode .bk__overlay-loading { - background: #222; - border-bottom-color: #565656; -} -.bks__wrp-bookshelf { - align-items: stretch; -} -.bks__wrp-bookshelf-item, -.bks__wrp-bookshelf-item:hover { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); - border: 2px solid #ccc; - color: #333; - -webkit-text-decoration-color: #333; - text-decoration-color: #333; -} -.bks__bookshelf-item-name { - min-height: 40px; - max-width: 220px; - font-weight: bold; - flex-grow: 1; -} -.bks__bookshelf-image { - width: 300px; - height: 300px; - -o-object-fit: none; - object-fit: none; -} -.night-mode .bks__wrp-bookshelf-item, -.night-mode .bks__wrp-bookshelf-item:hover { - background: #222; - border-color: #555; - color: #bbb; - -webkit-text-decoration-color: #bbb; - text-decoration-color: #bbb; -} -.f-all-out { - background: #fff; -} -.life__output { - background: #d3d3d3; -} -.f-all-out > p:nth-child(odd) { - background: #f4f4f4; -} -#msbcr tr:nth-child(even) { - background: #d3d3d3; -} 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input.form-control--error[type="number"] { - border: 1px solid red; -} -.night-mode ul.list li:hover { - background: #333; -} -.night-mode .book-contents .list li:hover { - background: initial; -} -.night-mode .list--stats > .row, -.night-mode .stats { - background: #222; -} -@media only screen and (min-width: 1600px) { - .night-mode #listcontainer.book-contents { - background: #222; - border-right: 1px solid #404040; - } -} -.night-mode .hwin .hoverborder, -.night-mode th.border, -.night-mode .stats--book th.border { - background: #565656; -} -.night-mode .hwin__wrp-table { - background: #222; -} -.night-mode .wrp-stats-table { - border-top: 2px solid #565656; - border-bottom: 2px solid #565656; -} -.night-mode .stats--book ::-moz-selection { - color: #242527; - background: #fff; -} -.night-mode .stats--book ::selection { - color: #242527; - background: #fff; -} -.night-mode tr.text td { - color: #bbb !important; -} -.night-mode tr.text td { - color: #bbb !important; -} -.night-mode 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.stripe-even:nth-child(even), -.night-mode .stripe-odd-table > tbody > tr:nth-child(odd), -.night-mode .stripe-even-table > tbody > tr:nth-child(even) { - background-color: rgba(78, 78, 78, 0.5019607843); -} -.night-mode #please-select-message.showing > td { - color: #d29a38; -} -.night-mode #actions td, -.night-mode #reactions td, -.night-mode #legendaries td, -.night-mode #lairactions td, -.night-mode #regionaleffects td { - border-bottom-color: #d29a38; - color: #d29a38; -} -.night-mode .mon__stat-header-underline { - border-bottom-color: #d29a38; - color: #d29a38; -} -.night-mode .sourcePHB { - color: #337ab7 !important; - border-color: #337ab7 !important; - -webkit-text-decoration-color: #337ab7 !important; - text-decoration-color: #337ab7 !important; -} -.night-mode .sourceSADS { - color: #4f63f5 !important; - border-color: #4f63f5 !important; - -webkit-text-decoration-color: #4f63f5 !important; - text-decoration-color: #4f63f5 !important; -} -.night-mode .prntv { - background: #272727; -} -.night-mode .prntv__spacer-name { - background-color: #565656; -} -.night-mode ul.list.encounters > li > span:first-child, -.night-mode ul.list.names > li > span:first-child { - color: #999; -} -.night-mode li.contents-item > a { - border-bottom: 1px solid #404040; - border-top: 1px solid #404040; -} -.night-mode li.contents-item > ul > li.active, -.night-mode li.contents-item > ul > ul.active > li > a { - background: #303030; -} -.night-mode ul.list.books > li > a:hover, -.night-mode ul.list.adventures > li > a:hover, -.night-mode li.contents-item > ul > ul.active > li > a:hover, -.night-mode ul.list.books ul a:hover, -.night-mode ul.list.contents > li a:hover, -.night-mode ul.list.contents > li > ul.bk-contents > li > a > span:hover, -.night-mode ul.list.books > li > a > span.showhide:hover, -.night-mode ul.list.books > li > a > span.name:hover, -.night-mode .bk__contents-toggle-all:hover { - background: #333; -} -.night-mode ul.list.contents > li > ul.bk-contents > li a:hover { - background: initial; -} -.night-mode ul.list.encounters > li > ul > li > a:hover, -.night-mode ul.list.names > li > ul > li > a:hover, -.night-mode ul.bk-headers > li > a:hover, -.night-mode li.contents-item > ul > ul.active > li > a:hover, -.night-mode ul.list.contents > li > ul.bk-headers a:hover { - background: #333; -} -.night-mode ul.list.encounters li:nth-child(odd), -.night-mode ul.list.names li:nth-child(odd), -.night-mode ul.list.books > li:nth-child(odd), -.night-mode ul.bk-contents > li:nth-child(odd), -.night-mode ul.list.contents > li:nth-child(odd) { - background: none; -} -.night-mode ul.list.encounters li:nth-child(odd):hover, -.night-mode ul.list.encounters li:nth-child(even):hover, -.night-mode ul.list.books li:nth-child(odd):hover, -.night-mode ul.list.books li:nth-child(even):hover, -.night-mode ul.bk-contents li:nth-child(odd):hover, -.night-mode ul.list.names li:nth-child(even):hover, -.night-mode ul.list.names li:nth-child(odd):hover { - background: none; -} -.night-mode .lst--border { - border-color: #444; -} -.night-mode .list-multi-selected .lst--border { - border-color: #416482; -} -.night-mode #rulescontent caption { - color: #bbb; -} -.night-mode tr.trait td { - color: #bbb !important; -} -.night-mode ::-webkit-scrollbar-thumb { - background: #475b6b; -} -.night-mode .ui-slider { - background: #222; -} -.night-mode .ui-slider .ui-slider-tip { - background: #333; - color: #bbb; -} -.night-mode .ui-slider-pips .ui-slider-pip { - color: #ccc; -} -.night-mode - .ui-slider-pips:not(.ui-slider-disabled) - .ui-slider-pip:hover - .ui-slider-label, -.night-mode .ui-slider .ui-slider-label { - color: #7db6e8; -} -.night-mode .ui-slider-pips .ui-slider-line { - background-color: #337ab7; -} -.night-mode .ui-slider .ui-slider-handle, -.night-mode .ui-slider .ui-slider-range { - background: rgba(128, 128, 128, 0.5); -} -.night-mode .ui-slider .ui-slider-handle.ui-state-active { - border: 1px solid #fff; -} -.night-mode .mon__cr_slider_wrp { - background: #222; - color: #bbb; -} -.night-mode .hwin table.summary-noback th, -.night-mode .hwin table.summary th { - color: #bbb; -} -.night-mode .hwin .hoverborder .window-title { - color: #bbb; -} -.night-mode .rollbox { - background: #272727; -} -.night-mode .rollbox .ipt-roll { - background: #272727; -} -.night-mode .rollbox-min, -.night-mode .rollbox .head-roll { - background: #101010; -} -.night-mode .rollbox-min:hover, -.night-mode .rollbox .head-roll:hover { - background: #161616; -} -.night-mode .rollbox .out-roll .out-roll-item { - background: rgba(80, 80, 80, 0.4); -} -.night-mode .rollbox .out-roll .out-roll-item .out-roll-item-code { - background: #555; -} -.night-mode .life__output-wrp-border { - border: 1px solid rgba(255, 255, 255, 0.15); -} -.night-mode .gm-screen-panel { - background-color: #303030; -} -.night-mode .gm-screen-panel.faux-hover { - background: #404040; -} -.night-mode .gm-screen-panel.faux-hover .panel-content-wrapper-inner::after { - background: rgba(64, 64, 64, 0.5019607843); -} -.night-mode .panel-control-icon { - color: rgba(255, 255, 255, 0.7); -} -.night-mode .panel-add { - color: #ccc; -} -.night-mode .btn-panel-add:hover, -.night-mode .btn-panel-add.faux-hover { - background: #404040; -} -.night-mode .panel-content-wrapper-inner { - background: #222; -} -.night-mode .panel-addmenu-tab-head[active="true"] { - background-color: rgba(255, 255, 255, 0.2509803922) !important; -} -.night-mode .panel-content-wrapper-inner td div.border, -.night-mode .hwin td div.border { - background-color: #d29a38; -} -.night-mode .initial-message { - color: #d29a38; -} -.night-mode .ui-modal__row-sep { - background: #999; -} -.night-mode .panel-content-textarea { - background: #222; -} -.night-mode .gm-init-row.gm-init-row-active input, -.night-mode .gm-init-row.gm-init-row-active .init-wrp-creature { - background: rgba(141, 193, 255, 0.1254901961); -} -.night-mode .gm__panel-bg { - background: #222; -} -.night-mode .content-tab-bar { - background: #222; -} -.night-mode .homebrew-section { - background-color: rgba(255, 0, 0, 0.1); -} -.night-mode .homebrew-section .homebrew-old-content { - color: #f99; -} -.night-mode .homebrew-inline { - background-color: rgba(255, 0, 0, 0.1); -} -.night-mode .highlight { - color: #222; - background-color: #cc0; -} -.night-mode .ace_editor { - background: #222; - color: #bbb; -} -.night-mode .ace_editor .ace_gutter { - background: #333; - color: #bbb; -} -.night-mode .ace_editor .ace_gutter-active-line { - background: #222; -} -.night-mode .ace_editor .ace_marker-layer .ace_selection { - background: rgba(181, 213, 255, 0.4); -} -.night-mode .ace_editor .ace_marker-layer .ace_active-line { - background: rgba(0, 116, 255, 0.3); -} -.night-mode .ace_editor .ace_cursor { - color: #bbb; -} -.night-mode .ace_editor .ace_marker-layer .ace_step { - background: #665200; -} -.night-mode .ace_editor .ace_indent-guide { - background: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAACCAYAAACZgbYnAAAAEklEQVQImWOQkpLyZfD09PwPAAfYAnaStpHRAAAAAElFTkSuQmCC") - right repeat-y; -} -.night-mode .sidemenu__row__divider { - background: rgba(153, 153, 153, 0.5333333333); -} -.night-mode .sidemenu { - background: #222; -} -.night-mode .sidemenu__toggle { - background: #444; -} -.night-mode .sidemenu__burger { - background: #222; -} -.night-mode .initp__r--active { - background: rgba(141, 193, 255, 0.1254901961); -} -.night-mode .ui-modal__row--cb:hover { - background: #383838; -} -.edge__body { - overflow: hidden !important; -} -.edge__overlay { - background: darkred; - position: fixed; - z-index: 99999; - top: 0; - right: 0; - bottom: 0; - left: 0; - width: 100vw; - height: 100vh; - color: #fff; - font-family: monospace; -} -.edge__title { - font-size: 72px; -} -.edge__btn-close { - position: absolute; - top: 8px; - right: 8px; - font-size: 16px; -} -.edge__link { - color: #fff !important; - text-decoration: underline; -} -.TEST_LEADER { - background: #f0f; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - color: #fff; - width: 728px; - height: 90px; -} -.TEST_RHS_TOP { - background: #f0f; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - color: #fff; - width: 300px; - height: 600px; -} -.TEST_RHS_BOTTOM { - background: lime; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - color: #fff; - width: 300px; - height: 250px; -} -@supports (-webkit-touch-callout: none) { - select.form-control { - color: #000; - } -} -@media print { - @page { - margin: 10mm 15mm; - } - body { - color: #000 !important; - overflow: visible !important; - background: none !important; - font-size: 10px !important; - } - header, - nav { - display: none !important; - } - strong, - .bold { - font-weight: 600; - } - a[href]::after { - content: none !important; - } - .help, - .help--hover { - text-decoration: none !important; - } - .no-print, - .btn-reroll, - .rollbox-min, - .rollbox, - .spacer-name { - display: none !important; - } - a, - .roller { - color: #000 !important; - } - .stats, - .stats.monster { - background: rgba(0, 0, 0, 0) !important; - } - .stats-source, - .stats th { - color: #000 !important; - } - th.border, - .wrp-stats-table th.border { - background: #000 !important; - height: 1px !important; - } - td.divider div { - height: 1px !important; - background: #000 !important; - margin: 0 !important; - } - .stats td, - .stats th { - padding: 1px 2px !important; - } - .stats--book-large .rd__b--3, - .stats--book-large table, - .stats--book-large p { - margin: 0 0 3px !important; - } - .stats--book { - box-shadow: none !important; - } - #listcontainer, - #stat-tabs, - .wrp-footer-buttons, - #float-token, - .btn-name-pronounce, - .btn-stats-name { - display: none !important; - } - .wrp-stats-table { - border-top: 0 !important; - border-bottom: 0 !important; - } - #sticky-nav { - display: none !important; - } - #classtable table tr:nth-child(odd) td { - background: #d3d3d3 !important; - } - .cls-prntv__wrp-tabs { - display: none !important; - } - .mon__btn-scale-lvl, - .mon__btn-scale-lvl { - display: none !important; - } - .mon__name--token { - padding-right: 0 !important; - } - .mon__stat-header-underline { - border-bottom: 1px solid #000 !important; - color: #000 !important; - } - .rd__b-inset { - background: none !important; - box-shadow: none !important; - border-color: #000 !important; - } - .bk__to-top, - .bk__nav-head-foot-item { - display: none !important; - } - .prntv-active > *:not(.prntv) { - display: none !important; - } - .prntv-active .prntv { - position: relative; - top: unset; - right: unset; - bottom: unset; - left: unset; - width: calc(100vw - 20px); - display: block; - } - .prntv-active .prntv__scroller { - overflow: visible !important; - height: initial; - } - .prntv-active .prntv__wrp-controls, - .prntv-active .prntv__spacer-name, - .prntv-active .prntv__footer { - display: none !important; - } - .prntv-active .prntv__no-breaks { - -moz-column-break-before: unset !important; - break-before: unset !important; - -moz-column-break-after: unset !important; - break-after: unset !important; - -moz-column-break-inside: unset !important; - break-inside: unset !important; - } - .prntv-active .prntv th.border { - border: 0 !important; - padding: 0 !important; - } - .prntv-active .prntv .pnl-menu { - display: none; - } - .stats--prntv { - -moz-column-break-before: auto !important; - break-before: auto !important; - -moz-column-break-after: auto !important; - break-after: auto !important; - -moz-column-break-inside: avoid !important; - break-inside: avoid !important; - } -} -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -@media (max-width: 991px) { - .dropdown-menu-filter { - max-height: 525px; - } -} -.fltr__btn-close { - min-width: 100px; -} -.fltr__minimal-hide { - display: none; -} -.fltr__no-items { - display: none !important; -} -.fltr__h { - display: flex; - justify-content: space-between; - font-size: 15px; - align-items: center; -} -@media only screen and (max-width: 768px) { - .fltr__h { - flex-direction: column; - } - .fltr__h--multi { - flex-direction: initial; - } -} -@media only screen and (max-width: 768px) { - .fltr__h-text { - align-self: flex-start; - } -} -@media only screen and (max-width: 768px) { - .fltr__h-wrp-btns-outer { - width: 100%; - flex-direction: column; - align-items: initial !important; - } - .fltr__h-wrp-btns-outer > * { - width: 100%; - margin: 0.25rem !important; - } -} -@media only screen and (max-width: 768px) { - .fltr__h-wrp-state-btns-outer { - flex-direction: column; - } - .fltr__h-wrp-state-btns-outer > * { - width: 100%; - } -} -.fltr__h-btn-mobile-settings { - min-width: 30px; -} -.fltr__h-btn-logic { - min-width: 46px; - font-weight: bold; -} -.fltr__h-btn-logic.btn-xxs { - min-width: 34px; -} -.fltr__h-btn-logic--blue { - color: #337ab7; -} -.fltr__h-btn-logic--blue:hover { - color: #2a6496; -} -.fltr__h-btn-logic--red { - color: #8a1a1b; -} -.fltr__h-btn-logic--red:hover { - color: #711617; -} -.fltr__h-btn--all, -.fltr__h-btn--all:focus, -.fltr__h-btn--all:hover { - text-decoration: underline; - -webkit-text-decoration-color: #337ab7; - text-decoration-color: #337ab7; -} -.fltr__h-btn--clear, -.fltr__h-btn--clear:focus, -.fltr__h-btn--clear:hover { - text-decoration: underline; - -webkit-text-decoration-color: #c3c3c3; - text-decoration-color: #c3c3c3; -} -.fltr__h-btn--none, -.fltr__h-btn--none:focus, -.fltr__h-btn--none:hover { - text-decoration: underline; - -webkit-text-decoration-color: #8a1a1b; - text-decoration-color: #8a1a1b; -} 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11px, - transparent 22px - ); -} -.fltr__btn_nest--include:hover { - background: repeating-linear-gradient( - 135deg, - #2d6da3, - #2d6da3 11px, - transparent 11px, - transparent 22px - ); -} -.fltr__btn_nest--include span { - background: #fff; - padding: 1px 0; -} -.fltr__btn_nest--include-all { - background: #337ab7; - color: #fff; -} -.fltr__btn_nest--include-all:hover { - background: #2d6da3; -} -.fltr__btn_nest--exclude { - background: repeating-linear-gradient( - 135deg, - transparent, - transparent 11px, - #8a1a1b 11px, - #8a1a1b 22px - ); -} -.fltr__btn_nest--exclude:hover { - background: repeating-linear-gradient( - 135deg, - transparent, - transparent 11px, - #751617 11px, - #751617 22px - ); -} -.fltr__btn_nest--exclude span { - background: #fff; - padding: 1px 0; -} -.fltr__btn_nest--exclude-all { - background: #8a1a1b; - color: #fff; -} -.fltr__btn_nest--exclude-all:hover { - background: #751617; -} -.fltr__btn_nest--both { - background: repeating-linear-gradient( - 135deg, - #337ab7, - #337ab7 11px, - #8a1a1b 11px, - #8a1a1b 22px - ); - color: #fff; -} -.fltr__btn_nest--both:hover { - background: repeating-linear-gradient( - 135deg, - #2d6da3, - #2d6da3 11px, - #751617 11px, - #751617 22px - ); -} -.fltr__dropdown-divider { - border-bottom: #ccc 1px dotted; - width: 100%; -} -@media only screen and (max-width: 768px) { - .fltr__dropdown-divider { - box-shadow: inset 0 0 2px 2px #eee; - height: 7px; - flex-shrink: 0; - border: 0; - background: #ccc; - margin-top: 0.5rem; - margin-bottom: 0.75rem !important; - } -} -.fltr__dropdown-divider--indented { - opacity: 0.4; - width: calc(100% - 80px); - margin: 0 auto; -} -.fltr__dropdown-divider--sub { - border-style: dashed; - width: calc(100% - 2rem); - border-color: rgba(204, 204, 204, 0.6274509804); -} -.fltr__pill { - margin: 2px; - padding: 2px 6px; - background: #f0f0f0; - white-space: nowrap; - text-align: center; - font-size: 10.5px; - cursor: pointer; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - border: 1px solid #ccc; - float: left; -} -.fltr__pill:hover { - background-color: #e6e6e6; -} -.fltr__pill[state="yes"] { - background: #337ab7; - color: #fff; - border: 1px solid #22527b; -} -.fltr__pill[state="yes"]:hover { - background: #2d6da3; -} -.fltr__pill[state="no"] { - background: #8a1a1b; - color: #fff; - border: 1px solid #4a0e0e; -} -.fltr__pill[state="no"]:hover { - background: #751617; -} -.fltr__wrp-pills, -.fltr__wrp-pills--sub { - flex-wrap: wrap; - margin-bottom: 7px; -} -.fltr__wrp-pills { - display: block; -} -.fltr__wrp-pills::after { - content: ""; - clear: both; - display: block; -} -.fltr__wrp-pills--flex, -.fltr__wrp-pills--sub { - display: flex; -} -.fltr__wrp-subs { - display: block; -} -.fltr__mini-view { - border-left: #ccc 1px solid; - border-right: #ccc 1px solid; - background: linear-gradient(to top, #ccc, whitesmoke 1px); - display: flex; - flex-wrap: wrap; - flex-shrink: 0; -} -.fltr__mini-view--no-sort-buttons { - border-bottom: 1px solid #ccc; - background: #f5f5f5; - border-bottom-left-radius: 3px; - border-bottom-right-radius: 3px; - min-height: 3px; -} -.fltr__mini-pill { - margin: 1px 2px; - padding: 1px 2px; - white-space: nowrap; - text-align: center; - font-size: 9.4px; - border-radius: 3px; - cursor: pointer; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - display: none; -} -.fltr__mini-pill:hover { - -webkit-text-decoration: red line-through; - text-decoration: red line-through; -} -.fltr__mini-pill[state="yes"] { - background: #337ab7; - color: #fff; - display: block; -} -.fltr__mini-pill--default-sel[state="yes"] { - background: #48637a; -} -.fltr__mini-pill[state="no"] { - background: #822000; - color: #fff; - display: block; -} -.fltr__mini-pill--default-desel[state="no"] { - background: #7a564f; -} -.fltr__h-summary { - position: relative; - display: inline-block; - vertical-align: middle; - box-sizing: border-box; - font-size: 11px; - line-height: 22px; - margin-left: auto; -} -.fltr__h-summary-filtering { - color: #333; - text-shadow: 0 0 1px #333; -} -.fltr__h-btn-toggle-display { - min-width: 43px; -} -.fltr__slider { - width: 100%; -} -.fltr__slider.ui-slider-pips { - margin: 5px 40px 35px; -} -.fltr__slider:not(.ui-slider-disabled) .ui-slider-pip:hover .ui-slider-label, -.fltr__slider .ui-slider-label { - color: #337ab7; -} -.fltr__slider .ui-slider-pip-label .ui-slider-label { - display: flex; - justify-content: center; -} -.fltr__slider .ui-slider-handle .ui-slider-tip { - white-space: nowrap; - width: 60px; - margin-left: -30px; -} -.fltr__range-inline-label { - margin-left: 15px; - flex-shrink: 0; - min-width: 75px; - text-align: right; - font-style: italic; -} -.fltr__group-comb-toggle { - font-style: italic; - cursor: pointer; - letter-spacing: -1px; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; -} -.fltr__hidden--search { - display: none !important; -} -.fltr-src__wrp-slider { - background: #f0f0f0; - border-radius: 4px; -} -.fltr-src__slider .ui-slider-pip .ui-slider-label { - top: 10px; - margin-left: -36px; - width: 72px; -} -.fltr-src__slider .ui-slider-handle .ui-slider-tip { - margin-left: -36px; - width: 72px; -} -.fltr-cls__tgl { - width: 16px; - height: 16px; - padding: 0; - flex-shrink: 0; - flex-grow: 0; - display: inline-block; - cursor: pointer; - border: 1px solid #ccc; - border-radius: 4px; - outline: none; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - border-radius: 7px; -} -.fltr-cls__tgl:active { - box-shadow: 0 0 2px 0 rgba(0, 0, 0, 0.7333333333); -} -.fltr-cls__tgl.active { - background: #666; - border-color: #8c8c8c; -} -.ui-slider-tip { - pointer-events: none; -} -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -.night-mode .fltr__btn_nest { - background: #222; - border-color: #555; -} -.night-mode .fltr__btn_nest:hover { - background: #323232; -} -.night-mode .fltr__btn_nest--include { - background: repeating-linear-gradient( - 135deg, - #337ab7, - #337ab7 11px, - transparent 11px, - transparent 22px - ); -} -.night-mode .fltr__btn_nest--include:hover { - background: repeating-linear-gradient( - 135deg, - #2d6da3, - #2d6da3 11px, - transparent 11px, - transparent 22px - ); -} -.night-mode .fltr__btn_nest--include span { - background: #222; -} -.night-mode .fltr__btn_nest--include-all { - background: #337ab7; -} -.night-mode .fltr__btn_nest--include-all:hover { - background: #2d6da3; -} -.night-mode .fltr__btn_nest--exclude { - background: repeating-linear-gradient( - 135deg, - transparent, - transparent 11px, - #8a1a1b 11px, - #8a1a1b 22px - ); -} -.night-mode .fltr__btn_nest--exclude:hover { - background: repeating-linear-gradient( - 135deg, - transparent, - transparent 11px, - #751617 11px, - #751617 22px - ); -} -.night-mode .fltr__btn_nest--exclude span { - background: #222; -} -.night-mode .fltr__btn_nest--exclude-all { - background: #8a1a1b; -} -.night-mode .fltr__btn_nest--exclude-all:hover { - background: #751617; -} -.night-mode .fltr__btn_nest--both { - background: repeating-linear-gradient( - 135deg, - #337ab7, - #337ab7 11px, - #8a1a1b 11px, - #8a1a1b 22px - ); -} -.night-mode .fltr__btn_nest--both:hover { - background: repeating-linear-gradient( - 135deg, - #2d6da3, - #2d6da3 11px, - #751617 11px, - #751617 22px - ); -} -.night-mode .fltr__dropdown-divider { - border-color: #555; -} -@media only screen and (max-width: 768px) { - .night-mode .fltr__dropdown-divider { - box-shadow: inset 0 0 2px 2px #333; - background: #555; - } -} -.night-mode .fltr__dropdown-divider--sub { - border-color: rgba(85, 85, 85, 0.6274509804); -} -.night-mode .fltr__pill { - border-color: #555; -} -.night-mode .fltr__pill[state="ignore"] { - background: #222; -} -.night-mode .fltr__pill[state="ignore"]:hover { - background: #323232; -} -.night-mode .fltr__pill[state="yes"] { - border-color: #22527b; -} -.night-mode .fltr__pill[state="no"] { - border-color: #4a0e0e; -} -.night-mode .fltr__mini-view { - background: #343434; - border-color: #555; - background: linear-gradient(to top, #555, #343434 1px); -} -.night-mode .fltr__h-btn-logic--blue { - color: #337ab7; -} -.night-mode .fltr__h-btn-logic--blue:hover { - color: #7398b7; -} -.night-mode .fltr__h-btn-logic--red { - color: #8a1a1b; -} -.night-mode .fltr__h-btn-logic--red:hover { - color: #8a4b4b; -} -.night-mode .fltr-src__wrp-slider { - background: rgba(51, 51, 51, 0.6666666667); -} -.night-mode .fltr-cls__tgl { - background: #222; - border-color: #555; -} -.night-mode .fltr-cls__tgl:active { - box-shadow: 0 0 3px 0 rgba(255, 255, 255, 0.7333333333); -} -.night-mode .fltr-cls__tgl.active { - background: #555; - border-color: #6f6f6f; -} -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -.ui__btn-xxl-square { - width: 110px; - height: 110px; -} -.ui__ipt-color { - width: 40px; - padding: 0; -} -.ui__ipt-color::-webkit-color-swatch-wrapper { - padding: 3px; -} -.ui__ipt-color::-webkit-color-swatch { - border: 1px solid #ccc; -} -.ui-list__wrp { - transform: translateZ(0); - font-size: 11.2px; -} -.ui-list__wrp-preview { - font-size: 13.5px; -} -.ui-source__row { - margin-left: calc(-96px - 0.5rem); -} -.ui-source__name { - min-width: 96px; - white-space: nowrap; - text-align: right; -} -.ui-source__divider { - height: 1px; - width: 30px; - background: #ccc; - display: inline-block; - margin: 0 3px; -} -.ui-modal__body-active { - overflow-y: hidden !important; -} -.ui-modal__row { - margin-bottom: 5px; - display: flex; - justify-content: space-between; - align-items: center; - font-weight: initial; - min-height: 30px; -} -.ui-modal__row:first-of-type { - margin-top: -1px; -} -.ui-modal__row--cb { - padding: 0 3px; - border-radius: 3px; -} -.ui-modal__row--cb:hover { - background: #f5f5f5; -} -.ui-modal__row--sel { - padding: 0 3px; -} -.ui-modal__row--stats-header { - min-height: initial; - font-weight: bold; - font-size: 12px; - margin-bottom: 0; -} -.ui-modal__row--stats { - flex-direction: column; -} -.ui-modal__row > * { - margin-right: 5px; -} -.ui-modal__row > *:last-child { - margin-right: 0; -} -.ui-modal__row-sep { - height: 1px; - width: calc(100% - 12px); - margin: 2px 2px 7px; - background: #ccc; -} -.ui-modal__header--border { - border-bottom: 1px solid rgba(204, 204, 204, 0.6274509804); -} -.ui-modal__header--fullscreen { - box-shadow: 0 3px 6px rgba(0, 0, 0, 0.175); -} -.ui-modal__footer { - border-top: 1px solid rgba(204, 204, 204, 0.6274509804); -} -.ui-modal__footer--fullscreen { - box-shadow: 0 3px 6px rgba(0, 0, 0, 0.175); -} -.ui-modal__overlay { - position: fixed; - z-index: 1000; - top: 0; - left: 0; - width: 100vw; - height: 100vh; - display: flex; - justify-content: center; - align-items: center; - background-color: rgba(69, 69, 69, 0.5333333333); -} -.ui-modal__overlay-blind { - background-color: #fff; -} -.ui-modal__inner { - position: relative; - z-index: 1001; - top: initial; - left: initial; - margin: 60px auto; - padding: 5px 10px; - float: none; - height: 400px; - min-width: 600px; - max-height: 400px; - min-height: 400px; -} -@media (max-width: 767px) { - .ui-modal__inner { - min-width: 0; - } -} -@media (min-width: 768px) { - .ui-modal__inner { - max-width: 750px; - } -} -@media (min-width: 992px) { - .ui-modal__inner { - max-width: 970px; - } -} -@media (min-width: 1200px) { - .ui-modal__inner { - max-width: 1170px; - } -} -.ui-modal__inner--no-min-height { - min-height: 0; - height: initial; -} -.ui-modal__inner--uncap-height { - max-height: calc(100% - 120px); - height: initial; -} -.ui-modal__inner--uncap-width { - max-width: calc(100% - 180px); - width: initial; -} -.ui-modal__inner--max-width-640p { - max-width: 640px; -} -.ui-modal__inner--mode-fullscreen { - max-height: 0; - height: 100vh; - flex-shrink: 0; - min-height: 100vh; - border-radius: 0; - box-shadow: none; - border: 0; -} -.ui-modal__scroller { - height: 100%; - width: 100%; - min-height: 0; - overflow-y: auto; -} -.ui-search__wrp-output { - position: relative; - height: 100%; - width: 100%; - display: flex; - flex-direction: column; -} -.ui-search__wrp-controls { - width: 100%; - display: flex; - z-index: 900; -} -.ui-search__wrp-controls--in-tabs { - margin-top: -1px; -} -.ui-search__wrp-results { - position: relative; - padding: 3px; - transform: translateZ(0); - height: 100%; - overflow-y: auto; - overflow-x: hidden; - font-size: 11.2px; -} -.ui-search__row { - cursor: pointer; - font-weight: bold; - padding: 1px 2px; - display: flex; - justify-content: space-between; - border-bottom: 1px solid #ccc; -} -.ui-search__row:hover { - background: #d3d3d3; -} -.ui-search__row:focus { - box-shadow: inset 0 0 0 200px rgba(0, 107, 196, 0.3); -} -.ui-search__sel-category { - border-radius: 0; - max-width: 180px; - flex-shrink: 0; - border-right: 0; -} -.ui-search__ipt-search { - border-radius: 0; - width: 100%; -} -.ui-search__ipt-search-sub-ipt[type="radio"] { - display: inline-block; - margin: 0 3px 0 0; -} -.ui-search__ipt-search-sub-ipt-custom { - max-width: 30px; - border-radius: 0; - border-left: 0; - margin-right: -1px; - border-right-color: #e0e0e0; - border-left-color: #e0e0e0; - padding-left: 0; -} -.ui-search__ipt-search-sub-ipt-custom[type="number"]::-webkit-inner-spin-button { - margin: 0; - -webkit-appearance: none; -} -.ui-search__ipt-search-sub-wrp { - flex-shrink: 0; - margin-bottom: 0; - padding: 5px; - font-weight: normal; - border: 1px solid #ccc; - height: 34px; - border-left: 0; - display: flex; -} -.ui-search__ipt-search-sub-lbl { - display: flex; - align-items: center; - height: 100%; -} -.ui-search__ipt-search-sub-lbl:not(:last-child) { - margin-right: 7px; -} -.ui-search__message { - font-size: 1.4rem; - width: 100%; - height: 100%; - display: flex; - justify-content: center; - align-items: center; - font-family: "Andada", serif; - font-variant: small-caps; - font-weight: 500; -} -.ui-tab__btn-tab-head { - display: inline-block; - padding: 2px 4px 0; - border-bottom-right-radius: 0; - border-bottom-left-radius: 0; - cursor: pointer; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - border-bottom: 0; -} -.ui-tab__btn-tab-head--active { - background-color: #e6e6e6; - border-color: #adadad; -} -.ui-tab__wrp-tab-body { - width: 100%; - height: 100%; - overflow-y: auto; - overflow-x: hidden; -} -.ui-tab__wrp-tab-body--border { - padding: 3px 0; -} -.ui-tab__wrp-tab-body--background { - background: #fff; -} -.ui-tab__wrp-tab-heads--border { - border-bottom: 1px solid #ccc; -} -.ui-prof__btn-cycle { - width: 16px; - height: 16px; - padding: 0; - flex-shrink: 0; - flex-grow: 0; - display: inline-block; - cursor: pointer; - border: 1px solid #ccc; - border-radius: 4px; - outline: none; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; -} -.ui-prof__btn-cycle:active { - box-shadow: 0 0 2px 0 rgba(0, 0, 0, 0.7333333333); -} -.ui-prof__btn-cycle.active { - background: #666; - border-color: #8c8c8c; -} -.ui-prof__btn-cycle[data-state="0"] { - background: #fff; -} -.ui-prof__btn-cycle[data-state="1"] { - background: #666; - border-color: #8c8c8c; -} -.ui-prof__btn-cycle[data-state="2"] { - background: #666; - border-color: #8c8c8c; - display: flex; - line-height: 14px; - -moz-osx-font-smoothing: grayscale; - -webkit-font-smoothing: antialiased; - font-style: normal; - font-variant: normal; - text-rendering: auto; - font-family: "Font Awesome 5 Pro"; - font-weight: 900; - color: #fff; - font-size: 12px; -} -.ui-prof__btn-cycle[data-state="2"]::before { - content: ""; -} -.ui-prof__btn-cycle[data-state="3"] { - background: repeating-linear-gradient( - 135deg, - white, - white 10px, - #666 10px, - #666 20px - ); - border-color: #8c8c8c; -} -.ui-dir__face { - position: relative; - width: 92px; - height: 92px; - border-radius: 46px; - background: #f0f0f0; - border: 1px solid #ccc; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - cursor: grab; -} -.ui-dir__arm { - width: 1px; - height: 40px; - background: #333; - position: absolute; - top: 46px; - left: 46px; - transform: rotate(180deg); - transform-origin: top; - pointer-events: none; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - box-shadow: 0 0 2px 0 rgba(0, 0, 0, 0.75); -} -.ui-icn__wrp-icon { - font-size: 24px; -} -.ui-drag__wrp-drag-block { - position: absolute; - top: 0; - right: 0; - bottom: 0; - left: 0; -} -.ui-drag__wrp-drag-dummy--highlight { - background: rgba(207, 229, 255, 0.4705882353); -} -.ui-drag__wrp-drag-dummy--lowlight { - background: rgba(0, 0, 0, 0); -} -.ui-drag__patch { - cursor: move; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - display: flex; - flex-shrink: 0; - padding: 5px 3px; - width: 14px; - font-size: 14px; -} -.ui-drag__dummy-patch { - width: 14px; -} -.ui-drag__patch-col { - display: flex; - flex-direction: column; - flex-shrink: 0; -} -.ui-drag__patch-col > div { - line-height: 4px; - text-align: center; -} -.ui-tip__parent { - cursor: help; - position: relative; -} -.ui-tip__child { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.175); - display: none; - position: absolute; - border: 1px solid #ccc; - background: #fff; - border-radius: 3px; - z-index: 1; - top: calc(100% + 5px); - padding: 5px; - opacity: 0; - transition: opacity 84ms ease-in-out; - pointer-events: none; -} -.ui-tip__parent:hover .ui-tip__child { - display: flex; - opacity: 1; -} -.ui-ctx__wrp { - box-shadow: 0 6px 12px rgba(0, 0, 0, 0.475); - z-index: 1100; - font-size: 14px; - background: #fff; - border: 1px solid rgba(204, 204, 204, 0.6274509804); - border-top-color: #ccc; -} -.ui-ctx__divider { - height: 1px; - width: 100%; - background: #ccc; -} -.ui-ctx__row { - cursor: pointer; - min-width: 160px; -} -.ui-ctx__row:hover { - background: #f5f5f5; -} -.ui-ctx__row.disabled, -.ui-ctx__row.disabled:hover { - cursor: default; - background: #fff; -} -.ui-pick__btn-add { - font-weight: bold; - padding: 1px 2px; - line-height: 8px; - font-size: 18px; - display: flex; - height: 16px; -} -.ui-pick__btn-add--sub { - line-height: 11px; - height: 14px; - font-size: 16px; - border-radius: 0; - padding: 0 1px; - font-weight: bold; -} -.ui-pick__btn-remove { - width: 8px; - line-height: 20px; - padding: 0; - border-radius: 0; - font-size: 12px; - flex-shrink: 0; - flex-grow: 0; - cursor: pointer; - font-style: initial; - text-indent: -1px; -} -.ui-pick__btn-remove--sub { - height: 18px; - line-height: 16px; -} -.ui-pick__pill { - align-items: stretch; -} -.ui-pick__disp-text { - border: 1px solid #ccc; -} -.fa--btn-sm { - position: relative; - top: 1px; - font-size: 15px; -} -.fa--btn-xs { - position: relative; - font-size: 12px; -} -.fa--btn-xs::before { - width: 12px; - height: 14px; - display: inline-block; - text-align: center; -} -.fa--btn-xs.fa-dice { - left: -2px; -} -.clp__wrp-temp { - position: fixed; - top: -10000px; - left: -10000px; - width: 1px; - height: 1px; -} -.clp__disp-copied { - box-shadow: 0 3px 6px rgba(0, 0, 0, 0.175); - position: fixed; - white-space: nowrap; - width: auto; - transform: translateX(-50%); - pointer-events: none; - -webkit-user-select: none; - -moz-user-select: none; - user-select: none; - height: 24px; - line-height: 24px; - font-size: 12px; - z-index: 2000; - display: block; -} -.ui-ideco__ipt--left { - padding-left: 22px !important; -} -.ui-ideco__ipt--right { - padding-right: 22px !important; -} -.ui-ideco__wrp { - position: absolute; - top: 0; - bottom: 0; - opacity: 0.5; - justify-content: center; -} -.ui-ideco__wrp > .glyphicon { - top: 0; -} -.ui-ideco__wrp--left { - left: 5px; -} -.ui-ideco__wrp--right { - right: 5px; -} -.ui-ideco__btn-ticker { - transition: opacity 34ms; - opacity: 0; - padding: 0; - width: 14px; - height: 10px; - border: 0; - font-size: 14px; - line-height: 10px; - border-radius: 0; - background: rgba(0, 0, 0, 0.2); - color: #333; -} -.ui-ideco__btn-ticker:hover, -.ui-ideco__btn-ticker:active, -.ui-ideco__btn-ticker:focus, -.ui-ideco__btn-ticker:active:focus { - box-shadow: none; - outline: none; -} -.ui-ideco__btn-ticker:hover { - background: rgba(0, 0, 0, 0.3333333333); - color: #333; -} -.ui-ideco__btn-ticker:active, -.ui-ideco__btn-ticker:focus, -.ui-ideco__btn-ticker:active:focus { - background: rgba(0, 0, 0, 0.4666666667); - color: #333; -} -.ui-ideco__ipt:hover + .ui-ideco__wrp .ui-ideco__btn-ticker, -.ui-ideco__wrp:hover .ui-ideco__btn-ticker { - transition: opacity 34ms; - opacity: 1; -} -.ui-sel2__ipt-search { - top: 0; - right: 0; - left: 0; - opacity: 0; - background: rgba(0, 0, 0, 0); -} -.ui-sel2__wrp:focus > .ui-sel2__ipt-search, -.ui-sel2__wrp:focus-within > .ui-sel2__ipt-search { - opacity: 1; -} -.ui-sel2__wrp:focus > .ui-sel2__ipt-display, -.ui-sel2__wrp:focus-within > .ui-sel2__ipt-display { - text-align: right; - color: #777; - font-weight: bold; -} -.ui-sel2__wrp:focus > .ui-sel2__wrp-options, -.ui-sel2__wrp:focus-within > .ui-sel2__wrp-options { - display: flex; -} -.ui-sel2__wrp-options { - top: 22px; - right: 0; - left: 0; - display: none; - flex-direction: column; - background: #fff; - border: 1px solid #ccc; - border-top: 0; - max-height: 160px; -} -.ui-sel2__wrp-options:hover, -.ui-sel2__wrp-options:active, -.ui-sel2__wrp-options:focus, -.ui-sel2__wrp-options:focus-within { - display: flex; -} -.ui-sel2__disp-option.active, -.ui-sel2__disp-option:focus, -.ui-sel2__disp-option:hover { - background: #f5f5f5; -} -.ui-sel2__disp-option:focus.active, -.ui-sel2__disp-option:hover.active { - background: #dcdcdc; -} -.ui-slidr__wrp { - font-size: 14px; -} -.ui-slidr__thumb { - width: 14px; - height: 18px; - top: -5px; - background: #f5f5f5; - border: 1px solid #ccc; - border-radius: 2px; -} -.ui-slidr__thumb--hover, -.ui-slidr__thumb:hover { - background: #dcdcdc; - border-color: #b3b3b3; -} -.ui-slidr__wrp-track { - padding-top: 6px; - padding-bottom: 7px; -} -.ui-slidr__track-outer { - border: 1px solid #ccc; - height: 10px; - border-radius: 3px; -} -.ui-slidr__track-inner { - background: #eee; -} -.ui-slidr__disp-value { - width: 86px; - height: 26px; - border-radius: 4px; -} -.ui-slidr__disp-value--visible { - border: 1px solid #ccc; - background: #fff; -} -.ui-slidr__disp-value--left { - margin-right: 15px; - margin-left: 7px; -} -.ui-slidr__disp-value--right { - margin-right: 7px; - margin-left: 15px; -} -.ui-slidr__wrp-bottom { - height: 3em; -} -.ui-slidr__wrp-pips { - padding-top: 6px; -} -.ui-slidr__pip { - width: 1px; - height: 4px; - background: #ccc; -} -.ui-slidr__pip--major { - height: 6px; - background: #a6a6a6; -} -.ui-slidr__pip-label { - top: 0; - width: 24px; - height: 20px; - padding-top: 20px; -} -.ui-slidr__btn { - width: 80px; - height: 26px; - border-radius: 4px; - flex-grow: 1; - margin: 0 7px; - border: 1px solid #ccc; - background: #fff; -} -@font-face { - font-family: "Convergence"; - font-style: normal; - font-weight: 400; - src: local("Convergence-Regular"), - url("../fonts/Convergence-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Roboto"; - font-style: normal; - font-weight: 400; - src: local("Roboto"), url("../fonts/Roboto-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Glyphicons Halflings"; - font-style: normal; - font-weight: 400; - src: local("glyphicons-halflings-regular"), - url("../fonts/glyphicons-halflings-regular.ttf") format("truetype"); -} -@font-face { - font-family: "Blambot Casual"; - src: local("Blambot-Casual"), - url("../fonts/Blambot-Casual-Regular.ttf") format("truetype"); -} -@keyframes kf-fade-out { - from { - opacity: 1; - } - to { - opacity: 0; - } -} -.linked-titles .rd__h--0 .entry-title-inner:hover::before { - font-size: 50%; -} -.linked-titles .rd__h--1 .entry-title-inner:hover::before { - font-size: 55%; -} -.linked-titles .rd__h--2 .entry-title-inner:hover::before { - font-size: 60%; -} -.linked-titles .rd__h .entry-title-inner { - cursor: copy; -} -.linked-titles .rd__h .entry-title-inner:hover::before { - content: " 🔗"; - color: rgba(0, 0, 0, 0.2); - position: relative; - float: left; - width: 14px; - height: 14px; - right: 20px; - margin-right: -30px; - font-size: 85%; -} -.ui__ipt-color::-webkit-color-swatch { - border: 0; -} -.night-mode .ui-source__divider { - background: #555; -} -.night-mode .ui-modal__header--border { - border-color: rgba(85, 85, 85, 0.6274509804); -} -.night-mode .ui-modal__footer { - border-color: rgba(85, 85, 85, 0.6274509804); -} -.night-mode .ui-modal__overlay-blind { - background-color: #222; -} -.night-mode .ui-modal__row-sep { - border-color: #555; -} -.night-mode .ui-modal__inner--mode-fullscreen { - box-shadow: none; -} -.night-mode .ui-search__row { - border-color: #555; -} -.night-mode .ui-search__row:hover { - background: #333; -} -.night-mode .ui-search__ipt-search-sub-wrp { - border-color: #555; -} -.night-mode .ui-tab__btn-tab-head--active, -.night-mode .ui-tab__btn-tab-head--active:focus, -.night-mode .ui-tab__btn-tab-head--active:hover, -.night-mode .ui-tab__btn-tab-head--active:active { - background-color: rgba(255, 255, 255, 0.2509803922); -} -.night-mode .ui-tab__wrp-tab-body--background { - background: #222; - border-color: rgba(85, 85, 85, 0.6274509804); -} -.night-mode .ui-tab__wrp-tab-heads--border { - border-color: #555; - border-width: 2px; -} -.night-mode .ui-tab-side__wrp-tab { - background: #222; - border-color: rgba(85, 85, 85, 0.6274509804); -} -.night-mode .ui-prof__btn-cycle { - border-color: #555; -} -.night-mode .ui-prof__btn-cycle:active { - box-shadow: 0 0 3px 0 rgba(255, 255, 255, 0.7333333333); -} -.night-mode .ui-prof__btn-cycle[data-state="0"] { - background: #222; -} -.night-mode .ui-prof__btn-cycle[data-state="1"] { - background: #555; - border-color: #6f6f6f; -} -.night-mode .ui-prof__btn-cycle[data-state="2"] { - background: #555; - border-color: #6f6f6f; -} -.night-mode .ui-prof__btn-cycle[data-state="2"]::before { - color: #222; -} -.night-mode .ui-prof__btn-cycle[data-state="3"] { - background: repeating-linear-gradient( - 135deg, - #222, - #222 10px, - #555 10px, - #555 20px - ); - border-color: #6f6f6f; -} -.night-mode .ui-dir__face { - background: #222; - border-color: #555; -} -.night-mode .ui-dir__arm { - background: #bbb; - box-shadow: none; -} -.night-mode .ui-tip__child { - border-color: #555; - background: #222; -} -.night-mode .ui-ctx__wrp { - background: #222; - border: 1px solid rgba(85, 85, 85, 0.6274509804); - border-top-color: #555; -} -.night-mode .ui-ctx__divider { - background: #555; -} -.night-mode .ui-ctx__row:hover { - background: #383838; - color: #fff; -} -.night-mode .ui-ctx__row.disabled, -.night-mode .ui-ctx__row.disabled:hover { - background: #222; - color: #bbb; -} -.night-mode .ui-pick__disp-text { - border-color: #555; -} -.night-mode .ui-ideco__btn-ticker { - background: #555; - color: #fff; -} -.night-mode .ui-ideco__btn-ticker:hover, -.night-mode .ui-ideco__btn-ticker:active, -.night-mode .ui-ideco__btn-ticker:focus, -.night-mode .ui-ideco__btn-ticker:active:focus { - box-shadow: none; - outline: none; -} -.night-mode .ui-ideco__btn-ticker:hover { - background: #484848; - color: #fff; -} -.night-mode .ui-ideco__btn-ticker:active, -.night-mode .ui-ideco__btn-ticker:focus, -.night-mode .ui-ideco__btn-ticker:active:focus { - background: #3c3c3c; - color: #fff; -} -.night-mode .ui-sel2__ipt-search { - background: rgba(0, 0, 0, 0); -} -.night-mode .ui-sel2__wrp-options { - background-color: #222; - border-color: #555; -} -.night-mode .ui-sel2__disp-option.active, -.night-mode .ui-sel2__disp-option:focus, -.night-mode .ui-sel2__disp-option:hover { - background: #383838; -} -.night-mode .ui-sel2__disp-option:focus.active, -.night-mode .ui-sel2__disp-option:hover.active { - background: #525252; -} -.night-mode .ui-slidr__thumb { - background: rgba(204, 204, 204, 0.6274509804); - border-color: #bbb; -} -.night-mode .ui-slidr__thumb--hover, -.night-mode .ui-slidr__thumb:hover { - background: rgba(230, 230, 230, 0.6274509804); - border-color: #bbb; -} -.night-mode .ui-slidr__track-outer { - border-color: #555; -} -.night-mode .ui-slidr__track-inner { - background: rgba(85, 85, 85, 0.6274509804); -} -.night-mode .ui-slidr__disp-value--visible { - border-color: #555; - background: #222; -} -.night-mode .ui-slidr__pip { - background: #bbb; -} -.night-mode .ui-slidr__btn { - border-color: #555; - background: #222; -} -@font-face { - font-family: "good-pro-condensed"; - font-style: normal; - font-weight: 700; - src: local("font"), - url("../fonts/good-pro-condensed-700.ttf") format("truetype"); -} -@font-face { - font-family: "good-pro-condensed"; - font-style: normal; - font-weight: 400; - src: local("font"), - url("../fonts/good-pro-condensed-400.ttf") format("truetype"); -} -@font-face { - font-family: "good-pro"; - font-style: normal; - font-weight: 400; - src: local("font"), url("../fonts/good-pro-400.ttf") format("truetype"); -} -@font-face { - font-family: "good-pro"; - font-style: italic; - font-weight: 400; - src: local("font"), - url("../fonts/good-pro-italic-400.ttf") format("truetype"); -} -@font-face { - font-family: "good-pro"; - font-style: normal; - font-weight: 700; - src: local("font"), url("../fonts/good-pro-700.ttf") format("truetype"); -} -@font-face { - font-family: "Pathfinder2eActions"; - font-style: normal; - font-weight: 700; - src: local("font"), - url("../fonts/Pathfinder2eActions.ttf") format("truetype"); -} -@font-face { - font-family: "dax"; - font-style: normal; - font-weight: 400; - src: local("font"), url("../fonts/Dax-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "dax"; - font-style: normal; - font-weight: 700; - src: local("font"), url("../fonts/Dax-bold.ttf") format("truetype"); -} -@font-face { - font-family: "gin"; - font-style: normal; - font-weight: 400; - src: local("font"), url("../fonts/Gin-Regular.ttf") format("truetype"); -} -@font-face { - font-family: "Sabon"; - font-style: normal; - font-weight: 400; - src: local("font"), url("../fonts/Sabon-Roman.ttf") format("truetype"); -} -@font-face { - font-family: "Sabon"; - font-style: italic; - font-weight: 400; - src: local("font"), url("../fonts/Sabon-Italic.ttf") format("truetype"); -} -@font-face { - font-family: "Sabon"; - font-style: italic; - font-weight: 700; - src: local("font"), url("../fonts/Sabon-BoldItalic.ttf") format("truetype"); -} -@font-face { - font-family: "Sabon"; - font-style: normal; - font-weight: 700; - src: local("font"), url("../fonts/Sabon-Bold.ttf") format("truetype"); -} -@font-face { - font-family: "Taroca"; - font-style: normal; - font-weight: 400; - src: local("font"), url("../fonts/Taroca.ttf") format("truetype"); -} -@font-face { - font-family: "SabonLTStd"; - font-style: normal; - font-weight: 400; - src: local("font"), url("../fonts/SabonLTStd-Roman.ttf") format("truetype"); -} -@font-face { - font-family: "SabonLTStd"; - font-style: italic; - font-weight: 400; - src: local("font"), url("../fonts/SabonLTStd-Italic.ttf") format("truetype"); -} -@font-face { - font-family: "SabonLTStd"; - font-style: italic; - font-weight: 700; - src: local("font"), - url("../fonts/SabonLTStd-BoldItalic.ttf") format("truetype"); -} -@font-face { - font-family: "SabonLTStd"; - font-style: normal; - font-weight: 700; - src: local("font"), url("../fonts/SabonLTStd-Bold.ttf") format("truetype"); -} -@font-face { - font-family: "Basing"; - font-style: normal; - font-weight: 400; - src: local("font"), url("../fonts/Basing.ttf") format("truetype"); -} -@font-face { - font-family: "Albertus"; - font-style: normal; - font-weight: 400; - src: local("font"), url("../fonts/AlbertusMT.ttf") format("truetype"); -} -.pf2-book-wrapper { - display: flex; - flex-direction: column; - align-items: stretch; - padding: 1em !important; - border-top: 2px solid #5e0000; - border-bottom: 2px solid #5e0000; - overflow-x: hidden; -} -.pf2-book { - font-family: "SabonLTStd", sans-serif; -} -.pf2-book .rd__list li { - font-size: 1em; - line-height: 1.35em; -} -.pf2-book--stat { - font-size: 1em; - margin: 1em 0; -} -.pf2-book--stat .rd__list li { - font-size: 1em; -} -.pf2-book__option { - font-family: "good-pro", sans-serif; - font-size: 1em; - margin: 0; - padding-left: 1em; - text-indent: -1em; -} -.pf2-book__option--indent { - font-family: "good-pro", sans-serif; - font-size: 1em; - margin: 0; - text-indent: 1em; -} -.pf2-book .pf2-other-source { - font-family: "SabonLTStd", sans-serif; - font-size: 1em; - text-align: justify; - line-height: 1.35em; -} -.pf2-book .pf2-other-source + .pf2-other-source { - text-indent: 1em; -} -.pf2-wrp-stat { - margin: 1em 0; - clear: both; -} -.pf2-stat { - font-family: "good-pro", sans-serif; - text-align: justify; - line-height: 1.33em; - font-weight: 400; - text-indent: 0; -} -.pf2-stat__name { - margin: 0; - padding: 0; - font-family: "good-pro-condensed", sans-serif; - font-size: 1.35em; - font-weight: 700; - text-transform: uppercase; - line-height: 1; - text-align: left; -} -.pf2-stat__name--level { - margin-left: auto !important; - padding-left: 1em; -} -.pf2-stat__name .pf2-action-icon { - font-size: 1.5em; -} -.pf2-stat__line { - border-top: 1px solid #000; - height: 0; - margin: 0.05em 0 0.2em; - display: flex; -} -.pf2-stat__text { - margin: 0; - text-indent: 0; -} -.pf2-stat__text--wide { - margin: 0; -} -.pf2-stat__text--wide + .pf2-stat__text--wide { - text-indent: 1em; -} -.pf2-stat__text ~ .pf2-stat__text { - text-indent: 1em; -} -.pf2-stat__section { - margin: 0; - padding-left: 1em; - text-indent: -1em; - display: block; -} -.pf2-stat__section--wide { - margin: 0; -} -.pf2-stat__source { - font-family: "good-pro", sans-serif; - line-height: 1.33em; - font-size: 0.75em; - font-weight: 400; - margin: 0; - padding-top: 0.8em; - text-align: right; - font-style: italic; -} -.pf2-stat__source--other { - display: block; - font-size: 0.95em; -} -.pf2-trait { - display: inline-block; - box-sizing: border-box; - margin: 0; - padding: 0.4em 1.1em 0.25em; - min-width: 5em; - color: #fff; - font-family: "good-pro-condensed", sans-serif; - font-size: 0.75em; - font-weight: 700; - line-height: 1; - letter-spacing: 0.01em; - text-align: center; - text-transform: uppercase; - background: #5e0000; - border: 0.12em solid #d9c484; - border-bottom-width: 0.07em; - border-top-width: 0.07em; -} -.pf2-trait:hover { - text-decoration: none !important; - color: #ff0 !important; -} -.pf2-trait--notag:hover { - text-decoration: none !important; - color: #fff !important; -} -.pf2-trait--unique { - background: #54166e; -} -.pf2-trait--rare { - background: #002664; -} -.pf2-trait--uncommon { - background: #98513d; -} -.pf2-trait--alignment { - background: #576293; - min-width: 2em; -} -.pf2-trait--size { - background: #3b7b59; -} -.pf2-trait--settlement { - background: #004416; -} -.pf2-trait--left { - border-left-width: 0.33em; -} -.pf2-trait--right { - border-right-width: 0.33em; -} -.pf2-trait + .pf2-stat { - margin-top: 0.15em; -} -.pf2-trait + .pf2-stat__text { - margin-top: 0.15em; -} -.pf2-action-icon { - font-family: "Pathfinder2eActions"; - font-size: 1.78em; - line-height: 0; -} -.pf2-action-icon::after { - content: attr(data-symbol); -} -.pf2-action-icon-copy-text { - opacity: 0; - position: absolute; -} -.night-mode .pf2-stat__line { - border-color: #aaa; -} -.night-mode .pf2-trait { - color: #dedada; -} -.pf2-h1 { - color: #5e0000; - position: relative; - width: 100%; - margin: 0; - padding: 0.3em 0 0; - font-family: "Taroca", sans-serif; - font-size: 2.3em; - font-weight: 700; - text-transform: uppercase; - text-align: center; - line-height: 1em; -} -.pf2-h1--collapse { - position: absolute; - right: 0; - line-height: 0.8em; -} -.pf2-h1--blue { - color: #002664; -} -.pf2-h1:hover .pf2-h--source { - display: inline-block; -} -.pf2-h1-flavor { - color: #5e0000; - margin: 0; - padding: 0; - font-family: "SabonLTStd", sans-serif; - font-style: italic; - font-size: 1.2em; - font-weight: 400; - text-align: justify; - line-height: 1.34em; -} -.pf2-h1-flavor + .pf2-h1-flavor { - text-indent: 1em; -} -.pf2-h1-flavor--centered { - text-align: center; -} -.pf2-h2 { - color: #002664; - position: relative; - width: 100%; - margin: 0 0 0.1em; - padding: 0; - font-family: "Taroca", sans-serif; - font-size: 2em; - font-weight: 700; - line-height: 1em; - text-align: left; -} -.pf2-h2--collapse { - position: relative; - right: 0; - margin-right: 0.5em; -} -.pf2-h2__step { - z-index: 40; - display: flex; - flex: 1; - margin: 0 0 0.1em -2em; - padding: 0.05em 0.05em 0.05em 1.8em; - height: -moz-fit-content; - height: fit-content; - min-width: calc(100% - 3.4em); - color: #002664; - background: #d1d3d4; - font-family: "Taroca", sans-serif; - font-size: 1.6em; - font-weight: 700; - text-transform: uppercase; - line-height: 1em; -} -.pf2-h2__step + .pf2-h2 { - margin: -0.9em 0 0.1em calc(2.02em + 6px); -} -.pf2-h2__step-num { - z-index: 50; - margin: -0.15em 0.3em 0 0; - padding: 0; - border: 3px solid #d9c484; - height: 1.4em; - width: 1.4em; - border-radius: 50%; - background: #002664; - color: #d9c484; - text-align: center; - font-family: "Taroca", sans-serif; - font-size: 2.8em; - text-transform: uppercase; - line-height: 1.4em; -} -.pf2-h2--wrp { - display: flex; - flex-flow: wrap; - margin: 1em 0 0; -} -.pf2-h2:hover .pf2-h--source { - display: inline-block; -} -.pf2-h3 { - color: #5e0000; - position: relative; - margin: 0; - padding: 0.6em 0 0; - font-family: "Gin", sans-serif; - font-size: 1.2em; - font-weight: 400; - line-height: 1.2em; - display: flex; - text-align: left; -} -.pf2-h3--lvl { - margin-left: auto !important; -} -.pf2-h3:hover .pf2-h--source { - display: inline-block; -} -.pf2-h4 { - color: #a86753; - position: relative; - margin: 0; - padding: 0.3em 0 0; - font-family: "Gin", sans-serif; - font-size: 1.2em; - font-variant: small-caps; - font-weight: 400; - line-height: 1.2em; - display: flex; - vertical-align: bottom; - text-align: left; -} -.pf2-h4--lvl { - margin-left: auto !important; -} -.pf2-h4:hover .pf2-h--source { - display: inline-block; -} -.pf2-h5 { - background: #002664; - border-top-left-radius: 0.4em; - border-top-right-radius: 0.4em; - box-shadow: 0 2px #f6f4f2, 0 3px #000; - color: #ede3c8; - margin: 0.3em 0; - padding: 0.3em 0.4em 0.25em; - font-family: "Gin", sans-serif; - font-size: 1.36em; - font-weight: 400; - line-height: 0.8em; - text-transform: uppercase; - display: flex; - text-align: left; -} -.pf2-h--collapse { - opacity: 40%; - position: absolute; - right: 0; - font-size: 0.5em; -} -.pf2-p { - color: #000; - margin: 0; - padding: 0; - font-family: "SabonLTStd", sans-serif; - font-size: 1em; - font-weight: 400; - text-align: justify; - line-height: 1.35em; -} -.pf2-p + .pf2-p { - text-indent: 1em; -} -.pf2-p + .pf2-book__option { - margin-top: 0.3em; -} -.pf2-other-source { - margin: 0; - padding: 0; -} -.pf2-table { - margin: 1em 0 0.3em; - padding: 0; - display: grid; - grid-gap: 0; - line-height: 1.3em; - font-size: 1.1em; - overflow: auto; - clear: left; - text-align: left; -} -.pf2-table__name { - padding: 0; - font-family: "good-pro", sans-serif; - font-size: 1em; - font-weight: 700; - text-transform: uppercase; - line-height: 1; - grid-column-start: 1; - grid-column-end: -1; -} -.pf2-table__caption { - padding: 0 0 0.1em 0.05em; - font-family: "good-pro-condensed", sans-serif; - font-size: 1.3em; - font-weight: 700; - text-transform: uppercase; - line-height: 1; - grid-column-start: 1; - grid-column-end: -1; - text-align: left; -} -.pf2-table__label { - padding: 0.1em 0.3em; - background: #5e0000; - color: #fff; - font-family: "good-pro", sans-serif; - font-size: 0.9em; - font-weight: 700; - line-height: 1.25em; - display: grid; - align-content: end; -} -.pf2-table__entry { - padding: 0 0.3em; - color: #000; - background: #ede3c8; - font-family: "good-pro", sans-serif; - font-size: 0.9em; -} -.pf2-table__entry.odd { - background: #f5efe0; -} -.pf2-table__entry.border-left { - border-left: 1px solid #5e0000; -} -.pf2-table__entry.border-right { - border-right: 1px solid #5e0000; -} -.pf2-table__entry.border-top { - border-top: 1px solid #5e0000; -} -.pf2-table__entry.border-bottom { - border-bottom: 1px solid #5e0000; -} -.pf2-table__entry .rd__list { - margin-top: 0; - margin-bottom: 0; -} -.pf2-table__footnote { - padding: 0 0.3em; - font-family: "good-pro", sans-serif; - font-size: 0.9em; - background: #e6d8b0; - grid-column-start: 1; - grid-column-end: -1; -} -.pf2-table__intro { - color: #000; - font-family: "good-pro", sans-serif; - font-size: 0.9em; - grid-column-start: 1; - grid-column-end: -1; -} -.pf2-table__outro { - color: #000; - font-family: "good-pro", sans-serif; - font-size: 0.9em; - grid-column-start: 1; - grid-column-end: -1; -} -.pf2-table--advancements { - grid-template-columns: 1fr 7fr; -} -.pf2-sidebar { - float: right; - clear: right; - border-left: solid 2px #5e0000; - color: #5e0000; - width: 35%; - max-width: 300px; - min-width: 170px; - margin: 0.4em -1em 0.4em 1em; - font-family: "good-pro", sans-serif; - font-size: 1em; -} -.pf2-sidebar .pf2-title { - font-size: 1.1em; - font-weight: 700; - margin: 0; - font-family: "good-pro", sans-serif; - padding: 0.6em 0.82em 0; -} -.pf2-sidebar .pf2-stat { - padding: 0 1em; - text-indent: 0; - text-align: revert; -} -.pf2-sidebar .rd__list { - padding: 0 1em 0 calc(1em + 24px); -} -.pf2-sidebar__title { - font-size: 1.1em; - font-weight: 700; - margin: 0; - padding: 0 0.82em; -} -.pf2-sidebar__text { - margin: 0; - font-size: 0.9em; - font-weight: 400; - padding: 0 1em; -} -.pf2-sidebar--left { - float: left; - clear: left; - border-right: solid 2px #5e0000; - border-left: unset; - width: 35%; - max-width: 300px; - min-width: 170px; - margin: 0.4em 2em 0.4em -1em; - font-size: 1em; -} -.pf2-sidebar--class .pf2-title, -.pf2-sidebar--class .pf2-sidebar__title { - font-family: "Gin", sans-serif; - font-weight: 400; -} -.pf2-sidebar--full { - height: 100%; -} -.pf2-sidebar .rd__quote-line { - padding: 0 1em; -} -@media only screen and (max-width: 440px) { - .pf2-sidebar { - width: 100%; - max-width: none; - float: none; - } -} -.pf2-sidebar--compact { - display: grid; - grid-template-columns: 1fr 1fr; - grid-gap: 0; - color: #5e0000; -} -.pf2-sidebar--compact div:nth-child(2n + 1) { - border-right: 2px solid #5e0000; -} -.pf2-sidebar--compact .pf2-title { - margin: 0; - font-family: "good-pro", sans-serif; - font-size: 1.1em; - font-weight: 700; - padding: 0.6em 0.6em 0; -} -.pf2-sidebar--compact .pf2-sidebar__text { - margin: 0; - font-family: "good-pro", sans-serif; - font-size: 0.9em; - font-weight: 400; - padding: 0 0.6em; -} -.pf2-chapter__line { - margin-top: 0.5em; - height: 1px; - background: #5e0000; - width: calc(50% - 1.6em); -} -.pf2-chapter__line--l { - margin-right: -1em; - margin-left: 0; -} -.pf2-chapter__line--r { - margin-right: 0; - margin-left: -1em; -} -.pf2-chapter__swirl { - margin-top: 0.22em; - padding: 0; - fill: #5e0000; - width: 3.2em; - height: 1.38em; -} -.pf2-chapter__swirl--l { - margin-right: -0.12em; -} -.pf2-chapter__swirl--r { - margin-left: -0.12em; - transform: scaleX(-1); -} -.pf2-key-abilities { - color: #fff; - background: #5e0000; - border: 2px solid #b29e74; - display: flex; - margin: 0.3em 0; -} -.pf2-key-abilities__ab { - box-shadow: 8px 0 0 -6px #b29e74; - width: calc(50% - 3px); - padding: 0 1em 1em; -} -.pf2-key-abilities__hp { - padding: 0 1em 1em; - width: calc(50% - 1px); -} -.pf2-key-abilities__title { - margin: 0; - padding-bottom: 0.3em; - font-family: "Gin", sans-serif; - font-weight: 400; - font-size: 1.2em; - text-align: left; -} -.pf2-key-abilities__text { - font-family: "good-pro", sans-serif; - font-weight: 700; - font-size: 0.9em; - text-align: left; - line-height: 1.2em; - margin: 0; -} -.pf2-key-abilities__text ~ .pf2-key-abilities__text { - font-weight: 400; -} -@media only screen and (max-width: 520px) { - .pf2-key-abilities { - flex-direction: column; - } - .pf2-key-abilities__ab { - box-shadow: 0 8px 0 -6px #b29e74; - width: 100%; - } - .pf2-key-abilities__hp { - width: 100%; - padding: 0.3em 1em 1em; - } -} -.pf2-combo { - display: flex; - margin: 0.3em 0; -} -.pf2-combo__title { - margin: 0; - padding: 0; - border-bottom: 1px solid #333; - font-family: "good-pro-condensed", sans-serif; - font-size: 1.15em; - font-weight: 700; - text-transform: uppercase; - line-height: 1; - text-align: left; -} -.pf2-combo__start { - width: calc(50% - 3px); - padding: 0 1em 0 0; -} -.pf2-combo__end { - border-left: 1px solid #333; - padding: 0 1em 0 0.4em; - width: calc(50% - 1px); -} -@media only screen and (max-width: 520px) { - .pf2-combo { - flex-direction: column; - } - .pf2-combo__start { - width: 100%; - padding: 0.05em 0 0 0.2em; - } - .pf2-combo__end { - border-top: 1px solid #000; - border-left: 0; - padding: 0.05em 0 0 0.2em; - width: 100%; - } -} -.pf2-key-box { - color: #fff; - overflow: auto; - background: #5e0000; - border: 2px solid #b29e74; - margin: 0.3em 0; - padding: 0.6em; -} -.pf2-key-box__title { - margin: 0; - font-family: "Gin", sans-serif; - font-weight: 700; - font-size: 1.4em; - text-align: center; -} -.pf2-key-box__text { - font-family: "good-pro", sans-serif; - font-weight: 400; - font-size: 1.2em; - text-align: left; - line-height: 1.2em; - margin: 0; -} -.pf2-key-box .pf2-title { - margin: 0; - font-family: "Gin", sans-serif; - font-weight: 700; - font-size: 1.4em; - text-align: center; -} -.pf2-tips-box { - display: flex; - flex-direction: column; - font-family: "good-pro", sans-serif; - background: #d1d3d4; - margin: 0.3em 0; - padding: 0; - font-size: 0.9em; - max-width: 100%; -} -.pf2-tips-box__title { - margin: 0; - padding: 0.2em 0.3em 0; - background: #002664; - color: #d9c484; - font-weight: 700; - font-size: 1.22em; - text-transform: uppercase; - text-align: left; - line-height: 1.2em; -} -.pf2-tips-box__text { - line-height: 1.2em; - text-align: justify; - margin: 0; - padding: 0.1em 0.3em; -} -.pf2-sample-box { - background: #eae4d8; - margin: 0.3em 0; - padding: 0 1em 0.3em; - font-family: "good-pro", sans-serif; - font-size: 1em; - max-width: 100%; - overflow: auto; -} -.pf2-sample-box__title { - margin: 0; - padding: 0.3em 1em; - font-weight: 700; - line-height: 1.2em; - text-align: center; -} -.pf2-sample-box__section { - margin: 0; - padding: 0 1em 0 1.3em; - font-weight: 400; - line-height: 1.2em; - text-indent: -1em; -} -.pf2-sample-box__text { - margin: 0; - padding: 0 0.3em 0.3em; - font-weight: 400; - line-height: 1.2em; -} -.pf2-sample-box .pf2-title { - margin: 0; - padding: 0.3em 1em; - font-weight: 700; - line-height: 1.2em; - text-align: center; -} -.pf2-sample-box * + .pf2-title { - margin-top: 0.6em; -} -.pf2-beige-box { - background: #f1e9d4; - margin: 0.6em 0; - padding: 0.3em 1em; - overflow: auto; - font-family: "good-pro", sans-serif; - font-size: 1em; - max-width: 100%; -} -.pf2-beige-box__title { - margin: 0; - font-weight: 700; - line-height: 1.2em; - text-align: left; -} -.pf2-beige-box__text { - margin: 0; - font-weight: 400; - line-height: 1.2em; - text-align: justify; -} -.pf2-beige-box__text + .pf2-beige-box__text { - text-indent: 1em; -} -.pf2-beige-box .pf2-title { - margin: 0; - font-weight: 700; - line-height: 1.2em; - text-align: left; -} -.pf2-beige-box * + .pf2-title { - margin-top: 0.6em; -} -.pf2-inset { - background: #eae4d8; - overflow: auto; - border-top: 1px solid #c99a89; - border-bottom: 1px solid #c99a89; - font-family: "good-pro", sans-serif; - font-size: 1em; - font-weight: 700; - line-height: 1.2em; - text-align: center; - margin: 0.3em 0.6em; - padding: 0 1em; - height: -moz-fit-content; - height: fit-content; -} -.pf2-box { - position: relative; - left: 3%; - margin: 1.6em 0 0.6em; - padding: 0.6em 1.6em; - font-family: "good-pro", sans-serif; - width: 94%; - min-width: 120px; - border-radius: 2px; - font-size: 1em; -} -.pf2-box__title { - position: relative; - z-index: 2; - top: -0.36em; - left: 0; - padding: 0 0.3em; - display: block; - font-weight: bold; - font-size: 1.22em; - text-transform: uppercase; - text-align: center; -} -.pf2-box__text { - margin: 0; - text-indent: 0; - text-align: justify; - line-height: 1.2em; -} -.pf2-box__text + .pf2-box__text { - text-indent: 0.9em; -} -.pf2-box__swirl { - position: absolute; - z-index: 1; - top: -2em; - background: none !important; - display: flex; - width: 4em; - height: 4em; -} -.pf2-box__swirl--right { - right: -0.6107em; -} -.pf2-box__swirl--left { - left: -0.6107em; -} -.pf2-box__swirl-connection { - position: absolute; - z-index: 1; - top: -0.476em; - right: 2em; - height: 2em; - width: calc(100% - 4em); - display: flex; -} -.pf2-box__table--red { - margin-top: 1em; - font-family: "good-pro", sans-serif; - border-collapse: collapse; - display: grid; - overflow: auto; -} -.pf2-box__table--red .pf2-table__label { - padding: 0 1em; - font-size: 1em; - text-align: center; -} -.pf2-box__table--red .pf2-table__entry { - padding: 0 1em; - background: #5e0000; - color: #fff; - border-left: 1px solid #b29e74; - border-right: 1px solid #b29e74; -} -.pf2-box--red { - background-color: #5e0000; - fill: #5e0000; - color: #fff; -} -.pf2-box--brown { - background-color: #c8bca5; - fill: #c8bca5; - color: #000; -} -.pf2-box .pf2-title { - margin: 1em 1em 0; - font-size: 1.22em; - font-weight: 700; - text-align: center; - text-transform: uppercase; -} -.pf2-paper-wrp { - display: flex; - flex-direction: column; -} -.pf2-paper { - position: relative; - color: #000; - left: 3%; - margin: 0.3em 0 0.6em; - padding: 0.6em 1.6em; - width: 94%; - min-width: 120px; - border-style: solid; - border-width: 30px; - border-image-source: url("../img/letter.webp"); - border-image-slice: 30 fill; - border-image-repeat: round; -} -.pf2-paper__header { - margin-bottom: 0.6em; - text-align: end; -} -.pf2-paper__signature { - margin-top: 0.3em; - text-align: end; -} -.pf2-paper__text { - margin: 0; -} -.pf2-paper__footer { - font-size: 0.7em; - margin-top: 1em; -} -.pf2-paper__footer .pf2-paper__text { - padding-left: 1em; - text-indent: -1em; -} -.pf2-paper__entries .pf2-paper__text + .pf2-paper__text { - text-indent: 1em; -} -.pf2-paper--dark { - color: #000 !important; - border-image-source: url("../img/letter-dark.webp"); -} -.pf2-paper .pf2-title { - font-size: 1.3em; - font-weight: bold; - margin: 0; -} -.pf2-paper-title { - font-family: "good-pro", sans-serif; - font-size: 1.1em; - position: relative; - left: 6%; - width: 88%; - margin: 1em 0 0; -} -.pf2-letter { - font-family: "Basing", sans-serif; - color: #492706; - font-size: 1.18em; - font-style: italic; -} -.pf2-letter .pf2-title { - font-size: 1.3em; - font-weight: bold; - letter-spacing: 0.03em; - margin: 0; -} -.pf2-research { - font-family: "Albertus", sans-serif; -} -.pf2-research .pf2-title { - font-weight: normal; - font-size: 1.6em; - margin: 0; -} -.pf2-handwriting { - font-family: "Basing", sans-serif; - font-size: 1.18em; - font-style: italic; -} -.no-border-left { - border-left-style: none !important; -} -.no-border-right { - border-right-style: none !important; -} -.no-font-style { - font-weight: normal !important; - font-style: normal !important; - font-variant: none !important; - text-decoration: none !important; -} -.text-no-indent { - text-indent: 0 !important; -} -.text-indent-first { - text-indent: 1em !important; -} -.text-indent-subsequent { - padding-left: 1em !important; - text-indent: -1em !important; -} -.hidden-fluff { - display: none !important; -} -.scroll-to-highlight .rd__h { - animation: flash-highlight 1s linear 2; -} -@keyframes flash-highlight { - 50% { - opacity: 10%; - } -} -.rigen__visible { - display: none; -} -.rigen__btn_list { - padding: 0 1px; - line-height: 12px; - font-size: 9px; - border-radius: 3px; -} -.rigen_active .rigen__visible { - display: block; -} -.rigen_active .rigen__visible--flex { - display: flex; -} -.rigen_active .rigen__visible--flex-col { - display: flex; - flex-direction: column; -} -.rigen_active .rigen__hidden { - display: none !important; -} -.rigen_active .rigen__name { - width: 26.66666666%; -} -.rigen_active .rigen__name--sub { - width: 29.16666667%; -} -#rigen__runelist { - min-height: 0; -} -.ecgen__xp_total { - font-size: 0.8em; - margin-left: auto !important; - line-height: 28px; -} -.ecgen__overlevel { - color: red; - margin-top: 10px; - margin-bottom: -10px; -} -.hr-other-source { - margin: 15px 0; - border-top: 1px solid #ddd; -} -.pf2-summary { - height: 50vh; - display: flex; - flex-direction: row; -} -.pf2-summary__text { - margin: 1em; - font-size: 1.3em; - width: 100%; - display: flex; - flex-direction: column; - flex-grow: 1; -} -.pf2-summary__text .pf2-p { - text-align: left; -} -.pf2-summary__text .pf2-h1-flavor { - text-align: left; -} -.pf2-summary__text .pf2-h4 { - margin-top: auto; -} -.pf2-summary__image { - height: 100%; - display: none; - width: 100%; - align-items: center; -} -.pf2-summary__image--no-image { - width: 55%; -} -.pf2-summary__image--no-image p { - width: 100%; - text-align: center; - align-self: center; - font-style: italic; - color: #5e0000; -} -.pf2-summary__image img { - height: calc(100% - 2em); - max-width: 100%; - -o-object-fit: scale-down; - object-fit: scale-down; - margin: 1em 0 1em auto; -} -.pf2-summary__image a { - width: 100%; - text-align: center; -} -.feat-view--resizable { - min-height: 100px; - max-height: 80%; -} -.feat-view--active .sublist__ele-resize { - bottom: 3px; -} -.feat-view--active .wrp-stats-table { - max-height: calc(100% - 15px); -} -.feat-view--inactive .feat-view { - display: none !important; -} -.feat-view--inactive .feat-view + .fltr__mini-view { - display: none !important; -} -.feat-view--inactive .feat-view--resizable { - height: revert !important; -} -.feat-view--inactive .feat-view--resizable .wrp-stats-table { - max-height: 100% !important; -} -.feat-view--resizable { - position: relative; - overflow: hidden; -} -.bkv__content-wrp { - overflow-x: hidden; - overflow-y: scroll; -} -.cls-sc-tabs__wrp::before { - content: attr(data-sc-type); - width: 100%; - margin: 1rem 0.25rem 0.25rem; - font-weight: bold; - border-bottom: 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*/ \ No newline at end of file diff --git a/data/actions.json b/data/actions.json index 864aa902ea..b75211d5c6 100644 --- a/data/actions.json +++ b/data/actions.json @@ -5979,12 +5979,10 @@ } ], "info": [ - "The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, {@skill Arcana} might tell you about the magical defenses of a golem, whereas {@skill Crafting} could tell you about its sturdy resistance to physical attacks.", { "type": "pf2-sample-box", "name": "Sample Subsist Tasks", "entries": [ - "These examples use {@skill Society} or {@skill Religion}.", { "type": "list", "style": "list-hang-notitle", diff --git a/data/ancestries/versatile-heritages.json b/data/ancestries/versatile-heritages.json index 96d6e76f9d..c16e5c3935 100644 --- a/data/ancestries/versatile-heritages.json +++ b/data/ancestries/versatile-heritages.json @@ -1,5 +1,89 @@ { "versatileHeritage": [ + { + "name": "Ardande", + "source": "RoE", + "page": 46, + "versatile": true, + "rarity": "uncommon", + "traits": [ + "ardande" + ], + "entries": [ + "You descend from wood elementals or have some other heritage influenced by the elemental {@plane Plane of Wood|RoE}. You might have green, mossy skin, vines that grow from your head instead of hair, or thin appendages that resemble twigs. You gain the {@trait ardande|RoE} trait, in addition to the traits from your ancestry. You also gain {@ability low-light vision}, or you gain {@ability darkvision} if your ancestry already has low-light vision.", + "You can choose from {@filter ardande|feats||Ancestry & Heritage=ardande} feats, geniekin feats, and feats from your ancestry whenever you gain an ancestry feat." + ], + "info": [ + { + "type": "pf2-h1", + "name": "Ardande", + "entries": [ + "Ardandes are geniekin, or elemental planar scions, born with elemental wood for flesh and blood-like sap flowing through their veins; just as much elemental essence as they are mortal. They are the descendants of wood elementals, kizidhars, dryads, and forest dragons, or were born under the influence of powerful elemental forces tied to the First World or {@plane Plane of Wood|RoE}.", + "Ardandes often share a connection to specific aspects of wood, such as spring blossoms, ancient and rotten stumps seething with life that feeds on their decay, or sap dripping down tree bark; this is called an ardande lineage. Typically, an ardande has the same lineage as their ardande parent, though some are born with a new or different lineage, or to parents who didn't have one. Sometimes a lineage reflects where an ardande was born, such as springsoul ardandes born in the vibrant, portal-riddled Grungir Forest in the Lands of the Linnorm Kings, or moldersoul ardandes influenced by the Darkblight infection of the Southern Fangwood. They can also occur as a reflection of the ardande's planar ancestry, like ambersoul ardandes who descend from kizidhars.", + "If you want to play a character who embodies the tenacity, flexibility, and succor of elemental wood, you should play an ardande.", + { + "type": "pf2-h3", + "name": "You Might...", + "entries": [ + { + "type": "list", + "items": [ + "Associate your personal identity with elemental wood, and believe the characteristics of wood, plants, and trees form core aspects of your personality.", + "Enjoy giving gifts or expressing love for your friends with food and hospitality.", + "Take pride in your elemental lineage and your connection to the previously lost {@plane Plane of Wood|RoE}." + ] + } + ] + }, + { + "type": "pf2-h3", + "name": "Others Probably...", + "entries": [ + { + "type": "list", + "items": [ + "Look to you as an authority on {@trait plant} creatures and the {@plane Plane of Wood|RoE}.", + "Take you for granted as an endless well of energy, patience, and support.", + "Mistake you for a ghoran or dryad, perhaps not even realizing there is an elemental {@plane Plane of Wood|RoE}." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Physical Description", + "entries": [ + "Ardandes vary in appearance just as much as their different ancestors do. Green, brown, and ash gray are the most common skin tones, though many also have bodies covered in moss, bark, or knotted wood. Ardandes are often born with coils of ivy or flowering vines for hair, but just as common are those who grow beards made of petals or leaves, or hair that rustles like a leaf caught in a perpetual wind. Most smell like dew on fresh grass, wildflowers, or a mossy forest floor. Rarely, an ardande is born with amber or bark for nails, leaves or delicate petals freckling their skin, or even rotten, mossy bodies that shed spores and resin." + ] + }, + { + "type": "pf2-h2", + "name": "Society", + "entries": [ + "Poorly understood by both themselves and others, ardandes born before the {@plane Plane of Wood|RoE}'s return have struggled to fully comprehend their own heritage. Due to the {@plane Plane of Wood|RoE}'s longstanding absence from the Universe, Golarion has had too few ardandes for the wood geniekin to form their own societies or cultural norms. In most regions where ardandes are found, only a single family might have a connection to elemental wood, and the norms of the elemental scions of wood in those areas are simply those of that single ardande family." + ] + }, + { + "type": "pf2-h3", + "name": "Beliefs", + "entries": [ + "Many ardandes value community and family. Religious ardandes gravitate to the faiths of wood and nature deities, such as {@deity Gozreh}, the {@deity The Green Mother|LOGM|Green Mother}, {@deity Shyka|LOGM}, or the elemental lords of wood, {@deity Shumunue|RoE} and {@deity Verilorn|RoE}.Some venerate the kings of the leshies, known as the green men, or join druidic orders or other spiritual practices focused on nature, like the {@deity Green Faith}. Evil ardandes sometimes look to gods who represent destruction, disease, and rot for guidance, like {@deity Urgathoa}, {@deity Groetus|LOGM}, or the demon lord {@deity Treerazer|B1}. The ardandes who venerate these vile gods often interpret corruption and disease as necessary components of nature's eternal cycle: death that carves the way for renewal, rather than death as a final ending.", + "{@b Popular Edicts} flow with the cycles of nature, grow the world I want to live in", + "{@b Popular Anathema} betray my family" + ] + }, + { + "type": "pf2-h2", + "name": "Ardandes of Golarion", + "entries": [ + "Ardandes born on Golarion prior to the {@plane Plane of Wood|RoE}'s return fall into two primary groups: those who trace their lineage to non-elementals who nonetheless carry the spark of elemental wood within them, such as forest dragons or woodland fey; and ardandes from the bloodlines of ancient kizidhars and other elementals who became stranded on Golarion before mortal life even began. While there are a few other ardandes whose roots do not match either of these origins stories, their backgrounds tend to be highly unusual and often involve powerful sources of extraplanar magic.", + "Over the millennia while the {@plane Plane of Wood|RoE} was locked away from the Inner Sphere, most of Golarion's oldest ardande families eventually became disconnected from their elemental heritage. Regardless of the source of their elemental connection, these families found the innate spark of elemental wood becoming increasingly rare in their children, until it seemed to die out entirely and ardande children stopped being born altogether. Now that the {@plane Plane of Wood|RoE} has returned, many of these lost ardande families are experiencing a resurgence of their old elemental heritage, though they have little more than legends and folk stories of an ancestor's elemental power to explain and offer guidance for their new generation of ardande children. Many ardandes born into this new generation are rapidly becoming the foremost explorers into the {@plane Plane of Wood|RoE}, eager to use their innate gifts to trace their heritage through its extraplanar roots." + ] + } + ] + } + ] + }, { "name": "Aasimar", "source": "APG", @@ -19,7 +103,8 @@ "type": "pf2-h2", "name": "Aasimar", "entries": [ - "Born with the power of benevolent celestial entities, aasimars are thought to be supremely blessed with strength of will, extraordinary beauty, and innate magical gifts. But many aasimars find that these perceived talents\u2014whether they actually have them or not\u2014set them apart from their friends and family, fostering loneliness in themselves and jealousy in others. Aasimars with a positive outlook face these challenges by serving their communities, populating the environment with kindness or artwork, or simply supporting those who are less fortunate. Some aasimars hold a more hostile worldview, however, and risk falling into resentment, despair, or even the temptations of evil. Even then, the stereotypes surrounding an aasimar cling close, causing others to view them as tragic figures in need of redemption.", + "Born with the power of benevolent celestial entities, aasimars are thought to be supremely blessed with strength of will, extraordinary beauty, and innate magical gifts. But many aasimars find that these perceived talents\u2014whether they actually have them or not\u2014set them apart from their friends and family, fostering loneliness in themselves and jealousy in others.", + "Aasimars with a positive outlook face these challenges by serving their communities, populating the environment with kindness or artwork, or simply supporting those who are less fortunate. Some aasimars hold a more hostile worldview, however, and risk falling into resentment, despair, or even the temptations of evil. Even then, the stereotypes surrounding an aasimar cling close, causing others to view them as tragic figures in need of redemption.", "The powers and physical appearances passed down from celestial beings vary according to an aasimar's lineage. Those who descend from archons are sometimes known as lawbringers, while those who possess angelic blood are called angelkin, and those related to azatas are referred to as musetouched.", "If you want a character brimming with celestial power, unique physical characteristics and the potential for strong faith, you should play an aasimar.", { diff --git a/data/archetypes.json b/data/archetypes.json index 85f584ddcb..f87834555e 100644 --- a/data/archetypes.json +++ b/data/archetypes.json @@ -1,5 +1,87 @@ { "archetype": [ + { + "name": "Kineticist", + "source": "RoE", + "page": 57, + "entries": [ + "You have, intentionally or accidentally, awoken a gateway to elemental power inside yourself and can now channel that power to devastating effect, adding an elemental arsenal to your abilities.", + { + "type": "pf2-h3", + "name": "Multiclass Kineticist Characters", + "entries": [ + "Kineticist is a great fit for characters with high Constitution who want to add some magical blasting to their repertoire without managing the complexity of spell slots. Kineticist impulses can also provide damage types that are useful against certain creatures and special utility abilities such as better movement or battlefield control.", + "{@class champion||Champions} looking to diversify their capabilities, {@class barbarian||barbarians} with the Moment of Clarity feat, and particularly stout druids might all find suitable options." + ] + } + ], + "dedicationLevel": 2, + "extraFeats": [ + "4|Base Kinesis|RoE", + "4|Through the Gate|RoE", + "6|Advanced Element Control|RoE", + "8|Improved Elemental Blast|RoE", + "10|Add Element|RoE", + "12|Expert Kinetic Control|RoE" + ] + }, + { + "name": "Elementalist (Rage of Elements)", + "source": "RoE", + "page": 58, + "entries": [ + "You revere the elements as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the elements. There are many paths to elementalism, and many classes can become elementalists. As the most basic building blocks of matter, the elements can be shaped to your specific training and understanding. The study of elementalism expands every day.", + "You cast spells drawn from multiple traditions and can use the elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace either the philosophy of four elements common in the Inner Sea or the five-element cycle prevalent in Tian Xia. This is often a balance, but some elementalists feel a stronger connection to a singular element that they hone to great heights, utilizing the other elements to support and augment their favored.", + { + "type": "pf2-h3", + "name": "Elemental Magic", + "level": 1, + "entries": [ + "You're a spellcaster who specializes in harnessing the elements. Though you might feel a kinship for one element over the others, you're capable of shaping many of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the Elementalist Dedication as your 2nd-level class feat.", + "{@b Prerequisites:} You must have a spellcasting class feature that chooses spells from the arcane or primal spell list.", + "{@b Elementalist Adjustments:} Replace your spell list with the {@filter elemental spell list|spells||Tradition & Spell List=Elemental}. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead. You must choose an elemental philosophy (detailed below), which determines which spells and other elemental magic you can use.", + "{@b Druid Elementalist Adjustments:} If you're a {@class druid} of the {@class druid||storm order|storm}, you can choose to replace your starting order spell, {@spell tempest surge}, with {@spell updraft|SoM}.", + "{@b Elemental Sorcerer Adjustments:} If you're a {@class sorcerer} with the {@class Sorcerer||elemental bloodline|Elemental}, you can replace your {@spell elemental toss||initial bloodline spell} with an {@filter initial elemental focus spell|spells||Tradition & Spell List=Elemental|Spell Type=Focus Spell|Level=1}, and your {@spell elemental motion||advanced bloodline spell} with an {@filter advanced elemental focus spell|spells||Tradition & Spell List=Elemental|Spell Type=Focus Spell|Level=3}. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline.", + "{@b Wizard Elementalist Adjustments:} If you're a {@class wizard}, you can either choose to be a {@class wizard||universalist} or to follow an arcane school dedicated to one element from your elemental philosophy. If you choose an elemental school, your curriculum spells can be any spells that you have access to and that have your chosen element's trait. Your school spells are the elemental focus spells of your chosen element (page 60), with the 1st-rank spell as your initial school spell and the 3rd- rank spell as the advanced school spell." + ] + }, + { + "type": "pf2-h4", + "name": "Elemental Philosophy", + "entries": [ + "Choose an elemental philosophy, which determines which elements you can use. The options available in this book are as follows.", + { + "type": "list", + "items": [ + "{@b Elemental Cycle}: {@trait Earth}, {@trait fire}, {@trait metal}, {@trait water}, {@trait wood}", + "{@b Inner Sea Elementalism}: {@trait Air}, {@trait earth}, {@trait fire}, {@trait water}" + ] + }, + "Every elementalist has the spells from the universal {@filter elemental spell list|spells||Tradition & Spell List=Elemental} list. Your choice of elemental philosophy affects your other spells. Your personal list also contains any spell that shares one or more traits with those in your elemental philosophy, and doesn't have any traits that aren't in your elemental philosophy. For example, an elemental cycle elementalist could choose a spell with both the earth and fire traits, but not one with the air and fire traits, while an inner sea elementalist could choose either of those, but not a spell with metal and fire traits.", + "{@b Spells}: Your GM might allow you to add more spells from other books to the {@filter elemental spell list|spells||Tradition & Spell List=Elemental} that fit the metal or wood element but first appeared without the trait, adding the relevant trait to the spell.", + "You can't take {@filter elementalist|feats||Archetypes=Elementalist} feats or use elementalist abilities for an element you're unable to attune to. For example, an Inner Sea elementalist couldn't select the {@feat Reverberating Spell|RoE} feat, use {@feat Redirect Elements|RoE} against a {@trait metal} or {@trait wood} spell, or choose a {@trait metal} or {@trait wood} ability for their {@trait Elemental Familiar|RoE}." + ] + } + ], + "extraFeats": [ + "4|Dousing Spell|RoE", + "4|Elemental Familiar (Elementalist)|RoE", + "6|Burning Spell|RoE", + "6|Current Spell|RoE", + "6|Expanded Elemental Magic|RoE", + "8|Metabolize Element|RoE", + "10|Reverberating Spell|RoE", + "10|Growth Spell|RoE", + "10|Rockslide Spell|RoE", + "12|Redirect Elements|RoE", + "6|Water Step|RoE", + "14|Wind-tossed Spell|RoE" + ], + "miscTags": [ + "Class Archetype" + ], + "dedicationLevel": 2 + }, { "name": "Gelid Shard", "source": "TV", @@ -2990,7 +3072,7 @@ "type": "pf2-title", "name": "Excorcists Across Golarion", "entries": [ - "The well-known exorcists of Pharasma use methods of repeated prayer, holy water, and sacred rituals. Ashavic exorcists often dance under the moonlight to entice lost souls and guide them onward. In Osirion, exorcists practice execration, or proactive preventive exorcism techniques. In Northern Garund and some parts of Qadira, playing the stringed tanbura, rattling manjur, and specific drum patterns help cut the threads that tie the spirit to this world. Matanji orcs in the Mwangi Expanse perform exorcisms by drawing tattoo-like diagrams in iron ink. In Tian Xia, exorcists often use {@book fulus|SoM|5|fulus} to assist in their practice." + "The well-known exorcists of Pharasma use methods of repeated prayer, holy water, and sacred rituals. Ashavic exorcists often dance under the moonlight to entice lost souls and guide them onward. In Osirion, exorcists practice execration, or proactive preventive exorcism techniques. In Northern Garund and some parts of Qadira, playing the stringed tanbura, rattling manjur, and specific drum patterns help cut the threads that tie the spirit to this world. Matanji orcs in the Mwangi Expanse perform exorcisms by drawing tattoo-like diagrams in iron ink. In Tian Xia, exorcists often use fulus to assist in their practice." ] } ] diff --git a/data/backgrounds/backgrounds-roe.json b/data/backgrounds/backgrounds-roe.json index 1d9bd51f82..68aa08ea62 100644 --- a/data/backgrounds/backgrounds-roe.json +++ b/data/backgrounds/backgrounds-roe.json @@ -9,11 +9,11 @@ "You're trained in the {@skill Crafting} skill and the Plane of {@skill Lore||Metal Lore} skill. You gain the {@feat Specialty Crafting} skill feat with the blacksmithing specialty." ], "boosts": [ - "strength", - "intelligence" + "Strength", + "Intelligence" ], "skills": [ - "crafting" + "Crafting" ], "lore": [ "Metal" @@ -32,11 +32,11 @@ "You're trained in the {@skill Nature} skill and the Plane of {@skill Lore||Earth Lore} skill. You gain the {@feat Natural Medicine} skill feat." ], "boosts": [ - "wisdom", - "charisma" + "Wisdom", + "Charisma" ], "skills": [ - "nature" + "Nature" ], "lore": [ "Earth" @@ -55,11 +55,11 @@ "You're trained in the {@skill Athletics} skill and the Plane of {@skill Lore||Water Lore} skill. You gain the {@feat Underwater Marauder} skill feat." ], "boosts": [ - "strength", - "wisdom" + "Strength", + "Wisdom" ], "skills": [ - "athletics" + "Athletics" ], "lore": [ "Water" @@ -79,11 +79,11 @@ "You're trained in the {@skill Survival} skill and the Plane of {@skill Lore||Wood Lore} skill. You gain the {@feat Terrain Expertise} skill feat for forests." ], "boosts": [ - "intelligence", - "wisdom" + "Intelligence", + "Wisdom" ], "skills": [ - "survival" + "Survival" ], "lore": [ "Wood" @@ -101,11 +101,11 @@ "You're trained in the {@skill Athletics} skill and the Plane of {@skill Lore||Fire Lore} skill. You gain the Breath Control feat." ], "boosts": [ - "strength", - "constitution" + "Strength", + "Constitution" ], "skills": [ - "athletics" + "Athletics" ], "lore": [ "Fire" @@ -120,11 +120,11 @@ "You're trained in the {@skill Acrobatics} skill and the Plane of {@skill Lore||Air Lore} skill. You gain the {@feat Cat Fall} skill feat." ], "boosts": [ - "dexterity", - "wisdom" + "Dexterity", + "Wisdom" ], "skills": [ - "acrobatics" + "Acrobatics" ], "lore": [ "Air" @@ -145,8 +145,8 @@ "You're trained in four of the following: Plane of {@skill Lore||Air Lore}, Plane of {@skill Lore||Earth Lore}, Plane of {@skill Lore||Fire Lore}, Plane of {@skill Lore||Metal Lore}, Plane of {@skill Lore||Water Lore}, or Plane of {@skill Lore||Wood Lore}." ], "boosts": [ - "intelligence", - "wisdom" + "Intelligence", + "Wisdom" ], "lore": [ "Air", @@ -170,11 +170,11 @@ "You're trained in the {@skill Diplomacy} skill and one of the following lore skills: Plane of {@skill Lore||Air Lore}, Plane of {@skill Lore||Earth Lore}, Plane of {@skill Lore||Fire Lore}, Plane of {@skill Lore||Metal Lore}, Plane of {@skill Lore||Water Lore}, or Plane of {@skill Lore||Wood Lore}. You gain the {@feat Hobnobber} skill feat." ], "boosts": [ - "constitution", - "charisma" + "Constitution", + "Charisma" ], "skills": [ - "diplomacy" + "Diplomacy" ], "lore": [ "Air", @@ -191,21 +191,21 @@ { "name": "Elementally Infused", "source": "RoE", - "page": 44, + "page": 45, "traits": [ "rare" ], "entries": [ "You were exposed to a strong burst of elemental essence originating directly from an elemental plane, most likely caused by a planar breach. Your body absorbed the elemental essence with no ill effects, and now it coalesces within you. With time, you've learned to project elemental power in a manner safe to you but still deadly to others.", "Choose two attribute boosts. One must be to Constitution or Charisma, and one is a free attribute boost.", - "Choose one elemental plane: Air, Earth, Fire, Metal, Water, or Wood. You are trained in the corresponding {@skill Lore} skill: Plane of {@skill Lore||Air Lore}, Plane of {@skill Lore||Earth Lore}, Plane of {@skill Lore||Fire Lore}, Plane of {@skill Lore||Metal Lore}, Plane of {@skill Lore||Water Lore}, or Plane of {@skill Lore||Wood Lore}. You also gain a cantrip according to your chosen plane: air gale blast SoM; Earth: scatter scree SoM; Fire: ignition; Metal: needle darts (page 144); Water spout SoM, or wood root reading (page 197). You can cast this spell as a primal innate spell at will." + "Choose one elemental plane: Air, Earth, Fire, Metal, Water, or Wood. You are trained in the corresponding {@skill Lore} skill: Plane of {@skill Lore||Air Lore}, Plane of {@skill Lore||Earth Lore}, Plane of {@skill Lore||Fire Lore}, Plane of {@skill Lore||Metal Lore}, Plane of {@skill Lore||Water Lore}, or Plane of {@skill Lore||Wood Lore}. You also gain a cantrip according to your chosen plane: {@b Air}: {@spell gale blast|SoM}; {@b Earth}: {@spell scatter scree|SoM}; {@b Fire}: {@spell ignition}; {@b Metal}: {@spell needle darts|RoE}; {@b Water} {@spell spout|SoM}, or {@spell wood root reading|RoE}. You can cast this spell as a primal innate spell at will." ], "boosts": [ - "constitution", - "charisma" + "Constitution", + "Charisma" ], "skills": [ - "lore" + "Lore" ], "lore": [ "Air", @@ -219,7 +219,7 @@ { "name": "Planar Migrant", "source": "RoE", - "page": 44, + "page": 45, "traits": [ "rare" ], @@ -229,11 +229,11 @@ "You're trained in the {@skill Athletics} skill and one of the following lore skills: Plane of {@skill Lore||Air Lore}, Plane of {@skill Lore||Earth Lore}, Plane of {@skill Lore||Fire Lore}, Plane of {@skill Lore||Metal Lore}, Plane of {@skill Lore||Water Lore}, or Plane of {@skill Lore||Wood Lore}. You gain the Hefty Hauler and {@feat Prescient Planner|APG} skill feats." ], "boosts": [ - "dexterity", - "constitution" + "Dexterity", + "Constitution" ], "skills": [ - "athletics" + "Athletics" ], "lore": [ "Air", diff --git a/data/bestiary/creatures-aoa6.json b/data/bestiary/creatures-aoa6.json index 897e746b2d..bd0b2411cd 100644 --- a/data/bestiary/creatures-aoa6.json +++ b/data/bestiary/creatures-aoa6.json @@ -5180,4 +5180,4 @@ "hasImages": true } ] -} \ No newline at end of file +} diff --git a/data/bestiary/creatures-aoe5.json b/data/bestiary/creatures-aoe5.json index 106f68533b..8580ae95d9 100644 --- a/data/bestiary/creatures-aoe5.json +++ b/data/bestiary/creatures-aoe5.json @@ -5365,4 +5365,4 @@ "hasImages": true } ] -} \ No newline at end of file +} diff --git a/data/bestiary/creatures-b2.json b/data/bestiary/creatures-b2.json index c0a854ae64..cf53354013 100644 --- a/data/bestiary/creatures-b2.json +++ b/data/bestiary/creatures-b2.json @@ -32737,6 +32737,18 @@ ], "abilities": { "bot": [ + { + "activity": { + "number": 1, + "unit": "reaction" + }, + "trigger": "The lurker in light uses a {@trait move} action", + "requirements": "The lurker in light is in an area of bright light", + "entries": [ + "The lurker in light becomes {@condition invisible} until it enters an area of dim light or darkness, or until it uses a hostile action." + ], + "name": "Lurker's Glow" + }, { "traits": [ "evocation", @@ -62979,4 +62991,4 @@ } } ] -} \ No newline at end of file +} diff --git a/data/bestiary/creatures-b3.json b/data/bestiary/creatures-b3.json index bf2c87e2ea..bdc574ffd0 100644 --- a/data/bestiary/creatures-b3.json +++ b/data/bestiary/creatures-b3.json @@ -11933,7 +11933,22 @@ ], "weaknesses": [ { + "amount": 3, "name": "area damage" + }, + { + "amount": 3, + "name": "splash damage" + } + ], + "resistances": [ + { + "amount": 5, + "name": "piercing" + }, + { + "amount": 5, + "name": "slashing" } ] }, @@ -24227,7 +24242,7 @@ "entries": [ "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", + "type": "successDegree", "entries": { "Critical Success": "The creature takes no damage.", "Success": "The creature takes half damage.", @@ -61617,4 +61632,4 @@ "hasImages": true } ] -} \ No newline at end of file +} diff --git a/data/bestiary/creatures-lomm.json b/data/bestiary/creatures-lomm.json index cfe257e270..9ec8b70478 100644 --- a/data/bestiary/creatures-lomm.json +++ b/data/bestiary/creatures-lomm.json @@ -4020,4 +4020,4 @@ "hasImages": true } ] -} \ No newline at end of file +} diff --git a/data/bestiary/creatures-ooa2.json b/data/bestiary/creatures-ooa2.json index 0eb05966dc..ff16b9700d 100644 --- a/data/bestiary/creatures-ooa2.json +++ b/data/bestiary/creatures-ooa2.json @@ -4024,4 +4024,4 @@ "description": "Female half-elf martial artist gang leader" } ] -} \ No newline at end of file +} diff --git a/data/changelog.json b/data/changelog.json index 3f5e166083..bf2e4da125 100644 --- a/data/changelog.json +++ b/data/changelog.json @@ -303,7 +303,7 @@ "ver": "0.8.5", "title": "Stagnation", "date": "2023-08-04", - "txt": "This update likely marks the end of Pf2eTools in its current version, as the new remastered rules and lack of development combined make the book unconvertable.\n Minor fixes might still be pushed, but no new content or features is planned.\nA new version of the website is in the works, but we cannot promise when it will be ready.\n For now, however, enjoy Kineticist (you will need the filters for their 128 feats)!\n- Added the Kineticist Class, class feats, and backgrounds from Rage of Elements\n- (Typos/Tags)" + "txt": "This update likely marks the end of Pf2eTools in its current version, as the new remastered rules and lack of development combined make the book unconvertable.\n Minor fixes might still be pushed, but no new content or features is planned.\nA new version of the website is in the works, but we cannot promise when it will be ready.\n For now, however, enjoy Kineticist (you will need the filters for their 128 feats)!\n- Added the Kineticist Class, class feats, and backgrounds from Rage of Elements\n- (Typos/Tags)" }, { "ver": "0.8.6", @@ -314,6 +314,12 @@ "ver": "0.8.7", "date": "2023-09-19", "txt": "- (Typos/tags; thanks @Spappz, @cgahr, and @ebullient)" + }, + { + "ver": "0.8.8", + "date": "2024-01-09", + "title": "Still Aliiive 🎵", + "txt": "- Added Player Core spells and rituals (thanks @mortimerhoughton!)\n - Added 'remaster' filter option on spell and ritual pages (thanks @Spappz)\n- Added a whole lot of missing Rage of Elements content (thanks @cgahr!)\n- (Typos/tags; thanks to @Spappz, @fredtargaryen, and @VytorCalixto!)\n\nNote: this site is still stagnated as before. However, we are making good progress on the new site! An alpha is available to our supporters; you can also join our Discord server to receive more informal updates or just chat about things." } ] -} \ No newline at end of file +} diff --git a/data/class/class-sorcerer.json b/data/class/class-sorcerer.json index 59ea0a49c8..5e85ace680 100644 --- a/data/class/class-sorcerer.json +++ b/data/class/class-sorcerer.json @@ -1446,7 +1446,7 @@ "name": "Dragon Type", "entries": [ "At 1st level, choose the type of dragon that influenced your bloodline. You can't change your dragon type later. This affects how some of your bloodline spells function. The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold). The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold).", - "{@note While not explicitly stated to be available to Draconic Sorcerers, in {@book Lost Omens: The Mwangi Expanse|LOME} and Strength of Thousands: Hurricane's Howl, the types of dragons have been expanded with the following: The primal dragons of planar origin and their damage types are brine (acid), cloud (electricity), crystal (piercing), magma (fire), and umbral (negative). The imperial dragons and their damage types are forest (piercing), sea (bludgeoning), sky (electricity), sovereign (mental), and underworld (fire).}" + "{@note While not explicitly stated to be available to Draconic Sorcerers, in Lost Omens: The Mwangi Expanse and Strength of Thousands: Hurricane's Howl, the types of dragons have been expanded with the following: The primal dragons of planar origin and their damage types are brine (acid), cloud (electricity), crystal (piercing), magma (fire), and umbral (negative). The imperial dragons and their damage types are forest (piercing), sea (bludgeoning), sky (electricity), sovereign (mental), and underworld (fire).}" ] } ] diff --git a/data/companionsfamiliars.json b/data/companionsfamiliars.json index 1178b94653..2de8772392 100644 --- a/data/companionsfamiliars.json +++ b/data/companionsfamiliars.json @@ -1,69 +1,67 @@ { "companion": [ { - "name": "Water Wraith", - "source": "LOIL", - "page": 107, + "name": "Air Elemental", + "source": "RoE", + "page": 40, "type": "Companion", - "fluff": [ - "Though they originate in the Mwangi Expanse, reptiles known as water wraiths migrated to the Impossible Lands in ages past. Driven to local extinction in the Nex-Geb war, they recently returned to lurk in the mighty Ustradi river. Alkenstar reconnaissance teams venturing into the inhospitable Mana Wastes value water wraiths both for their sharp instincts in finding water sources as well as their color-changing abilities that can transmit visual signals clearly over long distances\u2014a valuable tactical asset for Alkenstar's military intelligence efforts." + "traits": [ + "uncommon", + "air" ], + "fluff": [], + "access": "You are a member of the {@class druid||storm order|storm}", "size": [ "small" ], "attacks": [ { "range": "Melee", - "name": "jaws", - "damage": "{@damage 1d8} piercing" - }, - { - "range": "Melee", - "name": "claw", + "name": "gust", "traits": [ - "agile" + "finesse" ], - "damage": "{@damage 1d6} slashing" + "damage": "{@damage 1d6} bludgeoning" } ], "abilityMods": { - "str": 3, + "str": 1, "dex": 2, - "con": 2, + "con": 1, "int": -4, "wis": 1, - "cha": 0 + "cha": 1 }, - "hp": 6, - "skill": "survival", - "special": "The water wraith can hold its breath for about 2 hours.", + "hp": 4, + "skill": "stealth", "speed": { - "walk": 20, - "swim": 25 + "fly": 50 }, - "support": "Your water wraith hisses and changes colors swiftly in an iridescent clash, overwhelming your foes in an avalanche of shades and hues. Until the start of your next turn, each time you hit a creature within your water wraith's reach, the creature is {@condition dazzled} for 1 round.", + "support": "Your air elemental swirls around you with concealing gusts, making it harder for your foes to hit you and possibly giving you a moment to hide. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your air elemental's reach, you are {@condition concealed} to that creature until the start of your next turn.", "maneuver": { - "name": "Gulp Blood", - "source": "LOIL", - "page": 107, + "name": "Circling Flyby", + "source": "RoE", + "page": 40, "activity": { - "number": 1, + "number": 2, "unit": "action" }, - "requirements": "The water wraith's last action was a successful jaws attack against a foe.", "entries": [ - "The water wraith gains {@dice 2d8} temporary Hit Points that last for 1 round, and the foe takes {@dice 2d8} {@condition persistent damage||persistent bleed damage}. If the water wraith has a specialization, the water wraith instead gains {@dice 3d8} temporary Hit Points, and the target takes 3d6 {@condition persistent damage||persistent bleed damage}. If the targeted creature has absolutely no vital fluids, this ability might not function, at the GM's discretion." + "Your air elemental flies in a circle, blowing gusts at your foes before returning back to its starting position. The air elemental Flies up to half its Speed, makes two gust Strikes, then Flies up to half its Speed again to return to its original location. Both attacks count toward the air elemental's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks." ] } }, { - "name": "Ape", - "source": "APG", - "page": 144, + "name": "Earth Elemental", + "source": "RoE", + "page": 40, "type": "Companion", - "fluff": [ - "Your companion is an ape or other primate." + "traits": [ + "uncommon", + "earth" ], + "fluff": [], + "access": "You are a member of the {@class druid||stone order|stone|SoM}", "size": [ "small" ], @@ -75,363 +73,329 @@ } ], "abilityMods": { - "str": 3, - "dex": 1, - "con": 2, + "str": 2, + "dex": 0, + "con": 3, "int": -4, - "wis": 2, + "wis": 1, "cha": 0 }, - "hp": 8, - "skill": "intimidation", + "hp": 10, + "skill": "survival", "senses": { "other": [ - "{@ability low-light vision}" + "{@ability darkvision}" ] }, "speed": { - "walk": 25, - "climb": 25 + "walk": 20, + "burrow": 10 }, - "support": "Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape's reach, the creature becomes {@condition frightened 1}.", + "support": "Your earth elemental cracks the earth beneath your foe's feet, making it difficult for the foe to move. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your earth elemental's reach, the first square the creature moves into after taking that damage is {@quickref difficult terrain||3|terrain}.", "maneuver": { - "name": "Frightning Display", - "source": "APG", - "page": 144, + "name": "Polling Knockdown", + "source": "RoE", + "page": 40, "activity": { - "number": 1, + "number": 2, "unit": "action" }, "entries": [ - "Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to {@action Demoralize} the target creature; this display gains the {@trait visual} trait and doesn't require language. While {@condition frightened} by this ability, the target is {@condition flat-footed} to your ape." + "Your earth elemental rolls along the ground like a bowling ball and knocks a foe over. It Strides up to 10 feet then makes a fist Strike. If it hits, the target is also knocked {@condition prone}." ] } }, { - "name": "Arboreal Sapling", - "source": "APG", - "page": 144, + "name": "Fire Elemental", + "source": "RoE", + "page": 40, "type": "Companion", - "fluff": [ - "Your companion is a walking tree, a cousin of the great arboreal wardens and regents. An arboreal sapling has the {@trait plant} trait instead of the {@trait animal} trait, but it otherwise functions normally as an animal companion. They are typically only selected by {@class druid||animal order druids|animal} who are also members of the {@class druid||leaf order|leaf}." + "traits": [ + "uncommon", + "fire" ], - "access": "You are a member of the {@class druid||leaf order|leaf}.", + "fluff": [], + "access": "You are a member of the {@class druid||flame order|flame|SoM}", "size": [ "small" ], "attacks": [ { "range": "Melee", - "name": "branch", - "damage": "{@damage 1d8} bludgeoning" + "name": "tendril", + "traits": [ + "agile", + "finesse" + ], + "damage": "{@damage 1d6} fire" } ], "abilityMods": { - "str": 3, - "dex": 1, - "con": 2, + "str": 2, + "dex": 2, + "con": 1, "int": -4, - "wis": 2, + "wis": 1, "cha": 0 }, - "hp": 8, - "skill": "stealth", + "hp": 4, + "skill": "intimidation", "senses": { "other": [ - "{@ability low-light vision}" + "{@ability darkvision}" ] }, "speed": { "walk": 25 }, - "support": "Your arboreal sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your arboreal sapling's reach, the first square the creature moves into after taking that damage is {@quickref difficult terrain||3|terrain}.", + "special": "{@i Immunities} {@trait fire}, {@i Weaknesses} {@trait cold} and {@trait water} (equal to the fire elemental's level)", + "support": "Your fire elemental burns your foes and sets them on fire. Until the start of your next turn, your Strikes that damage a creature in your fire elemental's reach also deal {@damage 1d6} {@condition persistent damage||persistent fire damage}. If your fire elemental is nimble or savage, the {@condition persistent damage||persistent fire damage} increases to {@damage 2d6}.", "maneuver": { - "name": "Throw Rock", - "source": "APG", - "page": 144, + "name": "Flamethrower", + "source": "RoE", + "page": 41, "activity": { - "number": 1, + "number": 2, "unit": "action" }, "entries": [ - "The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock {@action Strike} that deals a base of {@damage 1d6} bludgeoning damage with a range increment of 30 feet." + "The fire elemental makes a tendril {@action Strike} against all creatures in a 60-foot line, even those that aren't in the tendril Strike's reach. All these {@action Strike||Strikes} count toward the fire elemental's multiple attack penalty, but it doesn't increase until all the Strikes." ] - }, - "traits": [ - "uncommon" - ] + } }, { - "name": "Badger", - "source": "CRB", - "page": 215, + "name": "Metal Elemental", + "source": "RoE", + "page": 41, "type": "Companion", - "fluff": [ - "Your companion is a badger, wolverine, or other big mustelid." + "traits": [ + "uncommon", + "metal" ], + "fluff": [], + "access": "Metal elementals don't have any special access because druids don't have an order dedicated to the elemental magic of metal.", "size": [ "small" ], "attacks": [ { "range": "Melee", - "name": "jaws", + "name": "spike", "damage": "{@damage 1d8} piercing" - }, - { - "range": "Melee", - "name": "claw", - "traits": [ - "agile" - ], - "damage": "{@damage 1d6} slashing" } ], "abilityMods": { "str": 2, - "dex": 2, + "dex": 1, "con": 2, "int": -4, - "wis": 2, + "wis": 1, "cha": 0 }, "hp": 8, - "skill": "survival", + "skill": "intimidation", "senses": { - "imprecise": [ - "{@ability scent} 30 feet" - ], "other": [ - "{@ability low-light vision}" + "{@ability darkvision}" ] }, "speed": { - "walk": 25, - "burrow": 10, - "climb": 10 + "walk": 25 }, - "support": "Your badger digs around your foe's position, interfering with its footing. Until the start of your next turn, if you hit and deal damage to a creature your badger threatens, the target can't use a {@action Step} action (unless it can {@action Step} through {@quickref difficult terrain||3|terrain}) until it moves from its current position.", + "support": "Your metal elemental pierces an enemy with metal spikes that cause it to bleed. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your metal elemental's reach also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage}. If your metal elemental is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}.", "maneuver": { - "name": "Badger Rage", - "source": "CRB", - "page": 215, + "name": "Spiked Bunker", + "source": "RoE", + "page": 41, "activity": { "number": 1, "unit": "action" }, - "traits": [ - "concentrate", - "emotion", - "mental" - ], - "requirements": "The badger isn't {@condition fatigued} or raging.", "entries": [ - "The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls {@condition unconscious}, whichever comes first. It can't voluntarily stop raging. While raging, the badger is affected in the following ways.", - { - "type": "list", - "items": [ - "It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.", - "It takes a \u20131 penalty to AC", - "It can't use actions that have the {@trait concentrate} trait unless they also have the {@trait rage} trait. The animal companion can {@action Seek} even while raging." - ] - }, - "After it has stopped raging, it can't use Badger Rage again for 1 minute." + "Your metal elemental surrounds itself with protective metal spikes, hunkering down defensively. It gains a +2 circumstance bonus to AC. Any creature that hits the metal elemental with a melee {@trait unarmed} attack while it's in its Spiked Bunker takes {@damage 2d6} piercing damage (or {@damage 3d6} piercing damage if your metal elemental has a specialization). The metal elemental can't move, Strike, or take other actions that require it to use its body while in its Spiked Bunker, but it can retract the bunker as a single action, ending the effects." ] } }, { - "name": "Bat", - "source": "APG", - "page": 144, + "name": "Water Elemental", + "source": "RoE", + "page": 41, "type": "Companion", + "traits": [ + "uncommon", + "water" + ], "fluff": [ - "Your companion is a particularly large bat, such as a {@creature giant bat}." + "Your companion is a water elemental, such asa brine shark." ], + "access": "You are a member of the {@class druid||wave order|wave|SoM}", "size": [ "small" ], "attacks": [ { "range": "Melee", - "name": "jaws", - "traits": [ - "finesse" - ], - "damage": "{@damage 1d6} piercing" - }, - { - "range": "Melee", - "name": "wing", - "traits": [ - "agile", - "finesse" - ], - "damage": "{@damage 1d4} slashing" + "name": "wave", + "damage": "{@damage 1d8} bludgeoning" } ], "abilityMods": { "str": 2, - "dex": 3, - "con": 2, + "dex": 2, + "con": 1, "int": -4, "wis": 1, "cha": 0 }, "hp": 6, - "skill": "stealth", + "skill": "survival", "senses": { "other": [ - "{@ability low-light vision}", - "echolocation 20 feet (the bat can use hearing as a precise sense within this range)" + "{@ability darkvision}" ] }, "speed": { "walk": 15, - "fly": 30 + "swim": 35 }, - "support": "Your bat flaps around your foes' arms and faces, getting in the way of their attacks. Until the start of your next turn, creatures in your bat's reach that you damage with {@action Strike||Strikes} take a \u20131 circumstance penalty to their attack rolls.", + "special": "{@i Resistances} {@trait fire} (equal to the water elemental's level)", + "support": "Your water elemental waterlogs a foe. The first time before the start of your next turn you hit with a {@action Strike} that deals damage to a creature within your water elemental's reach, that creature becomes {@trait clumsy} 1 until the end of your next turn.", "maneuver": { - "name": "Wing Thrash", - "source": "APG", - "page": 144, + "name": "Drench", + "source": "RoE", + "page": 41, "activity": { "number": 1, "unit": "action" }, "entries": [ - "The bat thrashes wildly with its wings, making wing {@action Strike||Strikes} against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made." + "Your water elemental drenches nearby fires to extinguish them. Your elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (its counteract modifier is equal to its attack modifier with its wave Strike, unmodified by any bonuses or effects that apply to attack rolls)." ] } }, { - "name": "Bear", - "source": "CRB", - "page": 215, + "name": "Wood Elemental", + "source": "RoE", + "page": 41, "type": "Companion", + "traits": [ + "uncommon", + "plant", + "wood" + ], "fluff": [ - "Your companion is a black, grizzly, polar, or other type of bear." + "Your companion is a wood elemental, such as a moss sloth." ], + "access": "You are a member of the {@class druid||leaf order|leaf}", "size": [ "small" ], "attacks": [ { "range": "Melee", - "name": "jaws", - "damage": "{@damage 1d8} piercing" - }, - { - "range": "Melee", - "name": "claw", - "traits": [ - "agile" - ], - "damage": "{@damage 1d6} slashing" + "name": "branch", + "damage": "{@damage 1d8} bludgeoning" } ], "abilityMods": { - "str": 3, - "dex": 2, + "str": 2, + "dex": 1, "con": 2, "int": -4, "wis": 1, "cha": 0 }, "hp": 8, - "skill": "intimidation", + "skill": "survival", "senses": { - "imprecise": [ - "{@ability scent} 30 feet" - ], "other": [ - "{@ability low-light vision}" + "{@ability darkvision}" ] }, "speed": { - "walk": 35 + "walk": 25, + "climb": 25 }, - "support": "Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear's reach with a {@action Strike}, the creature takes {@damage 1d8} slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to {@damage 2d8}.", + "support": "Your wood elemental entangles your foes with detachable branches and roots. Until the start of your next turn, if you hit with a {@action Strike} that deals damage to a creature in your wood elemental's reach, the creature takes a \u20135-foot circumstance penalty to its Speeds for 1 minute (\u201310 on a critical success). The creature, or a creature adjacent to it, can use an {@action Interact} action to unravel the branches and roots and remove the penalty.", "maneuver": { - "name": "Bear Hug", - "source": "CRB", - "page": 215, + "name": "Grabbing Branches", + "source": "RoE", + "page": 41, "activity": { - "number": 1, + "number": 2, "unit": "action" }, - "requirements": "The bear's last action was a successful claw {@action Strike}.", "entries": [ - "The bear makes another claw {@action Strike} against the same target. If this {@action Strike} hits, the target is also {@condition grabbed}, as if the bear had successfully {@action Grapple||Grappled} the target." + "Your wood elemental surrounds a foe with branches, grabbing it in place. Your wood elemental makes a branch {@action Strike}; on a success, the target is also grabbed by the wood elemental until the end of your next turn unless your wood elemental moves or the target {@action Escape||Escapes}." ] } }, { - "name": "Beetle", - "source": "LOTGB", - "page": 54, + "name": "Water Wraith", + "source": "LOIL", + "page": 107, "type": "Companion", "fluff": [ - "Your animal companion is a large, flightless stag beetle." + "Though they originate in the Mwangi Expanse, reptiles known as water wraiths migrated to the Impossible Lands in ages past. Driven to local extinction in the Nex-Geb war, they recently returned to lurk in the mighty Ustradi river. Alkenstar reconnaissance teams venturing into the inhospitable Mana Wastes value water wraiths both for their sharp instincts in finding water sources as well as their color-changing abilities that can transmit visual signals clearly over long distances\u2014a valuable tactical asset for Alkenstar's military intelligence efforts." ], "size": [ - "medium", - "large" + "small" ], "attacks": [ { "range": "Melee", - "name": "mandible", + "name": "jaws", "damage": "{@damage 1d8} piercing" }, { "range": "Melee", - "name": "foot", + "name": "claw", "traits": [ "agile" ], - "damage": "{@damage 1d6} bludgeoning" + "damage": "{@damage 1d6} slashing" } ], "abilityMods": { "str": 3, - "dex": 1, - "con": 3, + "dex": 2, + "con": 2, "int": -4, "wis": 1, "cha": 0 }, - "hp": 8, + "hp": 6, "skill": "survival", - "senses": { - "other": [ - "{@ability low-light vision}" - ] - }, + "special": "The water wraith can hold its breath for about 2 hours.", "speed": { - "walk": 35 + "walk": 20, + "swim": 25 }, - "support": "Your beetle stomps around and smashes into foes, knocking them off balance or pushing them aside when you create an opening. Until the start of your next turn, while riding on your beetle, your {@action Strike||Strikes} that deal damage either make the target {@condition flat-footed} until the end of your next turn or move the target 5 feet away from the beetle (this is {@quickref forced movement||3|forced movement}). The target chooses which effect occurs.", + "support": "Your water wraith hisses and changes colors swiftly in an iridescent clash, overwhelming your foes in an avalanche of shades and hues. Until the start of your next turn, each time you hit a creature within your water wraith's reach, the creature is {@condition dazzled} for 1 round.", + "traits": [ + "uncommon" + ], "maneuver": { - "name": "Hustle", - "source": "LOTGB", - "page": 54, + "name": "Gulp Blood", + "source": "LOIL", + "page": 107, "activity": { - "number": 2, + "number": 1, "unit": "action" }, + "requirements": "The water wraith's last action was a successful jaws attack against a foe.", "entries": [ - "The beetle moves at incredible speed. It {@action Stride||Strides} three times." + "The water wraith gains {@dice 2d8} temporary Hit Points that last for 1 round, and the foe takes {@dice 2d8} {@condition persistent damage||persistent bleed damage}. If the water wraith has a specialization, the water wraith instead gains {@dice 3d8} temporary Hit Points, and the target takes 3d6 {@condition persistent damage||persistent bleed damage}. If the targeted creature has absolutely no vital fluids, this ability might not function, at the GM's discretion." ] - }, - "special": "mount" + } }, { - "name": "Bird", - "source": "CRB", - "page": 215, + "name": "Ape", + "source": "APG", + "page": 144, "type": "Companion", "fluff": [ - "Your companion is a bird of prey, such as an eagle, hawk, or owl." + "Your companion is an ape or other primate." ], "size": [ "small" @@ -439,71 +403,60 @@ "attacks": [ { "range": "Melee", - "name": "jaws", - "traits": [ - "finesse" - ], - "damage": "{@dice 1d6} finesse" - }, - { - "range": "Melee", - "name": "talon", - "traits": [ - "agile", - "finesse" - ], - "damage": "{@damage 1d4} slashing" + "name": "fist", + "damage": "{@damage 1d8} bludgeoning" } ], "abilityMods": { - "str": 2, - "dex": 3, - "con": 1, + "str": 3, + "dex": 1, + "con": 2, "int": -4, "wis": 2, "cha": 0 }, - "hp": 4, - "skill": "stealth", + "hp": 8, + "skill": "intimidation", "senses": { "other": [ "{@ability low-light vision}" ] }, "speed": { - "walk": 10, - "fly": 60 + "walk": 25, + "climb": 25 }, - "support": "The bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature that your bird threatens also deal {@damage 1d4} {@condition persistent damage||persistent bleed damage}, and the target is {@condition dazzled} until it removes the bleed damage. If your bird is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d4}.", + "support": "Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape's reach, the creature becomes {@condition frightened 1}.", "maneuver": { - "name": "Flyby Attack", - "source": "CRB", - "page": 215, + "name": "Frightning Display", + "source": "APG", + "page": 144, "activity": { - "number": 2, + "number": 1, "unit": "action" }, "entries": [ - "The bird {@action Fly||Flies} and makes a talon {@action Strike} at any point along the way." + "Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to {@action Demoralize} the target creature; this display gains the {@trait visual} trait and doesn't require language. While {@condition frightened} by this ability, the target is {@condition flat-footed} to your ape." ] } }, { - "name": "Boar", + "name": "Arboreal Sapling", "source": "APG", "page": 144, "type": "Companion", "fluff": [ - "Your companion is a boar or pig." + "Your companion is a walking tree, a cousin of the great arboreal wardens and regents. An arboreal sapling has the {@trait plant} trait instead of the {@trait animal} trait, but it otherwise functions normally as an animal companion. They are typically only selected by {@class druid||animal order druids|animal} who are also members of the {@class druid||leaf order|leaf}." ], + "access": "You are a member of the {@class druid||leaf order|leaf}.", "size": [ "small" ], "attacks": [ { "range": "Melee", - "name": "tusk", - "damage": "{@damage 1d8} piercing" + "name": "branch", + "damage": "{@damage 1d8} bludgeoning" } ], "abilityMods": { @@ -515,57 +468,64 @@ "cha": 0 }, "hp": 8, - "skill": "survival", + "skill": "stealth", "senses": { - "imprecise": [ - "{@ability scent} 30 feet" - ], "other": [ "{@ability low-light vision}" ] }, "speed": { - "walk": 35 + "walk": 25 }, - "support": "Your boar gores your foes. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your boar's reach also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage}. If your boar is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}.", + "support": "Your arboreal sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your arboreal sapling's reach, the first square the creature moves into after taking that damage is {@quickref difficult terrain||3|terrain}.", "maneuver": { - "name": "Boar Charge", + "name": "Throw Rock", "source": "APG", "page": 144, "activity": { - "number": 2, + "number": 1, "unit": "action" }, "entries": [ - "The boar {@action Stride||Strides} twice in a straight line and then makes a tusk {@action Strike}. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll." + "The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock {@action Strike} that deals a base of {@damage 1d6} bludgeoning damage with a range increment of 30 feet." ] - } + }, + "traits": [ + "uncommon" + ] }, { - "name": "Camel", - "source": "AoA5", - "page": 80, + "name": "Badger", + "source": "CRB", + "page": 215, "type": "Companion", "fluff": [ - "Your companion is a camel or llama." + "Your companion is a badger, wolverine, or other big mustelid." ], "size": [ - "medium", - "large" + "small" ], "attacks": [ { "range": "Melee", "name": "jaws", - "damage": "{@damage 1d6} piercing" + "damage": "{@damage 1d8} piercing" + }, + { + "range": "Melee", + "name": "claw", + "traits": [ + "agile" + ], + "damage": "{@damage 1d6} slashing" } ], "abilityMods": { - "str": 3, + "str": 2, "dex": 2, "con": 2, "int": -4, - "wis": 1, + "wis": 2, "cha": 0 }, "hp": 8, @@ -579,33 +539,46 @@ ] }, "speed": { - "walk": 35 + "walk": 25, + "burrow": 10, + "climb": 10 }, - "support": "The camel makes a ranged attack to spit a long string of saliva at a foe within 10 feet. On a hit, the foe is {@condition dazzled} for 1 round.", + "support": "Your badger digs around your foe's position, interfering with its footing. Until the start of your next turn, if you hit and deal damage to a creature your badger threatens, the target can't use a {@action Step} action (unless it can {@action Step} through {@quickref difficult terrain||3|terrain}) until it moves from its current position.", "maneuver": { - "name": "Sand Stride", - "source": "AoA5", - "page": 80, + "name": "Badger Rage", + "source": "CRB", + "page": 215, "activity": { - "number": 2, + "number": 1, "unit": "action" }, "traits": [ - "move" + "concentrate", + "emotion", + "mental" ], + "requirements": "The badger isn't {@condition fatigued} or raging.", "entries": [ - "The camel {@action Stride||Strides} twice with a +5-foot circumstance bonus to Speed, ignoring {@quickref difficult terrain||3|terrain} caused by rubble, sand, and uneven ground made of earth and stone." + "The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls {@condition unconscious}, whichever comes first. It can't voluntarily stop raging. While raging, the badger is affected in the following ways.", + { + "type": "list", + "items": [ + "It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.", + "It takes a \u20131 penalty to AC", + "It can't use actions that have the {@trait concentrate} trait unless they also have the {@trait rage} trait. The animal companion can {@action Seek} even while raging." + ] + }, + "After it has stopped raging, it can't use Badger Rage again for 1 minute." ] - }, - "special": "mount; your camel ignores the harmful effects of mild, severe, and extreme cold or heat, selected when you gain the companion" + } }, { - "name": "Capybara", - "source": "LOTGB", - "page": 54, + "name": "Bat", + "source": "APG", + "page": 144, "type": "Companion", "fluff": [ - "Your animal companion is a capybara, a giant rodent common in the forests of Arcadia." + "Your companion is a particularly large bat, such as a {@creature giant bat}." ], "size": [ "small" @@ -613,64 +586,63 @@ "attacks": [ { "range": "Melee", - "name": "head", + "name": "jaws", "traits": [ - "agile" + "finesse" ], - "damage": "{@damage 1d6} bludgeoning" + "damage": "{@damage 1d6} piercing" + }, + { + "range": "Melee", + "name": "wing", + "traits": [ + "agile", + "finesse" + ], + "damage": "{@damage 1d4} slashing" } ], "abilityMods": { "str": 2, - "dex": 2, + "dex": 3, "con": 2, "int": -4, - "wis": 2, + "wis": 1, "cha": 0 }, "hp": 6, - "skill": "survival", + "skill": "stealth", "senses": { - "imprecise": [ - "{@ability scent} 30 feet" - ], "other": [ - "{@ability low-light vision}" + "{@ability low-light vision}", + "echolocation 20 feet (the bat can use hearing as a precise sense within this range)" ] }, "speed": { - "walk": 35 + "walk": 15, + "fly": 30 }, - "support": "Your capybara assists you in battle. You gain a +1 circumstance bonus on your next attack roll to {@action Strike} a foe within your capybara's reach. The bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first.", + "support": "Your bat flaps around your foes' arms and faces, getting in the way of their attacks. Until the start of your next turn, creatures in your bat's reach that you damage with {@action Strike||Strikes} take a \u20131 circumstance penalty to their attack rolls.", "maneuver": { - "name": "Distracting Spray", - "source": "LOTGB", - "page": 54, + "name": "Wing Thrash", + "source": "APG", + "page": 144, "activity": { - "number": 2, + "number": 1, "unit": "action" }, "entries": [ - "The capybara sprays an adjacent target with its scent glands. The target must attempt a Fortitude save. Wiping off the musk takes an {@action Interact} action and ends the effect. This uses a trained DC using the capybara's Constitution modifier or an expert DC if the capybara is specialized.", - { - "type": "successDegree", - "entries": { - "Critical Success": "The creature is unaffected.", - "Success": "The creature is {@condition clumsy 1} for 1 round.", - "Failure": "The creature is {@condition clumsy 1} for 1 minute.", - "Critical Failure": "The creature is {@condition clumsy 2} for 1 minute." - } - } + "The bat thrashes wildly with its wings, making wing {@action Strike||Strikes} against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made." ] } }, { - "name": "Cat", + "name": "Bear", "source": "CRB", "page": 215, "type": "Companion", "fluff": [ - "Your companion is a big cat, such as a leopard or tiger." + "Your companion is a black, grizzly, polar, or other type of bear." ], "size": [ "small" @@ -679,31 +651,27 @@ { "range": "Melee", "name": "jaws", - "traits": [ - "finesse" - ], - "damage": "{@damage 1d6} piercing" + "damage": "{@damage 1d8} piercing" }, { "range": "Melee", "name": "claw", "traits": [ - "agile", - "finesse" + "agile" ], - "damage": "{@damage 1d4} slashing" + "damage": "{@damage 1d6} slashing" } ], "abilityMods": { - "str": 2, - "dex": 3, - "con": 1, + "str": 3, + "dex": 2, + "con": 2, "int": -4, - "wis": 2, + "wis": 1, "cha": 0 }, - "hp": 4, - "skill": "stealth", + "hp": 8, + "skill": "intimidation", "senses": { "imprecise": [ "{@ability scent} 30 feet" @@ -715,88 +683,88 @@ "speed": { "walk": 35 }, - "support": "Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that deal damage to a creature within your cat's reach make the target {@condition flat-footed} until the end of your next turn.", + "support": "Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear's reach with a {@action Strike}, the creature takes {@damage 1d8} slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to {@damage 2d8}.", "maneuver": { - "name": "Cat Pounce", + "name": "Bear Hug", "source": "CRB", "page": 215, "activity": { - "number": 2, + "number": 1, "unit": "action" }, + "requirements": "The bear's last action was a successful claw {@action Strike}.", "entries": [ - "The cat {@action Stride||Strides} and then {@action Strike||Strikes}. If it was {@condition undetected} at the start of its Cat Pounce, it remains {@condition undetected} until after the attack." + "The bear makes another claw {@action Strike} against the same target. If this {@action Strike} hits, the target is also {@condition grabbed}, as if the bear had successfully {@action Grapple||Grappled} the target." ] - }, - "special": "Your cat deals {@damage 1d4} extra precision damage against {@condition flat-footed} targets." + } }, { - "name": "Cave Gecko", - "source": "EC4", - "page": 73, + "name": "Beetle", + "source": "LOTGB", + "page": 54, "type": "Companion", "fluff": [ - "Your companion is a sticky-footed lizard like a gecko or anole." + "Your animal companion is a large, flightless stag beetle." ], "size": [ - "small" + "medium", + "large" ], "attacks": [ { "range": "Melee", - "name": "jaws", + "name": "mandible", + "damage": "{@damage 1d8} piercing" + }, + { + "range": "Melee", + "name": "foot", "traits": [ - "finesse" + "agile" ], - "damage": "{@damage 1d6} piercing" + "damage": "{@damage 1d6} bludgeoning" } ], "abilityMods": { - "str": 2, - "dex": 3, - "con": 1, + "str": 3, + "dex": 1, + "con": 3, "int": -4, - "wis": 2, + "wis": 1, "cha": 0 }, - "hp": 6, - "skill": "stealth", + "hp": 8, + "skill": "survival", "senses": { - "imprecise": [ - "{@ability scent} 30 feet" - ], "other": [ "{@ability low-light vision}" ] }, "speed": { - "walk": 25, - "climb": 25 + "walk": 35 }, - "support": "Your cave gecko helps you stay afoot, leaning into you and propping you up as you maneuver your opponent. Until the end of your next turn, as long as you are adjacent to your cave gecko, if you attempt to {@action Disarm}, {@action Shove}, or {@action Trip} an opponent and roll a critical failure, you get a failure instead.", + "support": "Your beetle stomps around and smashes into foes, knocking them off balance or pushing them aside when you create an opening. Until the start of your next turn, while riding on your beetle, your {@action Strike||Strikes} that deal damage either make the target {@condition flat-footed} until the end of your next turn or move the target 5 feet away from the beetle (this is {@quickref forced movement||3|forced movement}). The target chooses which effect occurs.", "maneuver": { - "name": "Tongue Pull", - "source": "EC4", - "page": 73, + "name": "Hustle", + "source": "LOTGB", + "page": 54, "activity": { - "number": 1, + "number": 2, "unit": "action" }, - "traits": [ - "attack" - ], "entries": [ - "The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an {@skill Athletics} check against the foe's Fortitude DC. On a success, the cave gecko pulls the foe next to it. This movement is {@quickref forced movement||3|forced movement}. On a critical success, the foe is also {@condition grabbed} until the beginning of your next turn." + "The beetle moves at incredible speed. It {@action Stride||Strides} three times." ] - } + }, + "special": "mount" }, { - "name": "Cave Pterosaur", - "source": "EC4", - "page": 74, + "name": "Bird", + "source": "CRB", + "page": 215, "type": "Companion", "fluff": [ - "Your companion is a flying prehistoric creature, such as a dimorphodon or pterodactyl, that has adapted to life in the cavern vaults beneath the ground." + "Your companion is a bird of prey, such as an eagle, hawk, or owl." ], "size": [ "small" @@ -804,11 +772,11 @@ "attacks": [ { "range": "Melee", - "name": "beak", + "name": "jaws", "traits": [ "finesse" ], - "damage": "{@damage 1d6} piercing" + "damage": "{@dice 1d6} finesse" }, { "range": "Melee", @@ -829,37 +797,37 @@ "cha": 0 }, "hp": 4, - "skill": "thievery", + "skill": "stealth", "senses": { "other": [ - "{@ability darkvision}" + "{@ability low-light vision}" ] }, "speed": { "walk": 10, "fly": 60 }, - "support": "Your pterosaur expands its wings and makes distracting flapping motions. Any creature that would gain lesser cover from the pterosaur gains standard cover instead.", + "support": "The bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature that your bird threatens also deal {@damage 1d4} {@condition persistent damage||persistent bleed damage}, and the target is {@condition dazzled} until it removes the bleed damage. If your bird is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d4}.", "maneuver": { - "name": "Pterosaur Swoop", - "source": "EC4", - "page": 74, + "name": "Flyby Attack", + "source": "CRB", + "page": 215, "activity": { "number": 2, "unit": "action" }, "entries": [ - "The pterosaur {@action Fly||Flies} up to its Speed and makes one beak {@action Strike} at any point during that movement." + "The bird {@action Fly||Flies} and makes a talon {@action Strike} at any point along the way." ] } }, { - "name": "Crocodile", + "name": "Boar", "source": "APG", - "page": 145, + "page": 144, "type": "Companion", "fluff": [ - "Your companion is a crocodile or a similar crocodilian reptile, such as an alligator or caiman." + "Your companion is a boar or pig." ], "size": [ "small" @@ -867,93 +835,74 @@ "attacks": [ { "range": "Melee", - "name": "jaws", + "name": "tusk", "damage": "{@damage 1d8} piercing" - }, - { - "range": "Melee", - "name": "tail", - "traits": [ - "finesse" - ], - "damage": "{@damage 1d6} bludgeoning" } ], "abilityMods": { "str": 3, - "dex": 2, + "dex": 1, "con": 2, "int": -4, - "wis": 1, + "wis": 2, "cha": 0 }, - "hp": 6, - "skill": "stealth", + "hp": 8, + "skill": "survival", "senses": { + "imprecise": [ + "{@ability scent} 30 feet" + ], "other": [ "{@ability low-light vision}" ] }, "speed": { - "walk": 20, - "swim": 25 + "walk": 35 }, - "support": "Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your {@action Strike} damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws {@action Strike}. If the target is smaller than the crocodile, it takes a \u201310-foot circumstance penalty to its Speeds and can't {@action Fly} while the crocodile is latched on.", + "support": "Your boar gores your foes. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your boar's reach also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage}. If your boar is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}.", "maneuver": { - "name": "Death Roll", + "name": "Boar Charge", "source": "APG", - "page": 145, - "requirements": "The crocodile has a creature {@condition grabbed}.", + "page": 144, "activity": { "number": 2, "unit": "action" }, "entries": [ - "The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws {@action Strike} with a +2 circumstance bonus to the attack roll against the {@condition grabbed} creature. If it hits, it also knocks the creature {@condition prone}. If it misses, it releases the creature." + "The boar {@action Stride||Strides} twice in a straight line and then makes a tusk {@action Strike}. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll." ] - }, - "special": "The crocodile can hold its breath for about 2 hours." + } }, { - "name": "Dromaeosaur", - "source": "CRB", - "page": 216, + "name": "Camel", + "source": "AoA5", + "page": 80, "type": "Companion", "fluff": [ - "Your companion is a dromaeosaur (also called a raptor), such as a velociraptor or deinonychus." + "Your companion is a camel or llama." ], "size": [ - "small" + "medium", + "large" ], "attacks": [ { "range": "Melee", "name": "jaws", - "traits": [ - "finesse" - ], - "damage": "{@damage 1d8} piercing" - }, - { - "range": "Melee", - "name": "talon", - "traits": [ - "agile", - "finesse" - ], - "damage": "{@damage 1d6} slashing" + "damage": "{@damage 1d6} piercing" } ], "abilityMods": { - "str": 2, - "dex": 3, + "str": 3, + "dex": 2, "con": 2, "int": -4, "wis": 1, "cha": 0 }, - "hp": 6, - "skill": "stealth", + "hp": 8, + "skill": "survival", "senses": { "imprecise": [ "{@ability scent} 30 feet" @@ -963,38 +912,41 @@ ] }, "speed": { - "walk": 50 + "walk": 35 }, - "support": "Your raptor constantly darts into flanking position. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion are flanking; you can choose a different space for each of your attacks.", + "support": "The camel makes a ranged attack to spit a long string of saliva at a foe within 10 feet. On a hit, the foe is {@condition dazzled} for 1 round.", "maneuver": { - "name": "Darting Attack", - "source": "CRB", - "page": 216, + "name": "Sand Stride", + "source": "AoA5", + "page": 80, "activity": { - "number": 1, + "number": 2, "unit": "action" }, + "traits": [ + "move" + ], "entries": [ - "The raptor {@action Step||Steps} up to 10 feet and then {@action Strike||Strikes}, or {@action Strike||Strikes} and then {@action Step||Steps} up to 10 feet." + "The camel {@action Stride||Strides} twice with a +5-foot circumstance bonus to Speed, ignoring {@quickref difficult terrain||3|terrain} caused by rubble, sand, and uneven ground made of earth and stone." ] - } + }, + "special": "mount; your camel ignores the harmful effects of mild, severe, and extreme cold or heat, selected when you gain the companion" }, { - "name": "Horse", - "source": "CRB", - "page": 216, + "name": "Capybara", + "source": "LOTGB", + "page": 54, "type": "Companion", "fluff": [ - "Your companion is a horse, pony, or similar equine." + "Your animal companion is a capybara, a giant rodent common in the forests of Arcadia." ], "size": [ - "medium", - "large" + "small" ], "attacks": [ { "range": "Melee", - "name": "hoof", + "name": "head", "traits": [ "agile" ], @@ -1002,14 +954,14 @@ } ], "abilityMods": { - "str": 3, + "str": 2, "dex": 2, "con": 2, "int": -4, - "wis": 1, + "wis": 2, "cha": 0 }, - "hp": 8, + "hp": 6, "skill": "survival", "senses": { "imprecise": [ @@ -1020,33 +972,38 @@ ] }, "speed": { - "walk": 40 + "walk": 35 }, - "support": "Until the start of your next turn, if you're mounted on your horse and moved 10 feet or more on the action before a melee {@action Strike}, add a circumstance bonus to damage for that {@action Strike} equal to twice the number of weapon damage dice. If your weapon already has the {@trait jousting} weapon trait, increase the trait's damage bonus by 2 per die instead.", + "support": "Your capybara assists you in battle. You gain a +1 circumstance bonus on your next attack roll to {@action Strike} a foe within your capybara's reach. The bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first.", "maneuver": { - "name": "Gallop", - "source": "CRB", - "page": 216, + "name": "Distracting Spray", + "source": "LOTGB", + "page": 54, "activity": { "number": 2, "unit": "action" }, - "traits": [ - "move" - ], "entries": [ - "The horse {@action Stride||Strides} twice at a +10-foot circumstance bonus to Speed." + "The capybara sprays an adjacent target with its scent glands. The target must attempt a Fortitude save. Wiping off the musk takes an {@action Interact} action and ends the effect. This uses a trained DC using the capybara's Constitution modifier or an expert DC if the capybara is specialized.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature is {@condition clumsy 1} for 1 round.", + "Failure": "The creature is {@condition clumsy 1} for 1 minute.", + "Critical Failure": "The creature is {@condition clumsy 2} for 1 minute." + } + } ] - }, - "special": "mount" + } }, { - "name": "Hyena", - "source": "AoA5", - "page": 80, + "name": "Cat", + "source": "CRB", + "page": 215, "type": "Companion", "fluff": [ - "Your companion is a hyena." + "Your companion is a big cat, such as a leopard or tiger." ], "size": [ "small" @@ -1058,19 +1015,28 @@ "traits": [ "finesse" ], - "damage": "{@damage 1d8} piercing" - } - ], - "abilityMods": { - "str": 2, - "dex": 3, - "con": 2, - "int": -4, - "wis": 1, + "damage": "{@damage 1d6} piercing" + }, + { + "range": "Melee", + "name": "claw", + "traits": [ + "agile", + "finesse" + ], + "damage": "{@damage 1d4} slashing" + } + ], + "abilityMods": { + "str": 2, + "dex": 3, + "con": 1, + "int": -4, + "wis": 2, "cha": 0 }, - "hp": 6, - "skill": "intimidation", + "hp": 4, + "skill": "stealth", "senses": { "imprecise": [ "{@ability scent} 30 feet" @@ -1080,51 +1046,54 @@ ] }, "speed": { - "walk": 40 + "walk": 35 }, - "support": "The hyena mockingly yowls at your enemies and bites at them when you create an opening. Until the start of your next turn, each time you hit a creature in the hyena's reach with a {@action Strike}, the creature becomes {@condition frightened 1}.", + "support": "Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that deal damage to a creature within your cat's reach make the target {@condition flat-footed} until the end of your next turn.", "maneuver": { - "name": "Gnaw", - "source": "AoA5", - "page": 80, + "name": "Cat Pounce", + "source": "CRB", + "page": 215, "activity": { - "number": 1, + "number": 2, "unit": "action" }, - "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 {@quickref specialized animal companion||0|Specialized Animal Companions}, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}." + "The cat {@action Stride||Strides} and then {@action Strike||Strikes}. If it was {@condition undetected} at the start of its Cat Pounce, it remains {@condition undetected} until after the attack." ] - } + }, + "special": "Your cat deals {@damage 1d4} extra precision damage against {@condition flat-footed} targets." }, { - "name": "Monitor Lizard", + "name": "Cave Gecko", "source": "EC4", "page": 73, "type": "Companion", "fluff": [ - "Your companion is a stocky-limbed lizard with a long, almost serpentine body." + "Your companion is a sticky-footed lizard like a gecko or anole." ], "size": [ - "medium" + "small" ], "attacks": [ { "range": "Melee", "name": "jaws", - "damage": "{@damage 1d8} piercing" + "traits": [ + "finesse" + ], + "damage": "{@damage 1d6} piercing" } ], "abilityMods": { - "str": 3, - "dex": 2, - "con": 2, + "str": 2, + "dex": 3, + "con": 1, "int": -4, - "wis": 1, + "wis": 2, "cha": 0 }, - "hp": 8, - "skill": "survival", + "hp": 6, + "skill": "stealth", "senses": { "imprecise": [ "{@ability scent} 30 feet" @@ -1134,30 +1103,33 @@ ] }, "speed": { - "walk": 30 + "walk": 25, + "climb": 25 }, - "support": "The monitor lizard distracts an adjacent opponent with snapping jaws and rapid movements. Until the start of your next turn, if your {@action Strike} damages a foe, any time the foe attempts an action with the {@trait manipulate} trait until the end of your next turn, it must attempt a DC {@flatDC 5} flat check. On a failure, the action is disrupted.", + "support": "Your cave gecko helps you stay afoot, leaning into you and propping you up as you maneuver your opponent. Until the end of your next turn, as long as you are adjacent to your cave gecko, if you attempt to {@action Disarm}, {@action Shove}, or {@action Trip} an opponent and roll a critical failure, you get a failure instead.", "maneuver": { - "name": "Lurching Rush", + "name": "Tongue Pull", "source": "EC4", "page": 73, "activity": { "number": 1, "unit": "action" }, + "traits": [ + "attack" + ], "entries": [ - "The monitor lizard {@action Stride||Strides} and then makes a jaws {@action Strike}. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll." + "The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an {@skill Athletics} check against the foe's Fortitude DC. On a success, the cave gecko pulls the foe next to it. This movement is {@quickref forced movement||3|forced movement}. On a critical success, the foe is also {@condition grabbed} until the beginning of your next turn." ] - }, - "special": "mount" + } }, { - "name": "Moth", - "source": "LOTGB", - "page": 54, + "name": "Cave Pterosaur", + "source": "EC4", + "page": 74, "type": "Companion", "fluff": [ - "Your animal companion is a giant fruit-eating moth with a strong proboscis that can pierce skin." + "Your companion is a flying prehistoric creature, such as a dimorphodon or pterodactyl, that has adapted to life in the cavern vaults beneath the ground." ], "size": [ "small" @@ -1165,11 +1137,20 @@ "attacks": [ { "range": "Melee", - "name": "proboscis", + "name": "beak", "traits": [ "finesse" ], "damage": "{@damage 1d6} piercing" + }, + { + "range": "Melee", + "name": "talon", + "traits": [ + "agile", + "finesse" + ], + "damage": "{@damage 1d4} slashing" } ], "abilityMods": { @@ -1180,67 +1161,55 @@ "wis": 2, "cha": 0 }, - "hp": 6, - "skill": "stealth", + "hp": 4, + "skill": "thievery", "senses": { - "imprecise": [ - "{@ability scent} 30 feet" - ], "other": [ "{@ability darkvision}" ] }, "speed": { - "walk": 15, - "fly": 30 + "walk": 10, + "fly": 60 }, - "support": "Your moth releases a shower of dust to reveal your foes. Until the start of your next turn, if you damage a {@condition concealed} or {@condition hidden} creature in your moth's reach with a {@action Strike}, that creature requires only a DC {@flatDC 3} flat check to target it if it's {@condition concealed}, or DC {@flatDC 9} if it's {@condition hidden}. The reduced DC lasts until the end of your next turn.", + "support": "Your pterosaur expands its wings and makes distracting flapping motions. Any creature that would gain lesser cover from the pterosaur gains standard cover instead.", "maneuver": { - "name": "Ultrasonic Scream", - "source": "LOTGB", - "page": 54, + "name": "Pterosaur Swoop", + "source": "EC4", + "page": 74, "activity": { "number": 2, "unit": "action" }, "entries": [ - "The moth flaps its wings and emits ultrasonic squeaks that scramble the senses of nearby creatures. Choose one creature within 30 feet of the moth. That creature must attempt a Fortitude save. This uses a trained DC using the moth's Constitution modifier or an expert DC if the moth is specialized.", - { - "type": "successDegree", - "entries": { - "Success": "The target treats all creatures as {@condition concealed} on its next attack before the start of your next turn.", - "Failure": "The target treats all creatures as {@condition concealed} until the start of your next turn.", - "Critical Failure": "As failure, and the target is also {@condition stunned 1}." - } - } + "The pterosaur {@action Fly||Flies} up to its Speed and makes one beak {@action Strike} at any point during that movement." ] - }, - "special": "Your moth is invisible to {@ability echolocation}." + } }, { - "name": "Pangolin", - "source": "LOTGB", - "page": 55, + "name": "Crocodile", + "source": "APG", + "page": 145, "type": "Companion", "fluff": [ - "Your companion is a particularly large pangolin, such as an ugvashi from Vudra." + "Your companion is a crocodile or a similar crocodilian reptile, such as an alligator or caiman." ], "size": [ - "medium" + "small" ], "attacks": [ { "range": "Melee", - "name": "body", - "damage": "{@damage 1d8} bludgeoning" + "name": "jaws", + "damage": "{@damage 1d8} piercing" }, { "range": "Melee", - "name": "claw", + "name": "tail", "traits": [ - "agile" + "finesse" ], - "damage": "{@damage 1d6} slashing" + "damage": "{@damage 1d6} bludgeoning" } ], "abilityMods": { @@ -1251,161 +1220,167 @@ "wis": 1, "cha": 0 }, - "hp": 8, - "skill": "survival", + "hp": 6, + "skill": "stealth", "senses": { "other": [ "{@ability low-light vision}" ] }, "speed": { - "walk": 25 + "walk": 20, + "swim": 25 }, - "support": "Your pangolin tears at your enemies with its serrated plates. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your pangolin's reach also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage}. If your pangolin is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}.", + "support": "Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your {@action Strike} damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws {@action Strike}. If the target is smaller than the crocodile, it takes a \u201310-foot circumstance penalty to its Speeds and can't {@action Fly} while the crocodile is latched on.", "maneuver": { - "name": "Defensive Curl", - "source": "LOTGB", - "page": 55, + "name": "Death Roll", + "source": "APG", + "page": 145, + "requirements": "The crocodile has a creature {@condition grabbed}.", "activity": { - "number": 1, + "number": 2, "unit": "action" }, "entries": [ - "The pangolin coils into a ball to defend itself. It gains a +2 circumstance bonus to AC. Any creature that hits the pangolin with a melee unarmed attack while it's in its Defensive Curl take {@damage 2d6} {@condition persistent damage||persistent bleed damage}. The pangolin can't move, use its unarmed attacks, or take other actions that require it to use its limbs while in its Defensive Curl, but it can unfurl as a single action, ending the effects of Defensive Curl." + "The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws {@action Strike} with a +2 circumstance bonus to the attack roll against the {@condition grabbed} creature. If it hits, it also knocks the creature {@condition prone}. If it misses, it releases the creature." ] - } + }, + "special": "The crocodile can hold its breath for about 2 hours." }, { - "name": "Riding Drake", - "source": "APG", - "page": 145, + "name": "Dromaeosaur", + "source": "CRB", + "page": 216, "type": "Companion", "fluff": [ - "Your companion is a swift, flightless drake with limited intelligence, less vicious than most drakes but fiercely loyal to you. A riding drake has the {@trait dragon} trait instead of the {@trait animal} trait, but it otherwise functions normally as an animal companion." + "Your companion is a dromaeosaur (also called a raptor), such as a velociraptor or deinonychus." ], "size": [ - "large" + "small" ], "attacks": [ { "range": "Melee", "name": "jaws", + "traits": [ + "finesse" + ], "damage": "{@damage 1d8} piercing" }, { "range": "Melee", - "name": "tail", - "damage": "{@damage 1d6} piercing" + "name": "talon", + "traits": [ + "agile", + "finesse" + ], + "damage": "{@damage 1d6} slashing" } ], "abilityMods": { "str": 2, - "dex": 1, + "dex": 3, "con": 2, "int": -4, "wis": 1, - "cha": 2 + "cha": 0 }, - "hp": 8, - "skill": "intimidation", + "hp": 6, + "skill": "stealth", "senses": { + "imprecise": [ + "{@ability scent} 30 feet" + ], "other": [ - "{@ability darkvision}" + "{@ability low-light vision}" ] }, "speed": { - "walk": 45 + "walk": 50 }, - "support": "Your drake snorts fire in your foes' faces. Until the start of your next turn, each time you {@action Strike} while riding the drake and hit a creature in the drake's reach, the creature takes {@damage 1d4} fire damage from the drake. If your drake is nimble or savage, the fire damage increases to {@damage 2d4}.", + "support": "Your raptor constantly darts into flanking position. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion are flanking; you can choose a different space for each of your attacks.", "maneuver": { - "name": "Breath Weapon", - "source": "APG", - "page": 145, + "name": "Darting Attack", + "source": "CRB", + "page": 216, "activity": { "number": 1, "unit": "action" }, - "frequency": { - "unit": "hour", - "number": 1 - }, "entries": [ - "The riding drake breathes a 30-foot cone of fire, dealing {@damage 1d6 + floor((#$prompt_number:min=2,title=Character Level,default=2$#)/2)d6|1d6} fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized." + "The raptor {@action Step||Steps} up to 10 feet and then {@action Strike||Strikes}, or {@action Strike||Strikes} and then {@action Step||Steps} up to 10 feet." ] - }, - "traits": [ - "uncommon" - ], - "special": "mount" + } }, { - "name": "Scorpion", - "source": "APG", - "page": 145, + "name": "Horse", + "source": "CRB", + "page": 216, "type": "Companion", "fluff": [ - "Your companion is one of the various species of giant scorpion." + "Your companion is a horse, pony, or similar equine." ], "size": [ - "small" + "medium", + "large" ], "attacks": [ { "range": "Melee", - "name": "stinger", - "damage": "{@damage 1d6} piercing plus poison" - }, - { - "range": "Melee", - "name": "pincer", + "name": "hoof", "traits": [ "agile" ], - "damage": "{@damage 1d6} slashing" + "damage": "{@damage 1d6} bludgeoning" } ], "abilityMods": { "str": 3, - "dex": 3, - "con": 1, + "dex": 2, + "con": 2, "int": -4, "wis": 1, "cha": 0 }, - "hp": 6, - "skill": "stealth", + "hp": 8, + "skill": "survival", "senses": { + "imprecise": [ + "{@ability scent} 30 feet" + ], "other": [ - "{@ability darkvision}" + "{@ability low-light vision}" ] }, "speed": { - "walk": 30 + "walk": 40 }, - "support": "Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your scorpion's reach also deal {@damage 1d6} {@condition persistent damage||persistent poison damage}. If your scorpion is nimble or savage, the {@condition persistent damage||persistent poison damage} increases to {@damage 2d6}.", + "support": "Until the start of your next turn, if you're mounted on your horse and moved 10 feet or more on the action before a melee {@action Strike}, add a circumstance bonus to damage for that {@action Strike} equal to twice the number of weapon damage dice. If your weapon already has the {@trait jousting} weapon trait, increase the trait's damage bonus by 2 per die instead.", "maneuver": { - "name": "Grab and Sting", - "source": "APG", - "page": 145, + "name": "Gallop", + "source": "CRB", + "page": 216, "activity": { "number": 2, "unit": "action" }, + "traits": [ + "move" + ], "entries": [ - "The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer {@action Strike}. If the {@action Strike} hits, the target creature automatically becomes {@action grab||grabbed} by the scorpion, which then makes a stinger {@action Strike} against it. The {@condition grabbed} condition lasts until the end of your next turn." + "The horse {@action Stride||Strides} twice at a +10-foot circumstance bonus to Speed." ] }, - "special": "The scorpion's stinger attack deals an additional {@damage 1d4} poison damage or {@damage 2d4} poison damage if the scorpion is a specialized companion." + "special": "mount" }, { - "name": "Shadow Hound", - "source": "SoM", - "page": 228, + "name": "Hyena", + "source": "AoA5", + "page": 80, "type": "Companion", "fluff": [ - "Your companion is a canine creature related to the {@plane Shadow Plane} denizens known as shadow mastiffs." + "Your companion is a hyena." ], - "access": "You're a {@archetype Shadowcaster|SoM}.", "size": [ "small" ], @@ -1422,48 +1397,49 @@ "abilityMods": { "str": 2, "dex": 3, - "con": 1, + "con": 2, "int": -4, "wis": 1, - "cha": 1 + "cha": 0 }, - "hp": 4, + "hp": 6, "skill": "intimidation", "senses": { "imprecise": [ "{@ability scent} 30 feet" ], "other": [ - "{@ability darkvision}" + "{@ability low-light vision}" ] }, "speed": { - "walk": 30 + "walk": 40 }, - "support": "Your shadow hound shrouds your foes in shadow when you leave an opening. Until the start of your next turn, when you damage a creature with a {@action Strike} and that creature is within reach of your shadow hound, both you and your shadow hound become {@condition concealed} to the creature until the end of your next turn.", + "support": "The hyena mockingly yowls at your enemies and bites at them when you create an opening. Until the start of your next turn, each time you hit a creature in the hyena's reach with a {@action Strike}, the creature becomes {@condition frightened 1}.", "maneuver": { - "name": "Bay", - "source": "SoM", - "page": 228, + "name": "Gnaw", + "source": "AoA5", + "page": 80, "activity": { - "number": 2, + "number": 1, "unit": "action" }, + "requirements": "The animal companion's last action was a successful jaws {@action Strike}", "entries": [ - "The shadow hound releases an eerie bay, attempting to {@action Demoralize} each foe in a 20-foot emanation. These {@action Demoralize} attempts don't require a language and don't take any penalty due to not sharing a language." + "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}." ] } }, { - "name": "Shark", - "source": "APG", - "page": 145, + "name": "Monitor Lizard", + "source": "EC4", + "page": 73, "type": "Companion", "fluff": [ - "Your companion is a shark of any kind, such as a hammerhead, great white, or jigsaw shark." + "Your companion is a stocky-limbed lizard with a long, almost serpentine body." ], "size": [ - "small" + "medium" ], "attacks": [ { @@ -1480,42 +1456,41 @@ "wis": 1, "cha": 0 }, - "hp": 6, - "skill": "stealth", + "hp": 8, + "skill": "survival", "senses": { "imprecise": [ - "{@ability scent} 60 feet" + "{@ability scent} 30 feet" ], "other": [ - "blood scent" + "{@ability low-light vision}" ] }, "speed": { - "swim": 40 + "walk": 30 }, - "support": "When your shark senses blood, it tears into your enemies. Until the start of your next turn, each time you hit a creature in the shark's reach with a {@action Strike} and deal slashing or piercing damage, the creature takes {@damage 1d8} slashing damage from the shark. If your shark is nimble or savage, the slashing damage increases to {@damage 2d8}.", + "support": "The monitor lizard distracts an adjacent opponent with snapping jaws and rapid movements. Until the start of your next turn, if your {@action Strike} damages a foe, any time the foe attempts an action with the {@trait manipulate} trait until the end of your next turn, it must attempt a DC {@flatDC 5} flat check. On a failure, the action is disrupted.", "maneuver": { - "name": "Shred", - "source": "APG", - "page": 145, - "requirements": "The shark hit with a jaws {@action Strike} on its most recent action this turn.", + "name": "Lurching Rush", + "source": "EC4", + "page": 73, "activity": { "number": 1, "unit": "action" }, "entries": [ - "The shark viciously rips into the wound, dealing additional damage. The target of the shark's {@action Strike} takes {@damage 1d8} slashing damage ({@damage 2d8} for a mature shark or {@damage 3d8} for a specialized companion)." + "The monitor lizard {@action Stride||Strides} and then makes a jaws {@action Strike}. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll." ] }, - "special": "The shark has the {@trait aquatic} trait. Its blood scent enables it to smell blood in the water from up to 1 mile away." + "special": "mount" }, { - "name": "Snake", - "source": "CRB", - "page": 216, + "name": "Moth", + "source": "LOTGB", + "page": 54, "type": "Companion", "fluff": [ - "Your companion is a constrictor snake, such as a boa or python." + "Your animal companion is a giant fruit-eating moth with a strong proboscis that can pierce skin." ], "size": [ "small" @@ -1523,19 +1498,19 @@ "attacks": [ { "range": "Melee", - "name": "jaws", + "name": "proboscis", "traits": [ "finesse" ], - "damage": "{@damage 1d8} piercing" + "damage": "{@damage 1d6} piercing" } ], "abilityMods": { - "str": 3, + "str": 2, "dex": 3, "con": 1, "int": -4, - "wis": 1, + "wis": 2, "cha": 0 }, "hp": 6, @@ -1545,53 +1520,60 @@ "{@ability scent} 30 feet" ], "other": [ - "low-light vision" + "{@ability darkvision}" ] }, "speed": { - "walk": 20, - "climb": 20, - "swim": 20 + "walk": 15, + "fly": 30 }, - "support": "Your snake holds your enemies with its coils, interfering with reactions. Until the start of your next turn, any creature your snake threatens can't use reactions triggered by your actions unless its level is higher than yours.", + "support": "Your moth releases a shower of dust to reveal your foes. Until the start of your next turn, if you damage a {@condition concealed} or {@condition hidden} creature in your moth's reach with a {@action Strike}, that creature requires only a DC {@flatDC 3} flat check to target it if it's {@condition concealed}, or DC {@flatDC 9} if it's {@condition hidden}. The reduced DC lasts until the end of your next turn.", "maneuver": { - "name": "Constrict", - "source": "CRB", - "page": 216, - "requirements": "The snake has a smaller creature {@condition grabbed}.", + "name": "Ultrasonic Scream", + "source": "LOTGB", + "page": 54, "activity": { - "number": 1, + "number": 2, "unit": "action" }, "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 {@quickref specialized animal companion||0|Specialized Animal Companions}, increase this damage to 20." + "The moth flaps its wings and emits ultrasonic squeaks that scramble the senses of nearby creatures. Choose one creature within 30 feet of the moth. That creature must attempt a Fortitude save. This uses a trained DC using the moth's Constitution modifier or an expert DC if the moth is specialized.", + { + "type": "successDegree", + "entries": { + "Success": "The target treats all creatures as {@condition concealed} on its next attack before the start of your next turn.", + "Failure": "The target treats all creatures as {@condition concealed} until the start of your next turn.", + "Critical Failure": "As failure, and the target is also {@condition stunned 1}." + } + } ] - } + }, + "special": "Your moth is invisible to {@ability echolocation}." }, { - "name": "Terror Bird", + "name": "Pangolin", "source": "LOTGB", "page": 55, "type": "Companion", "fluff": [ - "Your companion is a terror bird, a large species of flightless carnivorous avian." + "Your companion is a particularly large pangolin, such as an ugvashi from Vudra." ], "size": [ - "large" + "medium" ], "attacks": [ { "range": "Melee", - "name": "beak", - "damage": "{@damage 1d8} piercing" + "name": "body", + "damage": "{@damage 1d8} bludgeoning" }, { "range": "Melee", - "name": "talon", + "name": "claw", "traits": [ "agile" ], - "damage": "{@damage 1d6} piercing" + "damage": "{@damage 1d6} slashing" } ], "abilityMods": { @@ -1610,97 +1592,92 @@ ] }, "speed": { - "walk": 40 + "walk": 25 }, - "support": "Your terror bird screeches at your enemies when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that deal damage to a creature within your terror bird's reach make the target {@condition flat-footed} until the start of your next turn.", + "support": "Your pangolin tears at your enemies with its serrated plates. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your pangolin's reach also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage}. If your pangolin is nimble or savage, the {@condition persistent damage||persistent bleed damage} increases to {@damage 2d6}.", "maneuver": { - "name": "Tearing Clutch", + "name": "Defensive Curl", "source": "LOTGB", "page": 55, "activity": { - "number": 2, + "number": 1, "unit": "action" }, "entries": [ - "The terror bird makes a beak {@action Strike}; on a successful hit, the target takes {@damage 2d6} {@condition persistent damage||persistent bleed damage}." + "The pangolin coils into a ball to defend itself. It gains a +2 circumstance bonus to AC. Any creature that hits the pangolin with a melee unarmed attack while it's in its Defensive Curl take {@damage 2d6} {@condition persistent damage||persistent bleed damage}. The pangolin can't move, use its unarmed attacks, or take other actions that require it to use its limbs while in its Defensive Curl, but it can unfurl as a single action, ending the effects of Defensive Curl." ] - }, - "special": "mount" + } }, { - "name": "Vulture", - "source": "AoA5", - "page": 80, + "name": "Riding Drake", + "source": "APG", + "page": 145, "type": "Companion", "fluff": [ - "Your companion is a vulture, condor, or other large scavenging bird." + "Your companion is a swift, flightless drake with limited intelligence, less vicious than most drakes but fiercely loyal to you. A riding drake has the {@trait dragon} trait instead of the {@trait animal} trait, but it otherwise functions normally as an animal companion." ], "size": [ - "small" + "large" ], "attacks": [ { "range": "Melee", "name": "jaws", - "traits": [ - "finesse" - ], "damage": "{@damage 1d8} piercing" + }, + { + "range": "Melee", + "name": "tail", + "damage": "{@damage 1d6} piercing" } ], "abilityMods": { "str": 2, - "dex": 2, + "dex": 1, "con": 2, "int": -4, - "wis": 2, - "cha": 0 + "wis": 1, + "cha": 2 }, - "hp": 6, - "skill": "survival", + "hp": 8, + "skill": "intimidation", "senses": { - "imprecise": [ - "{@ability scent} 30 feet" - ], "other": [ - "low-light vision" + "{@ability darkvision}" ] }, "speed": { - "walk": 10, - "fly": 45 + "walk": 45 }, - "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.", + "support": "Your drake snorts fire in your foes' faces. Until the start of your next turn, each time you {@action Strike} while riding the drake and hit a creature in the drake's reach, the creature takes {@damage 1d4} fire damage from the drake. If your drake is nimble or savage, the fire damage increases to {@damage 2d4}.", "maneuver": { - "name": "Feast on the Fallen", - "source": "AoA5", - "page": 80, - "traits": [ - "healing", - "manipulate" - ], + "name": "Breath Weapon", + "source": "APG", + "page": 145, + "activity": { + "number": 1, + "unit": "action" + }, "frequency": { "unit": "hour", "number": 1 }, - "activity": { - "number": 1, - "unit": "reaction" - }, - "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 {@quickref specialized animal companion||0|Specialized Animal Companions}, increase the Hit Points regained to 30." + "The riding drake breathes a 30-foot cone of fire, dealing {@damage 1d6 + floor((#$prompt_number:min=2,title=Character Level,default=2$#)/2)d6|1d6} fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized." ] }, - "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." + "traits": [ + "uncommon" + ], + "special": "mount" }, { - "name": "Wolf", - "source": "CRB", - "page": 216, + "name": "Scorpion", + "source": "APG", + "page": 145, "type": "Companion", "fluff": [ - "Your companion is a wolf or other canine creature, such as a dog." + "Your companion is one of the various species of giant scorpion." ], "size": [ "small" @@ -1708,1083 +1685,1654 @@ "attacks": [ { "range": "Melee", - "name": "jaws", + "name": "stinger", + "damage": "{@damage 1d6} piercing plus poison" + }, + { + "range": "Melee", + "name": "pincer", "traits": [ - "finesse" + "agile" ], - "damage": "{@damage 1d8} piercing" + "damage": "{@damage 1d6} slashing" } ], "abilityMods": { - "str": 2, + "str": 3, "dex": 3, - "con": 2, + "con": 1, "int": -4, "wis": 1, "cha": 0 }, "hp": 6, - "skill": "survival", + "skill": "stealth", "senses": { - "imprecise": [ - "{@ability scent} 30 feet" - ], "other": [ - "low-light vision" + "{@ability darkvision}" ] }, "speed": { - "walk": 40 + "walk": 30 }, - "support": "Your wolf tears tendons with each opening. Until the start of your next turn, your {@action Strike||Strikes} that damage creatures your wolf threatens give the target a \u20135-foot status penalty to its Speeds for 1 minute (\u201310 on a critical success).", + "support": "Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your scorpion's reach also deal {@damage 1d6} {@condition persistent damage||persistent poison damage}. If your scorpion is nimble or savage, the {@condition persistent damage||persistent poison damage} increases to {@damage 2d6}.", "maneuver": { - "name": "Knockdown", - "source": "CRB", - "page": 216, + "name": "Grab and Sting", + "source": "APG", + "page": 145, "activity": { - "number": 1, - "unit": "reaction" + "number": 2, + "unit": "action" }, - "requirements": "The animal companion's last action was a successful jaws {@action Strike}.", "entries": [ - "The wolf automatically knocks the target of its jaws {@action Strike} {@condition prone}." + "The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer {@action Strike}. If the {@action Strike} hits, the target creature automatically becomes {@action grab||grabbed} by the scorpion, which then makes a stinger {@action Strike} against it. The {@condition grabbed} condition lasts until the end of your next turn." ] - } - } - ], - "companionAbility": [ - { - "name": "Unseen", - "source": "DA", - "page": 65, - "tier": 2, - "entries": [ - "Cryptid animal companions look a touch peculiar, often with uncanny features or ones that seem to come from a different animal. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, you can choose to make it an unseen animal companion instead. An unseen companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks and deals an extra 1d4 precision damage against flat-footed targets (if the animal companion already deals precision damage, such as a cat, combine the precision damage). Increase its proficiency rank in {@skill Stealth} to expert. It also learns the advanced maneuver for its type." - ] - }, - { - "name": "Nimble", - "source": "CRB", - "page": 214, - "tier": 2, - "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 {@skill Acrobatics} and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become {@trait magical} for the purpose of ignoring resistances." - ] - }, - { - "name": "Indomitable", - "source": "LOWG", - "page": 117, - "tier": 2, - "entries": [ - "When you pick your animal companion, you can choose to have it be a megafauna animal companion. Megafauna animal companions are mostly similar to other animal companions of the same category, though they look different, and they have one difference in their upgrade path. If you take a feat that would normally allow you to choose to have your companion become a {@companionAbility savage} or {@companionAbility nimble} animal companion, a megafauna companion instead can choose to become a {@companionAbility savage} or {@companionAbility indomitable|lowg} companion. An indomitable companion increases its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is {@trait Medium} or smaller, it grows in size by one category. Its attacks count as {@trait magical} for the purpose of ignoring resistances." - ] - }, - { - "name": "Savage", - "source": "CRB", - "page": 214, - "tier": 2, - "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 {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is {@trait Medium} or smaller, it grows by one size. Its attacks become {@trait magical} for the purpose of ignoring resistances." - ] - }, - { - "name": "Genie-Touched", - "source": "LOL", - "page": 123, - "tier": 2, - "traits": [ - "rare" - ], - "entries": [ - "Xerbystes II has had his palace spellcasters work to develop ways to replicate the great powers of the genie-touched horses of Qadira. These spellcasters have a rudimentary method in place that can grant such power to any animal companion, infusing them with elemental power and granting them otherworldly insight. Xerbystes will sometimes gift these companions as a favor to others or have his spellcasters infuse the companions of trusted allies.", - "If you take a feat that would normally allow you to choose to have a savage or nimble animal companion, you can instead choose to for it to become a genie-touched companion. When you choose the feat, select the type of genie whose power infuses your companion. The genies and their elemental traits are as follows: djinni ({@trait air}), efreeti ({@trait fire}), marid ({@trait water}), or shaitan ({@trait earth}). A genie-touched companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks; this damage is fire damage for an efreet-touched companion or of the same type as the unarmed attack for the others. It gains resistance 5 to damage of a type depending on the genie: acid for djinni, fire for efreeti or marid, and electricity for shaitan. If the companion is djinni-touched or efreeti-touched, increase its proficiency rank in {@skill Acrobatics} to expert; if it is marid-touched or shaitan-touched, increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. Its attacks count as {@trait magical} for the purpose of ignoring resistances and gain the genie's elemental trait." - ] - }, - { - "source": "CRB", - "tier": 3, - "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 {@skill 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." - ] - }, - { - "source": "CRB", - "tier": 3, - "page": 217, - "name": "Bully", - "entries": [ - "Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill 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", - "tier": 3, - "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 {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert." - ] - }, - { - "source": "CRB", - "tier": 3, - "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", - "tier": 3, - "page": 217, - "name": "Tracker", - "entries": [ - "Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1." - ] - }, - { - "source": "CRB", - "tier": 3, - "page": 217, - "name": "Wrecker", - "entries": [ - "Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1." - ] + }, + "special": "The scorpion's stinger attack deals an additional {@damage 1d4} poison damage or {@damage 2d4} poison damage if the scorpion is a specialized companion." }, { + "name": "Shadow Hound", "source": "SoM", - "tier": 3, - "page": 229, - "name": "Shade", - "entries": [ - "Your companion's physical form is made, in whole or in part, of shadow. It gains {@ability darkvision}, resistance 5 to all damage except force, and in areas of dim light or darkness, it can Step 10 feet instead of 5 feet. Its proficiency rank in unarmored defense increases to expert." - ] - }, - { - "source": "LOL", - "tier": 3, - "page": 123, - "name": "Deep Diver", - "entries": [ - "Your companion gains a swim Speed of 30 feet or a +10-foot status bonus to its existing swim Speed and can breathe underwater if it couldn't already. Its Constitution modifier increases by 1. Its proficiency rank for {@skill Athletics} increases to master and for barding increases to expert. This specialization can only be selected by marid-touched companions." - ] - }, - { - "source": "LOL", - "tier": 3, - "page": 123, - "name": "Steadfast Strider", - "entries": [ - "Your companion ignores natural {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain} from sediment or stone and can move across quicksand, mud, and similar surfaces as if they were solid. It gains a +2 status bonus to saving throws and DCs to prevent being {@action Shove||Shoved} or {@action Trip||Tripped}. Its Strength modifier increases by 1 and its proficiency for barding increases to expert. This specialization can only be selected by shaitan-touched companions." - ] - }, - { - "source": "LOL", - "tier": 3, - "page": 123, - "name": "Wildfire Scorcher", - "entries": [ - "Your companion gains resistance to fire equal to your level. Any creature that attempts to {@action Grapple} or {@ability Grab} your companion, hits your companion with a melee unarmed attack, or hits your companion with a melee weapon {@action Strike} while adjacent to your companion takes {@damage 2d6} fire damage. Its Dexterity modifier increases by 1 and its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by efreeti-touched companions." - ] - }, - { - "source": "LOL", - "tier": 3, - "page": 123, - "name": "Wind Chaser", - "entries": [ - "Your companion gains a +20-foot status bonus to its Speed or fly Speed (your choice if it has both). Its proficiency in {@skill Acrobatics} increases to master and its Dexterity modifier increases by 1. Its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by djinni-touched companions." - ] - } - ], - "familiar": [ - { - "name": "Ceru", - "source": "LOIL", - "page": 220, - "type": "Familiar", - "traits": [ - "n", - "tiny", - "beast" + "page": 228, + "type": "Companion", + "fluff": [ + "Your companion is a canine creature related to the {@plane Shadow Plane} denizens known as shadow mastiffs." ], - "requires": 4, - "granted": [ - "{@familiarAbility cantrip connection} ({@spell guidance}, {@spell mage hand})", - "{@familiarAbility darkvision}", - "{@familiarAbility touch telepathy|APG}" + "access": "You're a {@archetype Shadowcaster|SoM}.", + "size": [ + "small" ], - "abilities": [ - { - "name": "Created Magic", - "entries": [ - "Your ceru familiar grants you the {@spell mage hand} and {@spell guidance} cantrips via the {@familiarAbility cantrip connection} granted ability. If one or more of these cantrips isn't on your spell list, you can replace the cantrip or cantrips not on your spell list with a cantrip or cantrips from your spell list instead." - ] - }, + "attacks": [ { - "name": "Turn of Fate", - "activity": { - "number": 2, - "unit": "action" - }, + "range": "Melee", + "name": "jaws", "traits": [ - "divination" + "finesse" ], - "frequency": { - "number": 1, - "unit": "day" - }, - "range": { - "unit": "feet", - "number": 30 - }, - "entries": [ - "Your ceru shifts the scales of fortune for one target's next attempt at an attack roll, saving throw, or skill check. If targeted with bad fortune, the target attempts a Will save against your class DC or spell DC, whichever is higher, with effects depending on the result of their save; this is a {@trait misfortune} effect. If targeted with good fortune, the target rolls twice and uses the better result; this is a {@trait fortune} effect. Regardless of outcome, targets are immune to Turn of Fate for one day.", - { - "type": "successDegree", - "entries": { - "Success": [ - "The target is unaffected." - ], - "Failure": [ - "The target rolls twice and uses the worse result." - ], - "Critical Failure": [ - "As failure, except the target is affected for the next three attempts." - ] - } - } - ] + "damage": "{@damage 1d8} piercing" } ], - "fluff": [ - "Cerus are mortal-made creatures in the shape of tiny, blue elephants with spikes on their feet, tail, and ears. They're highly sought-after amongst circles of the affluent." - ] - }, - { - "name": "Polong", - "source": "BotD", - "page": 40, - "type": "Familiar", - "traits": [ - "incorporeal", - "undead" - ], - "requires": 8, - "granted": [ - "{@familiarAbility flier}", - "{@familiarAbility lifelink}", - "{@familiarAbility skilled|apg} ({@skill Society})", - "{@familiarAbility speech}" - ], - "abilities": [ - { - "name": "Polong Possession", - "activity": { - "number": 2, - "unit": "action" - }, - "traits": [ - "incapacitation", - "mental", - "necromancy", - "occult", - "possession" - ], - "entries": [ - "The polong attempts to possess an adjacent corporeal creature. The creature must attempt a Will save against your class DC or spell DC, whichever is higher. On a failure, the polong merges into the creature's body for 1 minute (24 hours on a critical failure). The polong can observe through the creature's senses but is unable to control the creature. The possessed creature is drained 1 while the possession lasts. While possessing a creature, a polong can ignore the distance and line of effect limitation from its anchored incorporeality ability; when the possession ends, it immediately returns to the bottle if it's beyond range." - ] - }, - { - "name": "Anchored Incorporeality", - "entries": [ - "The anchor must be a bottle.", - "{@note {@quickref Anchored Incorporeality|BD}}" - ] + "abilityMods": { + "str": 2, + "dex": 3, + "con": 1, + "int": -4, + "wis": 1, + "cha": 1 + }, + "hp": 4, + "skill": "intimidation", + "senses": { + "imprecise": [ + "{@ability scent} 30 feet" + ], + "other": [ + "{@ability darkvision}" + ] + }, + "speed": { + "walk": 30 + }, + "support": "Your shadow hound shrouds your foes in shadow when you leave an opening. Until the start of your next turn, when you damage a creature with a {@action Strike} and that creature is within reach of your shadow hound, both you and your shadow hound become {@condition concealed} to the creature until the end of your next turn.", + "maneuver": { + "name": "Bay", + "source": "SoM", + "page": 228, + "activity": { + "number": 2, + "unit": "action" }, - { - "name": "Undead", - "entries": [ - "Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP." - ] - } - ], - "fluff": [ - "Sometimes, the spirit of a cherished pet returns from the Boneyard to continue aiding its beloved owner. These tiny animal ghosts tend to be bound to anchors such as favorite toys, collars, or carved representations of who they were in life. An old friend is less likely to be evil than other undead familiars, as is its master." - ] + "entries": [ + "The shadow hound releases an eerie bay, attempting to {@action Demoralize} each foe in a 20-foot emanation. These {@action Demoralize} attempts don't require a language and don't take any penalty due to not sharing a language." + ] + } }, { - "name": "Old Friend", - "source": "BotD", - "page": 40, - "type": "Familiar", - "traits": [ - "incorporeal", - "spirit", - "undead" + "name": "Shark", + "source": "APG", + "page": 145, + "type": "Companion", + "fluff": [ + "Your companion is a shark of any kind, such as a hammerhead, great white, or jigsaw shark." ], - "requires": 4, - "granted": [ - "{@familiarAbility flier}" + "size": [ + "small" ], - "abilities": [ - { - "name": "Invisibility", - "entries": [ - "Once per hour, your familiar can cast 2nd-level {@spell invisibility} on itself as a divine innate spell." - ] - }, - { - "name": "Anchored Incorporeality", - "entries": [ - "{@note {@quickref Anchored Incorporeality|BD}}" - ] - }, + "attacks": [ { - "name": "Undead", - "entries": [ - "Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP." - ] + "range": "Melee", + "name": "jaws", + "damage": "{@damage 1d8} piercing" } ], - "fluff": [ - "Sometimes, the spirit of a cherished pet returns from the Boneyard to continue aiding its beloved owner. These tiny animal ghosts tend to be bound to anchors such as favorite toys, collars, or carved representations of who they were in life. An old friend is less likely to be evil than other undead familiars, as is its master." - ] + "abilityMods": { + "str": 3, + "dex": 2, + "con": 2, + "int": -4, + "wis": 1, + "cha": 0 + }, + "hp": 6, + "skill": "stealth", + "senses": { + "imprecise": [ + "{@ability scent} 60 feet" + ], + "other": [ + "blood scent" + ] + }, + "speed": { + "swim": 40 + }, + "support": "When your shark senses blood, it tears into your enemies. Until the start of your next turn, each time you hit a creature in the shark's reach with a {@action Strike} and deal slashing or piercing damage, the creature takes {@damage 1d8} slashing damage from the shark. If your shark is nimble or savage, the slashing damage increases to {@damage 2d8}.", + "maneuver": { + "name": "Shred", + "source": "APG", + "page": 145, + "requirements": "The shark hit with a jaws {@action Strike} on its most recent action this turn.", + "activity": { + "number": 1, + "unit": "action" + }, + "entries": [ + "The shark viciously rips into the wound, dealing additional damage. The target of the shark's {@action Strike} takes {@damage 1d8} slashing damage ({@damage 2d8} for a mature shark or {@damage 3d8} for a specialized companion)." + ] + }, + "special": "The shark has the {@trait aquatic} trait. Its blood scent enables it to smell blood in the water from up to 1 mile away." }, { - "name": "Crawling Hand", - "source": "BotD", - "page": 40, - "type": "Familiar", - "traits": [ - "undead" + "name": "Snake", + "source": "CRB", + "page": 216, + "type": "Companion", + "fluff": [ + "Your companion is a constrictor snake, such as a boa or python." ], - "requires": 5, - "granted": [ - "{@familiarAbility manual dexterity}", - "{@familiarAbility spell delivery}", - "{@familiarAbility valet|apg}" + "size": [ + "small" ], - "abilities": [ - { - "name": "Lend a Hand", - "entries": [ - "The crawling hand assists an ally in the same space to attack a foe, crawling over the enemy and grabbing to distract them. Despite being a {@trait minion}, it gains 1 reaction at the start of its turns, which it can use only to {@action Aid} an attack roll by an ally that shares the hand's space (it still has to prepare to help as normal for the {@action Aid} reaction). This attempt automatically succeeds. If the crawling hand has a similar ability, like {@familiarAbility partner in crime}, it still gains only 1 reaction and can choose how to spend it." - ] - }, + "attacks": [ { - "name": "Undead", - "entries": [ - "Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP." - ] + "range": "Melee", + "name": "jaws", + "traits": [ + "finesse" + ], + "damage": "{@damage 1d8} piercing" } ], - "fluff": [ - "Crawling hands make grisly but striking familiars, popular among necromancers with an eye for aesthetics. They also tend to be convenient, due to many available spare parts. Crawling hands can be skeletal or fleshy, like a zombie." - ] + "abilityMods": { + "str": 3, + "dex": 3, + "con": 1, + "int": -4, + "wis": 1, + "cha": 0 + }, + "hp": 6, + "skill": "stealth", + "senses": { + "imprecise": [ + "{@ability scent} 30 feet" + ], + "other": [ + "low-light vision" + ] + }, + "speed": { + "walk": 20, + "climb": 20, + "swim": 20 + }, + "support": "Your snake holds your enemies with its coils, interfering with reactions. Until the start of your next turn, any creature your snake threatens can't use reactions triggered by your actions unless its level is higher than yours.", + "maneuver": { + "name": "Constrict", + "source": "CRB", + "page": 216, + "requirements": "The snake has a smaller creature {@condition grabbed}.", + "activity": { + "number": 1, + "unit": "action" + }, + "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 {@quickref specialized animal companion||0|Specialized Animal Companions}, increase this damage to 20." + ] + } }, { - "name": "Talking Head", - "source": "BotD", - "page": 40, - "type": "Familiar", - "traits": [ - "undead" + "name": "Terror Bird", + "source": "LOTGB", + "page": 55, + "type": "Companion", + "fluff": [ + "Your companion is a terror bird, a large species of flightless carnivorous avian." ], - "requires": 3, - "granted": [ - "{@familiarAbility cantrip connection}", - "{@familiarAbility skilled|apg} (your choice of {@skill Arcana}, {@skill Occultism}, or one kind of {@skill Lore})", - "{@familiarAbility speech}" + "size": [ + "large" ], - "abilities": [ + "attacks": [ { - "name": "Heads Will Roll", - "entries": [ - "Unless its master gives the talking head the flier ability, a talking head is able to move only by rolling along the ground, reducing its speed to 15 feet. Alternatively, a creature can, as a single action, kick or throw the head 30 feet. This can't be used as an attack; the head bounces harmlessly off anything it hits." - ] + "range": "Melee", + "name": "beak", + "damage": "{@damage 1d8} piercing" }, { - "name": "Undead", - "entries": [ - "Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP." - ] - } - ], - "fluff": [ - "Similar to beheaded, these disembodied, reanimated heads (with or without skin) retain some of their arcane wisdom, making for invaluable study partners. However, they also tend to be mouthy, opinionated, or downright obnoxious with their constant chattering, leading some annoyed masters to sew their mouths shut in punishment." - ] + "range": "Melee", + "name": "talon", + "traits": [ + "agile" + ], + "damage": "{@damage 1d6} piercing" + } + ], + "abilityMods": { + "str": 3, + "dex": 2, + "con": 2, + "int": -4, + "wis": 1, + "cha": 0 + }, + "hp": 8, + "skill": "survival", + "senses": { + "other": [ + "{@ability low-light vision}" + ] + }, + "speed": { + "walk": 40 + }, + "support": "Your terror bird screeches at your enemies when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that deal damage to a creature within your terror bird's reach make the target {@condition flat-footed} until the start of your next turn.", + "maneuver": { + "name": "Tearing Clutch", + "source": "LOTGB", + "page": 55, + "activity": { + "number": 2, + "unit": "action" + }, + "entries": [ + "The terror bird makes a beak {@action Strike}; on a successful hit, the target takes {@damage 2d6} {@condition persistent damage||persistent bleed damage}." + ] + }, + "special": "mount" }, { - "name": "Aeon Wyrd", - "source": "LOPSG", - "page": 122, - "type": "Familiar", - "traits": [ - "construct" + "name": "Vulture", + "source": "AoA5", + "page": 80, + "type": "Companion", + "fluff": [ + "Your companion is a vulture, condor, or other large scavenging bird." ], - "requires": 3, - "granted": [ - "{@familiarAbility flier}" + "size": [ + "small" ], - "abilities": [ - { - "name": "Aeon Stone Reservoir", - "entries": [ - "Your aeon wyrd can hold any {@item aeon stone (generic)|crb|aeon stone} as a powerfully resonant nucleus that holds it together. You gain the aeon stone's benefits without needing to use one of your investiture slots for the day, and you also gain the aeon stone's resonant power, without interfering with any {@item wayfinder} you invest." - ] - }, - { - "name": "Can't Walk", - "entries": [ - "Your aeon wyrd has no land Speed." - ] - }, - { - "name": "Constructed", - "entries": [ - "Your aeon wyrd is immune to {@condition persistent damage|crb|bleed}, {@trait death} effects, {@trait disease}, {@condition doomed}, {@condition drained}, {@condition fatigued}, {@trait healing}, {@trait necromancy}, {@trait nonlethal} attacks, {@condition paralyzed}, {@trait poison}, {@condition sickened}, and {@condition unconscious}. It can recover Hit Points only via the {@action Repair} action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP." - ] - }, + "attacks": [ { - "name": "Crystalline", - "entries": [ - "Your aeon wyrd's crystalline structure makes it vulnerable to {@trait sonic} attacks. It gains weakness to sonic damage equal to your level." - ] + "range": "Melee", + "name": "jaws", + "traits": [ + "finesse" + ], + "damage": "{@damage 1d8} piercing" } ], - "fluff": [ - "An aeon wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal aeon stone to its master." - ] + "abilityMods": { + "str": 2, + "dex": 2, + "con": 2, + "int": -4, + "wis": 2, + "cha": 0 + }, + "hp": 6, + "skill": "survival", + "senses": { + "imprecise": [ + "{@ability scent} 30 feet" + ], + "other": [ + "low-light vision" + ] + }, + "speed": { + "walk": 10, + "fly": 45 + }, + "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", + "page": 80, + "traits": [ + "healing", + "manipulate" + ], + "frequency": { + "unit": "hour", + "number": 1 + }, + "activity": { + "number": 1, + "unit": "reaction" + }, + "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 {@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." }, { - "name": "Calligraphy Wyrm", - "source": "LOPSG", - "page": 122, - "type": "Familiar", - "traits": [ - "beast" + "name": "Wolf", + "source": "CRB", + "page": 216, + "type": "Companion", + "fluff": [ + "Your companion is a wolf or other canine creature, such as a dog." ], - "requires": 6, - "granted": [ - "{@familiarAbility darkvision}", - "{@familiarAbility flier}", - "{@familiarAbility manual dexterity}", - "{@familiarAbility scent}", - "{@familiarAbility skilled|APG} ({@skill arcana}, {@skill society})", - "{@familiarAbility speech}" + "size": [ + "small" ], - "abilities": [ - { - "name": "Ink Spray", - "activity": { - "number": 1, - "unit": "action" - }, - "type": "ability", - "frequency": { - "unit": "minute", - "interval": 10, - "number": 1 - }, - "entries": [ - "The wyrm splatters ink in a 10-foot cone. Each creature in the area must succeed at a Reflex save or become covered in ink. Ink spray has the effects of {@spell glitterdust} except the creature isn't {@condition dazzled}, and it can remove its {@condition blindness} by spending a single action, which has the {@trait manipulate} trait, to wipe off the ink from their face." - ] - }, + "attacks": [ { - "name": "Stylus Claws", - "entries": [ - "Your calligraphy wyrm has stylus-shaped claws that it can fill with its natural ink, using its claw as a pen without having to purchase ink." - ] + "range": "Melee", + "name": "jaws", + "traits": [ + "finesse" + ], + "damage": "{@damage 1d8} piercing" } ], - "fluff": [ - "Calligraphy wyrms are curious dragons constantly in search of new lore and writing. They make natural allies for Pathfinders. While knowledgeable, calligraphy wyrms can also be know-it-alls. Their chirpy, high-pitched voices make this attitude humorous to some and insufferable to others." + "abilityMods": { + "str": 2, + "dex": 3, + "con": 2, + "int": -4, + "wis": 1, + "cha": 0 + }, + "hp": 6, + "skill": "survival", + "senses": { + "imprecise": [ + "{@ability scent} 30 feet" + ], + "other": [ + "low-light vision" + ] + }, + "speed": { + "walk": 40 + }, + "support": "Your wolf tears tendons with each opening. Until the start of your next turn, your {@action Strike||Strikes} that damage creatures your wolf threatens give the target a \u20135-foot status penalty to its Speeds for 1 minute (\u201310 on a critical success).", + "maneuver": { + "name": "Knockdown", + "source": "CRB", + "page": 216, + "activity": { + "number": 1, + "unit": "reaction" + }, + "requirements": "The animal companion's last action was a successful jaws {@action Strike}.", + "entries": [ + "The wolf automatically knocks the target of its jaws {@action Strike} {@condition prone}." + ] + } + } + ], + "companionAbility": [ + { + "name": "Unseen", + "source": "DA", + "page": 65, + "tier": 2, + "entries": [ + "Cryptid animal companions look a touch peculiar, often with uncanny features or ones that seem to come from a different animal. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, you can choose to make it an unseen animal companion instead. An unseen companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks and deals an extra 1d4 precision damage against flat-footed targets (if the animal companion already deals precision damage, such as a cat, combine the precision damage). Increase its proficiency rank in {@skill Stealth} to expert. It also learns the advanced maneuver for its type." ] }, { - "name": "Clockwork Familiar", - "source": "LOTGB", - "page": 23, - "type": "Familiar", - "traits": [ - "uncommon", - "clockwork", - "construct" - ], - "requires": 3, - "granted": [ - "{@familiarAbility darkvision}" - ], - "abilities": [ - { - "name": "Clockwork", - "entries": [ - "You need to keep your clockwork familiar wound, but the process isn't particularly onerous or time consuming. If you spend 1 minute winding up your clockwork familiar with a unique key only you can use, it can remain active for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.", - "Enemies can attempt to disable the clockwork familiar, with a standard DC for your level to Disable a Device, to reduce the remaining operational time by 1 hour (or 2 hours on a critical success). Certain other abilities that adversely affect technology might also reduce the clockwork familiar's remaining operational time.", - "Some abilities, like Steam Screen, require your clockwork familiar to spend some of its remaining operational time. It can't spend more than it has and shuts down immediately once it has no time remaining.", - "You can wind your clockwork familiar for 1 minute at any time to return it to the maximum 24 hours of operational time." - ] - }, - { - "name": "Constructed", - "entries": [ - "Your clockwork familiar is made of metal rather than flesh and bone, although it is still delicate enough in certain places to be vulnerable to violence in the same manner as a living creature. It is immune to {@condition persistent damage||bleed}, {@trait death} effects, {@trait disease}, {@condition doomed}, {@condition drained}, {@condition fatigued}, {@trait healing}, {@trait necromancy}, {@trait nonlethal} attacks, {@condition paralyzed}, {@trait poison}, {@condition sickened}, and {@condition unconscious}. It can recover Hit Points only via the {@action Repair} action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 Hit Points." - ] - }, - { - "name": "Electricity Vulnerability", - "entries": [ - "The metal components of a clockwork familiar conduct electricity and are easily disrupted by an electric current. It gains weakness to electricity damage equal to your level." - ] - }, + "name": "Nimble", + "source": "CRB", + "page": 214, + "tier": 2, + "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 {@skill Acrobatics} and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become {@trait magical} for the purpose of ignoring resistances." + ] + }, + { + "name": "Indomitable", + "source": "LOWG", + "page": 117, + "tier": 2, + "entries": [ + "When you pick your animal companion, you can choose to have it be a megafauna animal companion. Megafauna animal companions are mostly similar to other animal companions of the same category, though they look different, and they have one difference in their upgrade path. If you take a feat that would normally allow you to choose to have your companion become a {@companionAbility savage} or {@companionAbility nimble} animal companion, a megafauna companion instead can choose to become a {@companionAbility savage} or {@companionAbility indomitable|lowg} companion. An indomitable companion increases its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is {@trait Medium} or smaller, it grows in size by one category. Its attacks count as {@trait magical} for the purpose of ignoring resistances." + ] + }, + { + "name": "Savage", + "source": "CRB", + "page": 214, + "tier": 2, + "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 {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is {@trait Medium} or smaller, it grows by one size. Its attacks become {@trait magical} for the purpose of ignoring resistances." + ] + }, + { + "name": "Genie-Touched", + "source": "LOL", + "page": 123, + "tier": 2, + "traits": [ + "rare" + ], + "entries": [ + "Xerbystes II has had his palace spellcasters work to develop ways to replicate the great powers of the genie-touched horses of Qadira. These spellcasters have a rudimentary method in place that can grant such power to any animal companion, infusing them with elemental power and granting them otherworldly insight. Xerbystes will sometimes gift these companions as a favor to others or have his spellcasters infuse the companions of trusted allies.", + "If you take a feat that would normally allow you to choose to have a savage or nimble animal companion, you can instead choose to for it to become a genie-touched companion. When you choose the feat, select the type of genie whose power infuses your companion. The genies and their elemental traits are as follows: djinni ({@trait air}), efreeti ({@trait fire}), marid ({@trait water}), or shaitan ({@trait earth}). A genie-touched companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks; this damage is fire damage for an efreet-touched companion or of the same type as the unarmed attack for the others. It gains resistance 5 to damage of a type depending on the genie: acid for djinni, fire for efreeti or marid, and electricity for shaitan. If the companion is djinni-touched or efreeti-touched, increase its proficiency rank in {@skill Acrobatics} to expert; if it is marid-touched or shaitan-touched, increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. Its attacks count as {@trait magical} for the purpose of ignoring resistances and gain the genie's elemental trait." + ] + }, + { + "source": "CRB", + "tier": 3, + "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 {@skill 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." + ] + }, + { + "source": "CRB", + "tier": 3, + "page": 217, + "name": "Bully", + "entries": [ + "Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill 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", + "tier": 3, + "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 {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert." + ] + }, + { + "source": "CRB", + "tier": 3, + "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", + "tier": 3, + "page": 217, + "name": "Tracker", + "entries": [ + "Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1." + ] + }, + { + "source": "CRB", + "tier": 3, + "page": 217, + "name": "Wrecker", + "entries": [ + "Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1." + ] + }, + { + "source": "SoM", + "tier": 3, + "page": 229, + "name": "Shade", + "entries": [ + "Your companion's physical form is made, in whole or in part, of shadow. It gains {@ability darkvision}, resistance 5 to all damage except force, and in areas of dim light or darkness, it can Step 10 feet instead of 5 feet. Its proficiency rank in unarmored defense increases to expert." + ] + }, + { + "source": "LOL", + "tier": 3, + "page": 123, + "name": "Deep Diver", + "entries": [ + "Your companion gains a swim Speed of 30 feet or a +10-foot status bonus to its existing swim Speed and can breathe underwater if it couldn't already. Its Constitution modifier increases by 1. Its proficiency rank for {@skill Athletics} increases to master and for barding increases to expert. This specialization can only be selected by marid-touched companions." + ] + }, + { + "source": "LOL", + "tier": 3, + "page": 123, + "name": "Steadfast Strider", + "entries": [ + "Your companion ignores natural {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain} from sediment or stone and can move across quicksand, mud, and similar surfaces as if they were solid. It gains a +2 status bonus to saving throws and DCs to prevent being {@action Shove||Shoved} or {@action Trip||Tripped}. Its Strength modifier increases by 1 and its proficiency for barding increases to expert. This specialization can only be selected by shaitan-touched companions." + ] + }, + { + "source": "LOL", + "tier": 3, + "page": 123, + "name": "Wildfire Scorcher", + "entries": [ + "Your companion gains resistance to fire equal to your level. Any creature that attempts to {@action Grapple} or {@ability Grab} your companion, hits your companion with a melee unarmed attack, or hits your companion with a melee weapon {@action Strike} while adjacent to your companion takes {@damage 2d6} fire damage. Its Dexterity modifier increases by 1 and its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by efreeti-touched companions." + ] + }, + { + "source": "LOL", + "tier": 3, + "page": 123, + "name": "Wind Chaser", + "entries": [ + "Your companion gains a +20-foot status bonus to its Speed or fly Speed (your choice if it has both). Its proficiency in {@skill Acrobatics} increases to master and its Dexterity modifier increases by 1. Its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by djinni-touched companions." + ] + } + ], + "familiar": [ + { + "name": "Mood Cloud", + "source": "RoE", + "page": 42, + "type": "Familiar", + "traits": [ + "air", + "elemental" + ], + "fluff": [ + "This air elemental is little more than a tiny cloud with just enough internality to have emotions. Elemental scholars believe mood clouds to be related to {@creature despairing palls|RoE}, though far less evolved." + ], + "requires": 3, + "granted": [ + "{@familiarAbility elemental|RoE|elemental (air only)}", + "{@familiarAbility flier}" + ], + "abilities": [ { - "name": "Steam Screen", + "name": "Emote", "activity": { "number": 1, "unit": "action" }, "frequency": { - "unit": "minute", - "number": 1 - }, - "entries": [ - "Your clockwork familiar blows a billowing plume of steam into its square around itself. It gains a +1 circumstance bonus to its {@action Intimidation} checks, and any creature in the familiar's square has {@condition concealed||concealment}, though creatures in the square can't use this {@condition concealed||concealment} to {@action Hide} or {@action Sneak}. The steam and its effects remain for 1 round. To use this ability, your clockwork familiar must spend 1 hour of operational time." - ] - }, - { - "name": "Toggle Standby Mode", - "activity": { - "number": 2, - "unit": "action" + "number": 1, + "unit": "round" }, "entries": [ - "Your clockwork familiar enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a \u20132 penalty to {@skill Perception}). It can't act, with one exception: when you {@action Command an Animal||Command} it to exit standby mode, it does so, by using this action again." + "The cloud of sentiment changes the expression on its miniature face. It prepares to {@action Aid} you on a skill check for a skill matching its expression: {@skill Deception} for an inscrutable expression, {@skill Diplomacy} for a friendly expression, or {@skill Intimidation} for an angry expression. It gains a reaction this round, which it can use only to {@action Aid} you in this way. It automatically succeeds at its check to {@action Aid} you with the skill or automatically critically succeeds if you're a master of the skill in question." ] } - ], - "fluff": [ - "A clockwork creature is typically composed entirely of turning gears and small bronze steam pipes. It can take the form of any Tiny animal, such as a small mammal, reptile, or bird. Its eyes are cut from glittering glass, with many facets within to help it process what it sees. Any teeth, beak, and tongue are rendered out of iron. When it moves, its joints emit little croaks and whistles, and it occasionally emits electrical sparks if perturbed. Clockwork creatures who live near the sea, or are otherwise exposed to water often, might squeeze lemons and use the juice to wash themselves. They can also blow steam out of the pipes on their bodies to intimidate an enemy or put up a smokescreen.", - "Your clockwork familiar is a specific familiar. Specific familiars are familiars with unique abilities. In order for you to choose a specific familiar, your familiar must be capable of having the template's required number of familiar abilities. A specific familiar gains the listed traits and several abilities, including abilities it can gain only as a specific familiar. Much like a familiar that naturally has a familiar ability, you can never swap out any of these granted or unique abilities. Once you've selected a specific familiar, you can't change it without losing your familiar\u2014this uses the same rules as if your familiar had died. If your familiar gains more abilities than necessary to become a specific familiar, you can spend the remaining abilities normally.", - "If your clockwork familiar is destroyed, it can be brought back to life through any conventional means that would bring back a living familiar, such as through resurrection magic." ] }, { - "name": "Dweomercat Cub", - "source": "LOPSG", - "page": 122, + "name": "Crysmal Shardling", + "source": "RoE", + "page": 42, "type": "Familiar", "traits": [ - "beast" + "earth", + "elemental" ], - "requires": 4, + "fluff": [ + "A crysmal shardling is a younger, smaller version of {@creature crysmal|RoE}. When acting as a familiar, a shardling's hunger for crystals is sated by magic, turning an urgent need into a mere interest." + ], + "requires": 3, "granted": [ - "{@familiarAbility darkvision}", - "{@familiarAbility scent}", + "{@familiarAbility burrower}", + "{@familiarAbility elemental|RoE|elemental (earth only)}", "{@familiarAbility speech}" ], "abilities": [ { - "name": "Alter Dweomer", - "activity": { - "number": 1, - "unit": "action" - }, - "traits": [ - "abjuration", - "arcane" - ], - "type": "ability", - "frequency": { - "unit": "minute", - "interval": 10, - "number": 1 - }, - "requirements": "The dweomercat cub was targeted by a spell or was within the area of a spell as it was cast since its last turn", - "entries": [ - "The dweomercat cub gains an effect related to the school of the triggering spell. Other than the damage, the effect lasts for {@dice 1d4} rounds or until the dweomercat cub {@action Dismiss|CRB|Dismisses} the effect, whichever comes first.", - { - "type": "list", - "items": [ - "{@b Abjuration} The cub gains a +1 status bonus to AC.", - "{@b Conjuration} A cloud of fog appears in a 5-foot burst centered on a corner of the cub's space. Anything in the cloud is {@condition concealed}.", - "{@b Divination} The cub gains a +1 status bonus to skill checks.", - "{@b Enchantment} The cub gains a +1 status bonus to saves.", - "{@b Evocation} Magical feedback deals {@damage 1d6} force damage for every 2 levels you have to the triggering spellcaster (basic Reflex save using your class DC or spell DC, whichever is higher).", - "{@b Illusion} The cub becomes {@condition invisible}. This effect ends if the cub uses a {@condition hostile} action, in addition to the normal end conditions.", - "{@b Necromancy} The cub gains temporary HP equal to your level.", - "{@b Transmutation} The cub gains a +1 status bonus to attack rolls." - ] - } - ] - }, - { - "name": "Detect Magic", + "name": "Crystal Scent", "entries": [ - "Your dweomercat cub can cast 1st-level {@spell detect magic} as an arcane innate spell." + "A crysmal can sense crystals or gems within 60 feet as if using the {@familiarAbility scent} ability." ] } - ], - "fluff": [ - "Pathfinder agent Arianrhod Thriceborn, an adherent of the Eldest {@deity Magdh}, raised a litter of these intelligent mystical felines from the First World. Dweomercat cubs are curious and love exploring ley lines and traveling the world. At only 1 foot tall and weighing 15 pounds, dweomercat cubs are smaller than their egos and curiosity imply." ] }, { "name": "Elemental Wisp", - "source": "LOTGB", - "page": 35, + "source": "RoE", + "page": 43, "type": "Familiar", "traits": [ "elemental" ], + "fluff": [ + "Wisps are tiny elementals that often act as familiars. They each usually have different personalities: {@trait air} wisps are playful and capricious, {@trait earth} wisps are timid but loyal, {@trait fire} wisps are carefree and boisterous, {@trait metal} wisps are serious and morose, {@trait water} wisps are gentle and nurturing, and {@trait wood} wisps are fierce and controlling." + ], "requires": 3, "granted": [ - "{@familiarAbility accompanist|APG}", + "{@familiarAbility accompanist}", + "{@familiarAbility elemental|RoE}", "{@familiarAbility speech}" ], "abilities": [ { - "name": "Elemental", + "name": "Elemental Mobility", "entries": [ - "Choose air, earth, fire, or water. Your wisp is a wisp of that element and gains that trait. Your wisp gains a familiar ability depending on its element. Air wisps gain {@familiarAbility flight}, earth wisps gain {@familiarAbility burrower}, fire wisps gain {@familiarAbility greater resistance} (fire), and water wisps gain {@familiarAbility amphibious}." + "Your wisp gains a familiar ability depending on its element. {@trait Air} wisps gain {@familiarAbility flier}, {@trait earth} wisps gain {@familiarAbility burrower}, {@trait fire} wisps gain {@familiarAbility jet|RoE}, {@trait metal} wisps gain {@familiarAbility levitator|RoE}, {@trait water} wisps gain {@familiarAbility amphibious}, and {@trait wood} wisps gain {@familiarAbility climber}." + ] + }, + { + "name": "Innate Element", + "entries": [ + "An elemental wisp's element is set. You choose the element when you gain the specific familiar and can't change it each day." ] }, { "name": "Resonance", "entries": [ - "(aura) 30 feet. Your wisp vibrates at a frequency attuned to their element, resonating with and empowering all effects sharing that trait. Creatures in the area gain a +1 status bonus to damage rolls for effects with the same elemental trait as your wisp ({@trait air}, {@trait earth}, {@trait fire}, or {@trait water})." + "(aura) 30 feet. Your wisp vibrates at a frequency attuned to their element, resonating with and empowering all effects sharing that trait. Creatures in the area gain a +1 status bonus to damage rolls for alchemical and magical effects with the same elemental trait as your wisp. If your wisp is a {@trait wood} wisp, the status bonus also applies to damage rolls for effects with the {@trait plant} trait" ] } - ], - "fluff": [ - "Wisps are tiny elemental beings that often act as familiars to spellcasters attuned to the elements. They each usually have different personalities: air wisps are playful and capricious, earth wisps are timid but loyal, fire wisps are carefree and boisterous, and water wisps are gentle and nurturing." ] }, { - "name": "Faerie Dragon", - "source": "APG", - "page": 147, + "name": "Gennayn", + "source": "RoE", + "page": 43, "type": "Familiar", "traits": [ - "dragon" + "elemental" ], - "requires": 6, + "fluff": [ + "Minor genies, gennayn are elementally adaptable and personable. They look like miniature humanoids with elemental energy surrounding them, and frequently carry messages or announce the arrival of their allies." + ], + "requires": 5, "granted": [ - "{@familiarAbility amphibious}", - "{@familiarAbility darkvision}", + "{@familiarAbility elemental|RoE}", + "{@familiarAbility speech}" + ], + "abilities": [ + { + "name": "Elemental Mobility", + "entries": [ + "Your wisp gains a familiar ability depending on its element. {@trait Air} wisps gain {@familiarAbility flier}, {@trait earth} wisps gain {@familiarAbility burrower}, {@trait fire} wisps gain {@familiarAbility jet|RoE}, {@trait metal} wisps gain {@familiarAbility levitator|RoE}, {@trait water} wisps gain {@familiarAbility amphibious}, and {@trait wood} wisps gain {@familiarAbility climber}." + ] + }, + { + "name": "Little Wish", + "activity": { + "number": 1, + "unit": "reaction" + }, + "traits": [ + "fortune" + ], + "frequency": { + "number": 1, + "unit": "day" + }, + "trigger": "A creature the gennayn can see that is within 60 feet attempts a saving throw or skill check", + "entries": [ + "The gennayn reshapes reality in a small way to twist fate, allowing the creature to reroll the saving throw or skill check." + ] + }, + { + "name": "Elemental Diplomat", + "entries": [ + "A gennayn's modifier for {@skill Diplomacy} is equal to your level plus your key spellcasting attribute modifier, rather than just your level. The gennayn gets a +1 circumstance bonus to {@skill Diplomacy} checks against elementals and grants you the same bonus if you're in the same space." + ] + } + ] + }, + { + "name": "Elemental Scamp", + "source": "RoE", + "page": 43, + "type": "Familiar", + "traits": [ + "elemental" + ], + "fluff": [ + "The elementals called scamps look humanoid in appearance, except for the elemental matter in their bodies and their batlike wings. An elemental scamp familiar is a bit smaller than other scamps but makes up for it by being more mischievous. Driven by ego, scamps often take on long names with many titles and insist on being addressed in full." + ], + "requires": 5, + "granted": [ + "{@familiarAbility elemental|RoE}", "{@familiarAbility flier}", - "{@familiarAbility manual dexterity}", - "{@familiarAbility speech}", - "{@familiarAbility touch telepathy|APG}" + "{@familiarAbility speech}" ], "abilities": [ { - "name": "Breath Weapon", + "name": "Elemental Mobility", + "entries": [ + "Your wisp gains a familiar ability depending on its element. {@trait Air} wisps gain {@familiarAbility flier}, {@trait earth} wisps gain {@familiarAbility burrower}, {@trait fire} wisps gain {@familiarAbility jet|RoE}, {@trait metal} wisps gain {@familiarAbility levitator|RoE}, {@trait water} wisps gain {@familiarAbility amphibious}, and {@trait wood} wisps gain {@familiarAbility climber}." + ] + }, + { + "name": "Elemental Breath", "activity": { "number": 2, "unit": "action" }, "traits": [ - "arcane", - "evocation", - "poison" + "arcane" ], "frequency": { - "unit": "hour", - "number": 1 + "number": 1, + "unit": "hour" }, "entries": [ - "The faerie dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. A creature that fails its save is {@condition stupefied||stupefied 2} and {@condition slowed||slowed 1} for {@dice 1d4} rounds; on a critical failure, the duration is 1 minute." + "The scamp breathes elemental matter in a 10-foot cone. Each creature in the area takes {@dice 1d6} damage for every 2 levels you have, with a basic Reflex save against your class DC or spell DC, whichever is higher. The damage type depends on the type of scamp." + ] + }, + { + "name": "Scamp Elements", + "entries": [ + "An elemental scamp's element or elements are set. You choose a type of scamp and can't change the element each day. This determines the scamp's elemental traits and the damage type of their Elemental Breath. {@b Air} ({@trait air}) slashing damage; {@b earth} ({@trait earth}) bludgeoning damage; {@b fire} ({@trait fire}) {@b fire} damage; {@b metal} ({@trait metal}) slashing damage; {@b water} ({@trait water}) acid damage; {@b wood} ({@trait plant}, {@trait wood}) poison damage." ] } - ], - "fluff": [ - "These tiny, mischievous dragons make natural allies for benevolent or capricious characters." ] }, { - "name": "Imp", - "source": "APG", - "page": 147, + "name": "Ceru", + "source": "LOIL", + "page": 220, "type": "Familiar", "traits": [ - "le", - "devil", - "fiend" + "n", + "tiny", + "beast" ], - "requires": 8, + "requires": 4, "granted": [ + "{@familiarAbility cantrip connection} ({@spell guidance}, {@spell mage hand})", "{@familiarAbility darkvision}", - "{@familiarAbility flier}", - "{@familiarAbility manual dexterity}", - "{@familiarAbility resistance|APG} (fire and poison)", - "{@familiarAbility skilled|APG} ({@skill deception})", - "{@familiarAbility speech}", "{@familiarAbility touch telepathy|APG}" ], "abilities": [ { - "name": "Imp Invisibility", + "name": "Created Magic", "entries": [ - "Once per hour, your imp familiar can cast 2nd-level {@spell invisibility} on itself as a divine innate spell." + "Your ceru familiar grants you the {@spell mage hand} and {@spell guidance} cantrips via the {@familiarAbility cantrip connection} granted ability. If one or more of these cantrips isn't on your spell list, you can replace the cantrip or cantrips not on your spell list with a cantrip or cantrips from your spell list instead." ] }, { - "name": "Alter Dweomer", + "name": "Turn of Fate", "activity": { - "number": 1, + "number": 2, "unit": "action" }, "traits": [ - "concentrate", - "divine", - "enchantment", - "evil", - "fortune" + "divination" ], "frequency": { - "unit": "day", - "number": 1 + "number": 1, + "unit": "day" + }, + "range": { + "unit": "feet", + "number": 30 }, "entries": [ - "The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by {@spell wish} or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result." + "Your ceru shifts the scales of fortune for one target's next attempt at an attack roll, saving throw, or skill check. If targeted with bad fortune, the target attempts a Will save against your class DC or spell DC, whichever is higher, with effects depending on the result of their save; this is a {@trait misfortune} effect. If targeted with good fortune, the target rolls twice and uses the better result; this is a {@trait fortune} effect. Regardless of outcome, targets are immune to Turn of Fate for one day.", + { + "type": "successDegree", + "entries": { + "Success": [ + "The target is unaffected." + ], + "Failure": [ + "The target rolls twice and uses the worse result." + ], + "Critical Failure": [ + "As failure, except the target is affected for the next three attempts." + ] + } + } ] } ], "fluff": [ - "Imp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell." - ], - "alignment": "An imp must be lawful evil" + "Cerus are mortal-made creatures in the shape of tiny, blue elephants with spikes on their feet, tail, and ears. They're highly sought-after amongst circles of the affluent." + ] }, { - "name": "Nosoi", - "source": "LOTGB", - "page": 35, + "name": "Polong", + "source": "BotD", + "page": 40, "type": "Familiar", "traits": [ - "monitor", - "psychopomp" + "incorporeal", + "undead" ], - "requires": 5, + "requires": 8, "granted": [ - "{@familiarAbility darkvision}", "{@familiarAbility flier}", - "{@familiarAbility manual dexterity}", + "{@familiarAbility lifelink}", + "{@familiarAbility skilled|apg} ({@skill Society})", "{@familiarAbility speech}" ], "abilities": [ { - "name": "Haunting Melody", - "traits": [ - "auditory", - "concentrate", - "divine", - "enchantment", - "incapacitation", - "mental" - ], + "name": "Polong Possession", "activity": { "number": 2, "unit": "action" }, - "frequency": { - "unit": "hour", - "number": 1 - }, + "traits": [ + "incapacitation", + "mental", + "necromancy", + "occult", + "possession" + ], "entries": [ - "The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a Will save against your class DC or spell DC, whichever is higher, or be {@condition fascinated} for 1 round. A nosoi can use a 2-action activity, which has the {@trait auditory}, {@trait concentrate}, {@trait divine}, {@trait enchantment}, and {@trait mental} traits, to force affected creatures to attempt another Will save; on a failure, they are {@condition fascinated} for an additional round. A creature that succeeds at any save or has its {@condition fascinated||fascination} broken is temporarily immune for 24 hours. Despite being a {@trait mental} effect, this ability affects {@trait mindless} {@trait undead}. {@trait Psychopomp||Psychopomps} are immune to this ability." + "The polong attempts to possess an adjacent corporeal creature. The creature must attempt a Will save against your class DC or spell DC, whichever is higher. On a failure, the polong merges into the creature's body for 1 minute (24 hours on a critical failure). The polong can observe through the creature's senses but is unable to control the creature. The possessed creature is drained 1 while the possession lasts. While possessing a creature, a polong can ignore the distance and line of effect limitation from its anchored incorporeality ability; when the possession ends, it immediately returns to the bottle if it's beyond range." ] }, { - "name": "Nosoi Resistance", + "name": "Anchored Incorporeality", "entries": [ - "A nosoi has resistance to negative and poison damage equal to half your level." + "The anchor must be a bottle.", + "{@note {@quickref Anchored Incorporeality|BD}}" + ] + }, + { + "name": "Undead", + "entries": [ + "Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP." ] } ], "fluff": [ - "A nosoi's physical appearance is that of a bird\u2014usually a crow, sparrow, or whippoorwill\u2014though it wears a funerary mask that accentuates its beak. Nosois measure about 1 foot in length but are unusually heavy, weighing between 10 and 15 pounds." + "Sometimes, the spirit of a cherished pet returns from the Boneyard to continue aiding its beloved owner. These tiny animal ghosts tend to be bound to anchors such as favorite toys, collars, or carved representations of who they were in life. An old friend is less likely to be evil than other undead familiars, as is its master." ] }, { - "name": "Pipefox", - "source": "LOTGB", - "page": 35, + "name": "Old Friend", + "source": "BotD", + "page": 40, "type": "Familiar", "traits": [ - "beast" + "incorporeal", + "spirit", + "undead" ], - "requires": 5, + "requires": 4, "granted": [ - "{@familiarAbility climber}", - "{@familiarAbility darkvision}", - "{@familiarAbility second opinion|LOTGB}", - "{@familiarAbility skilled|APG} (two skills of your choice)", - "{@familiarAbility speech}" + "{@familiarAbility flier}" ], "abilities": [ { - "name": "Divinatory Linguist", + "name": "Invisibility", "entries": [ - "Thanks to its innate tendency for divinations, your pipefox speaks and understands all languages you know (instead of just one) as well as one common language you don't know." + "Once per hour, your familiar can cast 2nd-level {@spell invisibility} on itself as a divine innate spell." + ] + }, + { + "name": "Anchored Incorporeality", + "entries": [ + "{@note {@quickref Anchored Incorporeality|BD}}" + ] + }, + { + "name": "Undead", + "entries": [ + "Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP." ] } ], "fluff": [ - "A pipefox is a tiny magical fox with a thin, limbless body that is about a foot long. Pipefoxes are secretive, shy, evasive, and they love to acquire knowledge, using innate divination magic to learn facts and languages over time. They can bond with a person sharing their scholarly pursuits after a long period of observation and careful social interactions." + "Sometimes, the spirit of a cherished pet returns from the Boneyard to continue aiding its beloved owner. These tiny animal ghosts tend to be bound to anchors such as favorite toys, collars, or carved representations of who they were in life. An old friend is less likely to be evil than other undead familiars, as is its master." ] }, { - "name": "Poppet", - "source": "LOPSG", - "page": 123, + "name": "Crawling Hand", + "source": "BotD", + "page": 40, "type": "Familiar", "traits": [ - "construct" + "undead" + ], + "requires": 5, + "granted": [ + "{@familiarAbility manual dexterity}", + "{@familiarAbility spell delivery}", + "{@familiarAbility valet|apg}" ], - "requires": 1, "abilities": [ { - "name": "Constructed", + "name": "Lend a Hand", "entries": [ - "Your poppet is immune to {@condition persistent damage|crb|bleed}, {@trait death} effects, {@trait disease}, {@condition doomed}, {@condition drained}, {@condition fatigued}, {@trait healing}, {@trait necromancy}, {@trait nonlethal} attacks, {@condition paralyzed}, {@trait poison}, {@condition sickened}, and {@condition unconscious}. It can recover Hit Points only via the {@action Repair} action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP." + "The crawling hand assists an ally in the same space to attack a foe, crawling over the enemy and grabbing to distract them. Despite being a {@trait minion}, it gains 1 reaction at the start of its turns, which it can use only to {@action Aid} an attack roll by an ally that shares the hand's space (it still has to prepare to help as normal for the {@action Aid} reaction). This attempt automatically succeeds. If the crawling hand has a similar ability, like {@familiarAbility partner in crime}, it still gains only 1 reaction and can choose how to spend it." ] }, { - "name": "Flammable", + "name": "Undead", "entries": [ - "Your poppet's components make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet's construction, removing this weakness." + "Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP." ] } ], "fluff": [ - "Endlessly modifiable, poppet familiars made of wicker and wood are among the most basic construct familiars available to Pathfinder agents across the globe." + "Crawling hands make grisly but striking familiars, popular among necromancers with an eye for aesthetics. They also tend to be convenient, due to many available spare parts. Crawling hands can be skeletal or fleshy, like a zombie." ] }, { - "name": "Shadow Familiar", - "source": "SoM", - "page": 229, + "name": "Talking Head", + "source": "BotD", + "page": 40, "type": "Familiar", "traits": [ - "uncommon", - "shadow" + "undead" ], - "access": "You're a {@archetype Shadowcaster|SoM}.", - "requires": 7, + "requires": 3, "granted": [ - "{@familiarAbility darkvision}", - "{@familiarAbility manual dexterity}", - "{@familiarAbility master's form|APG}", - "{@familiarAbility resistance|APG} (cold and negative)", - "{@familiarAbility shadow step|SoM}" + "{@familiarAbility cantrip connection}", + "{@familiarAbility skilled|apg} (your choice of {@skill Arcana}, {@skill Occultism}, or one kind of {@skill Lore})", + "{@familiarAbility speech}" ], "abilities": [ { - "name": "Become Shadow", - "activity": { - "number": 1, - "unit": "action" - }, - "traits": [ - "shadow", - "transmutation" - ], + "name": "Heads Will Roll", "entries": [ - "The shadow familiar transforms its body into barely tangible shadow. It gains resistance to all damage (except force) equal to half your level but can't use any actions requiring a physical form. The familiar can also slip through gaps at least 2 inches wide, or 1 inch wide if it {@action Squeeze||Squeezes}. It can use this action again to return to its normal form.", - "This action has the trait matching your tradition of magic, or {@trait occult} if you aren't a spellcaster." + "Unless its master gives the talking head the flier ability, a talking head is able to move only by rolling along the ground, reducing its speed to 15 feet. Alternatively, a creature can, as a single action, kick or throw the head 30 feet. This can't be used as an attack; the head bounces harmlessly off anything it hits." ] }, { - "name": "Slink in Shadows", + "name": "Undead", "entries": [ - "The shadow familiar can {@action Hide} or end its {@action Sneak} in a creature's or object's shadow." + "Your familiar is undead. It has {@ability negative healing|b2} and is immune to {@trait death} effects, {@trait disease}, {@trait poison}, and {@condition unconscious}. It's destroyed at 0 HP." + ] + } + ], + "fluff": [ + "Similar to beheaded, these disembodied, reanimated heads (with or without skin) retain some of their arcane wisdom, making for invaluable study partners. However, they also tend to be mouthy, opinionated, or downright obnoxious with their constant chattering, leading some annoyed masters to sew their mouths shut in punishment." + ] + }, + { + "name": "Aeon Wyrd", + "source": "LOPSG", + "page": 122, + "type": "Familiar", + "traits": [ + "construct" + ], + "requires": 3, + "granted": [ + "{@familiarAbility flier}" + ], + "abilities": [ + { + "name": "Aeon Stone Reservoir", + "entries": [ + "Your aeon wyrd can hold any {@item aeon stone (generic)|crb|aeon stone} as a powerfully resonant nucleus that holds it together. You gain the aeon stone's benefits without needing to use one of your investiture slots for the day, and you also gain the aeon stone's resonant power, without interfering with any {@item wayfinder} you invest." ] }, { - "name": "Steal Shadow", + "name": "Can't Walk", + "entries": [ + "Your aeon wyrd has no land Speed." + ] + }, + { + "name": "Constructed", + "entries": [ + "Your aeon wyrd is immune to {@condition persistent damage|crb|bleed}, {@trait death} effects, {@trait disease}, {@condition doomed}, {@condition drained}, {@condition fatigued}, {@trait healing}, {@trait necromancy}, {@trait nonlethal} attacks, {@condition paralyzed}, {@trait poison}, {@condition sickened}, and {@condition unconscious}. It can recover Hit Points only via the {@action Repair} action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP." + ] + }, + { + "name": "Crystalline", + "entries": [ + "Your aeon wyrd's crystalline structure makes it vulnerable to {@trait sonic} attacks. It gains weakness to sonic damage equal to your level." + ] + } + ], + "fluff": [ + "An aeon wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal aeon stone to its master." + ] + }, + { + "name": "Calligraphy Wyrm", + "source": "LOPSG", + "page": 122, + "type": "Familiar", + "traits": [ + "beast" + ], + "requires": 6, + "granted": [ + "{@familiarAbility darkvision}", + "{@familiarAbility flier}", + "{@familiarAbility manual dexterity}", + "{@familiarAbility scent}", + "{@familiarAbility skilled|APG} ({@skill arcana}, {@skill society})", + "{@familiarAbility speech}" + ], + "abilities": [ + { + "name": "Ink Spray", "activity": { "number": 1, "unit": "action" }, - "traits": [ - "necromancy" - ], + "type": "ability", "frequency": { "unit": "minute", "interval": 10, "number": 1 }, "entries": [ - "The shadow familiar makes a melee attack with an attack roll modifier equal to your spell attack roll modifier. If the {@action Strike} is successful, the target is {@condition enfeebled 1} and its shadow disappears. After 24 hours, the {@condition enfeebled} condition ends, and they regain their shadow once more. Any effect that reduces or removes the {@condition enfeebled} condition restores their shadow as well.", - "This action has the trait matching your tradition of magic, or {@trait occult} if you aren't a spellcaster." + "The wyrm splatters ink in a 10-foot cone. Each creature in the area must succeed at a Reflex save or become covered in ink. Ink spray has the effects of {@spell glitterdust} except the creature isn't {@condition dazzled}, and it can remove its {@condition blindness} by spending a single action, which has the {@trait manipulate} trait, to wipe off the ink from their face." + ] + }, + { + "name": "Stylus Claws", + "entries": [ + "Your calligraphy wyrm has stylus-shaped claws that it can fill with its natural ink, using its claw as a pen without having to purchase ink." ] } ], "fluff": [ - "Some spellcasters and ritualists don't just summon and bind a familiar, but instead transform their own shadow into a familiar. These casters can be identified by their lack of a shadow regardless of the level of light in the area and by the strange muted appearance of any article of clothing or jewelry they wear. Occasionally mistaken for vampires or other undead by the cautious or superstitious, these spellcasters nonetheless find the trade worth it in exchange for the unique abilities their shadow familiar can possess.", - "Shadow familiars are a type of specific familiar (Advanced Player's Guide 147). While all shadowcasters have access to these familiars, there are other paths to learn the proper magic to obtain a shadow familiar." + "Calligraphy wyrms are curious dragons constantly in search of new lore and writing. They make natural allies for Pathfinders. While knowledgeable, calligraphy wyrms can also be know-it-alls. Their chirpy, high-pitched voices make this attitude humorous to some and insufferable to others." ] }, { - "name": "Spellslime", - "source": "APG", - "page": 147, + "name": "Clockwork Familiar", + "source": "LOTGB", + "page": 23, "type": "Familiar", "traits": [ - "ooze" + "uncommon", + "clockwork", + "construct" ], - "requires": 4, + "requires": 3, "granted": [ - "{@familiarAbility climber}", - "{@familiarAbility darkvision}", - "{@familiarAbility tough|APG}" + "{@familiarAbility darkvision}" ], "abilities": [ { - "name": "Magic Scent", + "name": "Clockwork", "entries": [ - "Your spellslime familiar gains an imprecise sense with a range of 30 feet that enables it to smell magic of the same tradition as your own." + "You need to keep your clockwork familiar wound, but the process isn't particularly onerous or time consuming. If you spend 1 minute winding up your clockwork familiar with a unique key only you can use, it can remain active for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.", + "Enemies can attempt to disable the clockwork familiar, with a standard DC for your level to Disable a Device, to reduce the remaining operational time by 1 hour (or 2 hours on a critical success). Certain other abilities that adversely affect technology might also reduce the clockwork familiar's remaining operational time.", + "Some abilities, like Steam Screen, require your clockwork familiar to spend some of its remaining operational time. It can't spend more than it has and shuts down immediately once it has no time remaining.", + "You can wind your clockwork familiar for 1 minute at any time to return it to the maximum 24 hours of operational time." ] }, { - "name": "Ooze Defense", + "name": "Constructed", "entries": [ - "Your spellslime familiar is easy to hit, but it lacks weak points. It is immune to critical hits and precision damage, but its AC is only 10 + your level (instead of an AC equal to yours)." + "Your clockwork familiar is made of metal rather than flesh and bone, although it is still delicate enough in certain places to be vulnerable to violence in the same manner as a living creature. It is immune to {@condition persistent damage||bleed}, {@trait death} effects, {@trait disease}, {@condition doomed}, {@condition drained}, {@condition fatigued}, {@trait healing}, {@trait necromancy}, {@trait nonlethal} attacks, {@condition paralyzed}, {@trait poison}, {@condition sickened}, and {@condition unconscious}. It can recover Hit Points only via the {@action Repair} action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 Hit Points." ] }, { - "name": "Slime Rejuvenation", + "name": "Electricity Vulnerability", "entries": [ - "Your spellslime familiar gains the focused rejuvenation ability, but it recovers 2 Hit Points per level when you {@action Refocus} instead of 1." + "The metal components of a clockwork familiar conduct electricity and are easily disrupted by an electric current. It gains weakness to electricity damage equal to your level." + ] + }, + { + "name": "Steam Screen", + "activity": { + "number": 1, + "unit": "action" + }, + "frequency": { + "unit": "minute", + "number": 1 + }, + "entries": [ + "Your clockwork familiar blows a billowing plume of steam into its square around itself. It gains a +1 circumstance bonus to its {@action Intimidation} checks, and any creature in the familiar's square has {@condition concealed||concealment}, though creatures in the square can't use this {@condition concealed||concealment} to {@action Hide} or {@action Sneak}. The steam and its effects remain for 1 round. To use this ability, your clockwork familiar must spend 1 hour of operational time." + ] + }, + { + "name": "Toggle Standby Mode", + "activity": { + "number": 2, + "unit": "action" + }, + "entries": [ + "Your clockwork familiar enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a \u20132 penalty to {@skill Perception}). It can't act, with one exception: when you {@action Command an Animal||Command} it to exit standby mode, it does so, by using this action again." ] } ], "fluff": [ - "These friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal to their masters. You can select a spellslime familiar only if you can cast spells using spell slots." - ] - } - ], - "familiarAbility": [ - { - "name": "Alchemical Gut", - "source": "TV", - "page": 41, - "type": "Familiar", - "entries": [ - "Choose one alchemical item with a level no higher than yours that has the {@trait distilling} trait. Your familiar can act as the chosen item by swallowing consumables to be affected, which takes two {@action Interact} actions on its part and one from you. Instead of taking the normal time to distill the consumable, however, your familiar regurgitates the distilled item 1 round later." - ] - }, - { - "name": "Mask Freeze", - "source": "LOCG", - "page": 100, - "type": "Familiar", - "entries": [ - "When in mask form, your familiar can hide its obvious supernatural qualities to pass as a simple, unassuming mask. It doesn't need to {@action Impersonate} to fool a passing glance, and it gains a +4 circumstance bonus to its {@skill Deception} DC against an active observer {@action Seek||Seeking} or otherwise studying it.", - "{@note This ability is available only to {@feat mask familiar|LOCG|mask familiars}.}" + "A clockwork creature is typically composed entirely of turning gears and small bronze steam pipes. It can take the form of any Tiny animal, such as a small mammal, reptile, or bird. Its eyes are cut from glittering glass, with many facets within to help it process what it sees. Any teeth, beak, and tongue are rendered out of iron. When it moves, its joints emit little croaks and whistles, and it occasionally emits electrical sparks if perturbed. Clockwork creatures who live near the sea, or are otherwise exposed to water often, might squeeze lemons and use the juice to wash themselves. They can also blow steam out of the pipes on their bodies to intimidate an enemy or put up a smokescreen.", + "Your clockwork familiar is a specific familiar. Specific familiars are familiars with unique abilities. In order for you to choose a specific familiar, your familiar must be capable of having the template's required number of familiar abilities. A specific familiar gains the listed traits and several abilities, including abilities it can gain only as a specific familiar. Much like a familiar that naturally has a familiar ability, you can never swap out any of these granted or unique abilities. Once you've selected a specific familiar, you can't change it without losing your familiar\u2014this uses the same rules as if your familiar had died. If your familiar gains more abilities than necessary to become a specific familiar, you can spend the remaining abilities normally.", + "If your clockwork familiar is destroyed, it can be brought back to life through any conventional means that would bring back a living familiar, such as through resurrection magic." ] }, { - "name": "Ambassador", - "source": "LOTGB", - "page": 34, + "name": "Dweomercat Cub", + "source": "LOPSG", + "page": 122, "type": "Familiar", - "entries": [ - "Your familiar knows how to act cute or focused on cue, helping you make a good impression. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to {@action Aid} you on a {@skill Diplomacy} check to {@action Make an Impression} (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to {@action Aid} you with those skills or automatically critically succeeds if you're a master of the skill in question." + "traits": [ + "beast" + ], + "requires": 4, + "granted": [ + "{@familiarAbility darkvision}", + "{@familiarAbility scent}", + "{@familiarAbility speech}" + ], + "abilities": [ + { + "name": "Alter Dweomer", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "abjuration", + "arcane" + ], + "type": "ability", + "frequency": { + "unit": "minute", + "interval": 10, + "number": 1 + }, + "requirements": "The dweomercat cub was targeted by a spell or was within the area of a spell as it was cast since its last turn", + "entries": [ + "The dweomercat cub gains an effect related to the school of the triggering spell. Other than the damage, the effect lasts for {@dice 1d4} rounds or until the dweomercat cub {@action Dismiss|CRB|Dismisses} the effect, whichever comes first.", + { + "type": "list", + "items": [ + "{@b Abjuration} The cub gains a +1 status bonus to AC.", + "{@b Conjuration} A cloud of fog appears in a 5-foot burst centered on a corner of the cub's space. Anything in the cloud is {@condition concealed}.", + "{@b Divination} The cub gains a +1 status bonus to skill checks.", + "{@b Enchantment} The cub gains a +1 status bonus to saves.", + "{@b Evocation} Magical feedback deals {@damage 1d6} force damage for every 2 levels you have to the triggering spellcaster (basic Reflex save using your class DC or spell DC, whichever is higher).", + "{@b Illusion} The cub becomes {@condition invisible}. This effect ends if the cub uses a {@condition hostile} action, in addition to the normal end conditions.", + "{@b Necromancy} The cub gains temporary HP equal to your level.", + "{@b Transmutation} The cub gains a +1 status bonus to attack rolls." + ] + } + ] + }, + { + "name": "Detect Magic", + "entries": [ + "Your dweomercat cub can cast 1st-level {@spell detect magic} as an arcane innate spell." + ] + } + ], + "fluff": [ + "Pathfinder agent Arianrhod Thriceborn, an adherent of the Eldest {@deity Magdh}, raised a litter of these intelligent mystical felines from the First World. Dweomercat cubs are curious and love exploring ley lines and traveling the world. At only 1 foot tall and weighing 15 pounds, dweomercat cubs are smaller than their egos and curiosity imply." ] }, { - "name": "Major Resistance", + "name": "Elemental Wisp", "source": "LOTGB", - "page": 34, + "page": 35, "type": "Familiar", - "entries": [ - "Your familiar increases the resistance it gains from its resistance familiar ability to a value equal to your level. To select this, your familiar must have the {@familiarAbility greater resistance|LOTGB} ability and you must be at least 8th level." - ] - }, - { - "name": "Tattoo Transformation", - "source": "LOTGB", - "page": 34, - "type": "Master", - "entries": [ - "Your familiar can transform into a tattoo you carry on your flesh. When transformed into a tattoo, the familiar looks like a colorful and stylized version of itself and can't act except to turn back into a familiar. It isn't affected by area effects and must be targeted separately to affect it, which requires knowledge that it's a creature. This means you and your allies can heal or assist the familiar while most enemies stay unaware of its true nature. Creatures must attempt a DC 20 {@skill Perception} check to {@action Seek} to realize a tattoo is actually a familiar (which few foes will try). Your familiar can still communicate its feelings empathically. Transforming into a tattoo or back to familiar form is a 1-minute activity that has the {@trait concentrate} trait." - ] - }, - { - "name": "Restorative Familiar", - "source": "LOTGB", - "page": 34, - "type": "Master", - "entries": [ - "Once per day, your familiar can use 2 actions with the {@trait concentrate} trait to give up some of its animating energy and heal you. It must be in your space to do so. You restore a number of Hit Points equal to {@dice 1d8} times half your level (minimum {@dice 1d8})." - ] - }, - { - "name": "Recall Familiar", - "source": "LOTGB", - "page": 34, - "type": "Master", - "entries": [ - "You can summon your familiar to your side. Once per day, you can use a 3-action activity, which has the {@trait concentrate} trait, to teleport your familiar to your space. Your familiar must be within 1 mile or the attempt to summon it fails. This is a {@trait conjuration} and {@trait teleport} effect." + "traits": [ + "elemental" + ], + "requires": 3, + "granted": [ + "{@familiarAbility accompanist|APG}", + "{@familiarAbility speech}" + ], + "abilities": [ + { + "name": "Elemental", + "entries": [ + "Choose air, earth, fire, or water. Your wisp is a wisp of that element and gains that trait. Your wisp gains a familiar ability depending on its element. Air wisps gain {@familiarAbility flight}, earth wisps gain {@familiarAbility burrower}, fire wisps gain {@familiarAbility greater resistance} (fire), and water wisps gain {@familiarAbility amphibious}." + ] + }, + { + "name": "Resonance", + "entries": [ + "(aura) 30 feet. Your wisp vibrates at a frequency attuned to their element, resonating with and empowering all effects sharing that trait. Creatures in the area gain a +1 status bonus to damage rolls for effects with the same elemental trait as your wisp ({@trait air}, {@trait earth}, {@trait fire}, or {@trait water})." + ] + } + ], + "fluff": [ + "Wisps are tiny elemental beings that often act as familiars to spellcasters attuned to the elements. They each usually have different personalities: air wisps are playful and capricious, earth wisps are timid but loyal, fire wisps are carefree and boisterous, and water wisps are gentle and nurturing." ] }, { - "name": "Wavesense", - "source": "LOTGB", - "page": 34, + "name": "Faerie Dragon", + "source": "APG", + "page": 147, "type": "Familiar", - "entries": [ - "Your familiar can sense vibrations in the water. It gains imprecise {@ability wavesense} with a range of 30 feet." + "traits": [ + "dragon" + ], + "requires": 6, + "granted": [ + "{@familiarAbility amphibious}", + "{@familiarAbility darkvision}", + "{@familiarAbility flier}", + "{@familiarAbility manual dexterity}", + "{@familiarAbility speech}", + "{@familiarAbility touch telepathy|APG}" + ], + "abilities": [ + { + "name": "Breath Weapon", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "arcane", + "evocation", + "poison" + ], + "frequency": { + "unit": "hour", + "number": 1 + }, + "entries": [ + "The faerie dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. A creature that fails its save is {@condition stupefied||stupefied 2} and {@condition slowed||slowed 1} for {@dice 1d4} rounds; on a critical failure, the duration is 1 minute." + ] + } + ], + "fluff": [ + "These tiny, mischievous dragons make natural allies for benevolent or capricious characters." ] }, { - "name": "Tremorsense", - "source": "LOTGB", - "page": 34, + "name": "Imp", + "source": "APG", + "page": 147, "type": "Familiar", - "entries": [ - "Your familiar is keenly aware of any vibrations traveling through a surface. It gains imprecise {@ability tremorsense} with a range of 30 feet." - ] + "traits": [ + "le", + "devil", + "fiend" + ], + "requires": 8, + "granted": [ + "{@familiarAbility darkvision}", + "{@familiarAbility flier}", + "{@familiarAbility manual dexterity}", + "{@familiarAbility resistance|APG} (fire and poison)", + "{@familiarAbility skilled|APG} ({@skill deception})", + "{@familiarAbility speech}", + "{@familiarAbility touch telepathy|APG}" + ], + "abilities": [ + { + "name": "Imp Invisibility", + "entries": [ + "Once per hour, your imp familiar can cast 2nd-level {@spell invisibility} on itself as a divine innate spell." + ] + }, + { + "name": "Alter Dweomer", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "concentrate", + "divine", + "enchantment", + "evil", + "fortune" + ], + "frequency": { + "unit": "day", + "number": 1 + }, + "entries": [ + "The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by {@spell wish} or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result." + ] + } + ], + "fluff": [ + "Imp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell." + ], + "alignment": "An imp must be lawful evil" }, { - "name": "Threat Display", + "name": "Nosoi", "source": "LOTGB", - "page": 34, + "page": 35, "type": "Familiar", - "entries": [ - "Your familiar helps you convey wordless threats through body language. Whenever you attempt an {@skill Intimidation} check to {@action Demoralize} a creature, if your familiar is within 30 feet of your target and can act, it accompanies you with snarls, hisses, or raising its hackles. If it can do so, you don't take the normal \u20134 penalty on the {@skill Intimidation} check if your target doesn't understand the language you're speaking." + "traits": [ + "monitor", + "psychopomp" + ], + "requires": 5, + "granted": [ + "{@familiarAbility darkvision}", + "{@familiarAbility flier}", + "{@familiarAbility manual dexterity}", + "{@familiarAbility speech}" + ], + "abilities": [ + { + "name": "Haunting Melody", + "traits": [ + "auditory", + "concentrate", + "divine", + "enchantment", + "incapacitation", + "mental" + ], + "activity": { + "number": 2, + "unit": "action" + }, + "frequency": { + "unit": "hour", + "number": 1 + }, + "entries": [ + "The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a Will save against your class DC or spell DC, whichever is higher, or be {@condition fascinated} for 1 round. A nosoi can use a 2-action activity, which has the {@trait auditory}, {@trait concentrate}, {@trait divine}, {@trait enchantment}, and {@trait mental} traits, to force affected creatures to attempt another Will save; on a failure, they are {@condition fascinated} for an additional round. A creature that succeeds at any save or has its {@condition fascinated||fascination} broken is temporarily immune for 24 hours. Despite being a {@trait mental} effect, this ability affects {@trait mindless} {@trait undead}. {@trait Psychopomp||Psychopomps} are immune to this ability." + ] + }, + { + "name": "Nosoi Resistance", + "entries": [ + "A nosoi has resistance to negative and poison damage equal to half your level." + ] + } + ], + "fluff": [ + "A nosoi's physical appearance is that of a bird\u2014usually a crow, sparrow, or whippoorwill\u2014though it wears a funerary mask that accentuates its beak. Nosois measure about 1 foot in length but are unusually heavy, weighing between 10 and 15 pounds." ] }, { - "name": "Snoop", + "name": "Pipefox", "source": "LOTGB", - "page": 34, + "page": 35, "type": "Familiar", - "entries": [ - "Your familiar keeps its eyes and ears open, ready to relay every snippet of gossip it catches, helping you gather information. Despite being a {@trait minion}, your familiar gains 1 reaction at the start of its turns, which it can use only to {@action Aid} you on a {@skill Diplomacy} check to {@action Gather Information} (it still has to prepare to help you as normal for the {@action Aid} reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to {@action Aid} you with those skills or automatically critically succeeds if you're a master of the skill in question." + "traits": [ + "beast" + ], + "requires": 5, + "granted": [ + "{@familiarAbility climber}", + "{@familiarAbility darkvision}", + "{@familiarAbility second opinion|LOTGB}", + "{@familiarAbility skilled|APG} (two skills of your choice)", + "{@familiarAbility speech}" + ], + "abilities": [ + { + "name": "Divinatory Linguist", + "entries": [ + "Thanks to its innate tendency for divinations, your pipefox speaks and understands all languages you know (instead of just one) as well as one common language you don't know." + ] + } + ], + "fluff": [ + "A pipefox is a tiny magical fox with a thin, limbless body that is about a foot long. Pipefoxes are secretive, shy, evasive, and they love to acquire knowledge, using innate divination magic to learn facts and languages over time. They can bond with a person sharing their scholarly pursuits after a long period of observation and careful social interactions." ] }, { - "name": "Second Opinion", - "source": "LOTGB", - "page": 34, + "name": "Poppet", + "source": "LOPSG", + "page": 123, "type": "Familiar", - "entries": [ - "Your familiar is your academic confidant. Despite being a {@trait minion}, your familiar gains 1 reaction at the start of its turns, which it can use only to {@action Aid} you on a {@action Recall Knowledge} skill check for a skill in which it has the skilled familiar ability (it still has to prepare to help you as normal for the {@action Aid} reaction). It automatically succeeds at its check to {@action Aid} you with those skills or automatically critically succeeds if you're a master of the skill in question. Your familiar must have the skilled ability to select this." + "traits": [ + "construct" + ], + "requires": 1, + "abilities": [ + { + "name": "Constructed", + "entries": [ + "Your poppet is immune to {@condition persistent damage|crb|bleed}, {@trait death} effects, {@trait disease}, {@condition doomed}, {@condition drained}, {@condition fatigued}, {@trait healing}, {@trait necromancy}, {@trait nonlethal} attacks, {@condition paralyzed}, {@trait poison}, {@condition sickened}, and {@condition unconscious}. It can recover Hit Points only via the {@action Repair} action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP." + ] + }, + { + "name": "Flammable", + "entries": [ + "Your poppet's components make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet's construction, removing this weakness." + ] + } + ], + "fluff": [ + "Endlessly modifiable, poppet familiars made of wicker and wood are among the most basic construct familiars available to Pathfinder agents across the globe." ] }, { - "name": "Greater Resistance", - "source": "LOTGB", - "page": 34, + "name": "Shadow Familiar", + "source": "SoM", + "page": 229, + "type": "Familiar", + "traits": [ + "uncommon", + "shadow" + ], + "access": "You're a {@archetype Shadowcaster|SoM}.", + "requires": 7, + "granted": [ + "{@familiarAbility darkvision}", + "{@familiarAbility manual dexterity}", + "{@familiarAbility master's form|APG}", + "{@familiarAbility resistance|APG} (cold and negative)", + "{@familiarAbility shadow step|SoM}" + ], + "abilities": [ + { + "name": "Become Shadow", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "shadow", + "transmutation" + ], + "entries": [ + "The shadow familiar transforms its body into barely tangible shadow. It gains resistance to all damage (except force) equal to half your level but can't use any actions requiring a physical form. The familiar can also slip through gaps at least 2 inches wide, or 1 inch wide if it {@action Squeeze||Squeezes}. It can use this action again to return to its normal form.", + "This action has the trait matching your tradition of magic, or {@trait occult} if you aren't a spellcaster." + ] + }, + { + "name": "Slink in Shadows", + "entries": [ + "The shadow familiar can {@action Hide} or end its {@action Sneak} in a creature's or object's shadow." + ] + }, + { + "name": "Steal Shadow", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "necromancy" + ], + "frequency": { + "unit": "minute", + "interval": 10, + "number": 1 + }, + "entries": [ + "The shadow familiar makes a melee attack with an attack roll modifier equal to your spell attack roll modifier. If the {@action Strike} is successful, the target is {@condition enfeebled 1} and its shadow disappears. After 24 hours, the {@condition enfeebled} condition ends, and they regain their shadow once more. Any effect that reduces or removes the {@condition enfeebled} condition restores their shadow as well.", + "This action has the trait matching your tradition of magic, or {@trait occult} if you aren't a spellcaster." + ] + } + ], + "fluff": [ + "Some spellcasters and ritualists don't just summon and bind a familiar, but instead transform their own shadow into a familiar. These casters can be identified by their lack of a shadow regardless of the level of light in the area and by the strange muted appearance of any article of clothing or jewelry they wear. Occasionally mistaken for vampires or other undead by the cautious or superstitious, these spellcasters nonetheless find the trade worth it in exchange for the unique abilities their shadow familiar can possess.", + "Shadow familiars are a type of specific familiar (Advanced Player's Guide 147). While all shadowcasters have access to these familiars, there are other paths to learn the proper magic to obtain a shadow familiar." + ] + }, + { + "name": "Spellslime", + "source": "APG", + "page": 147, + "type": "Familiar", + "traits": [ + "ooze" + ], + "requires": 4, + "granted": [ + "{@familiarAbility climber}", + "{@familiarAbility darkvision}", + "{@familiarAbility tough|APG}" + ], + "abilities": [ + { + "name": "Magic Scent", + "entries": [ + "Your spellslime familiar gains an imprecise sense with a range of 30 feet that enables it to smell magic of the same tradition as your own." + ] + }, + { + "name": "Ooze Defense", + "entries": [ + "Your spellslime familiar is easy to hit, but it lacks weak points. It is immune to critical hits and precision damage, but its AC is only 10 + your level (instead of an AC equal to yours)." + ] + }, + { + "name": "Slime Rejuvenation", + "entries": [ + "Your spellslime familiar gains the focused rejuvenation ability, but it recovers 2 Hit Points per level when you {@action Refocus} instead of 1." + ] + } + ], + "fluff": [ + "These friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal to their masters. You can select a spellslime familiar only if you can cast spells using spell slots." + ] + } + ], + "familiarAbility": [ + { + "name": "Elemental", + "source": "RoE", + "page": 42, + "type": "Familiar", + "entries": [ + "Your familiar has the {@trait elemental} trait instead of the {@trait animal} trait. Choose {@trait air}, {@trait earth}, {@trait fire}, {@trait metal}, {@trait water}, or {@trait wood}. Your familiar gains that trait. The familiar is immune to {@trait bleed}, {@trait paralyzed}, {@trait poison}, {@trait sleep}, and the element matching its trait. Your familiar must have the resistance familiar ability to select this, unless it's a specific familiar. You can't select this ability if your familiar has a trait other than {@trait animal} (such as a leshy familiar or an undead familiar)." + ] + }, + { + "name": "Levitator", + "source": "RoE", + "page": 42, + "type": "Familiar", + "entries": [ + "Using magnetism, magic, or other forces, your familiar can float up to 3 feet above solid and liquid surfaces while moving at a Speed of 25 feet. This allows it to ignore difficult terrain and damaging effects related to coming into direct contact with the surface. It typically allows the familiar to also avoid triggering the reactions of hazards that require you to step on them or an attached pressure plate." + ] + }, + { + "name": "Alchemical Gut", + "source": "TV", + "page": 41, + "type": "Familiar", + "entries": [ + "Choose one alchemical item with a level no higher than yours that has the {@trait distilling} trait. Your familiar can act as the chosen item by swallowing consumables to be affected, which takes two {@action Interact} actions on its part and one from you. Instead of taking the normal time to distill the consumable, however, your familiar regurgitates the distilled item 1 round later." + ] + }, + { + "name": "Mask Freeze", + "source": "LOCG", + "page": 100, + "type": "Familiar", + "entries": [ + "When in mask form, your familiar can hide its obvious supernatural qualities to pass as a simple, unassuming mask. It doesn't need to {@action Impersonate} to fool a passing glance, and it gains a +4 circumstance bonus to its {@skill Deception} DC against an active observer {@action Seek||Seeking} or otherwise studying it.", + "{@note This ability is available only to {@feat mask familiar|LOCG|mask familiars}.}" + ] + }, + { + "name": "Ambassador", + "source": "LOTGB", + "page": 34, + "type": "Familiar", + "entries": [ + "Your familiar knows how to act cute or focused on cue, helping you make a good impression. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to {@action Aid} you on a {@skill Diplomacy} check to {@action Make an Impression} (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to {@action Aid} you with those skills or automatically critically succeeds if you're a master of the skill in question." + ] + }, + { + "name": "Major Resistance", + "source": "LOTGB", + "page": 34, + "type": "Familiar", + "entries": [ + "Your familiar increases the resistance it gains from its resistance familiar ability to a value equal to your level. To select this, your familiar must have the {@familiarAbility greater resistance|LOTGB} ability and you must be at least 8th level." + ] + }, + { + "name": "Tattoo Transformation", + "source": "LOTGB", + "page": 34, + "type": "Master", + "entries": [ + "Your familiar can transform into a tattoo you carry on your flesh. When transformed into a tattoo, the familiar looks like a colorful and stylized version of itself and can't act except to turn back into a familiar. It isn't affected by area effects and must be targeted separately to affect it, which requires knowledge that it's a creature. This means you and your allies can heal or assist the familiar while most enemies stay unaware of its true nature. Creatures must attempt a DC 20 {@skill Perception} check to {@action Seek} to realize a tattoo is actually a familiar (which few foes will try). Your familiar can still communicate its feelings empathically. Transforming into a tattoo or back to familiar form is a 1-minute activity that has the {@trait concentrate} trait." + ] + }, + { + "name": "Restorative Familiar", + "source": "LOTGB", + "page": 34, + "type": "Master", + "entries": [ + "Once per day, your familiar can use 2 actions with the {@trait concentrate} trait to give up some of its animating energy and heal you. It must be in your space to do so. You restore a number of Hit Points equal to {@dice 1d8} times half your level (minimum {@dice 1d8})." + ] + }, + { + "name": "Recall Familiar", + "source": "LOTGB", + "page": 34, + "type": "Master", + "entries": [ + "You can summon your familiar to your side. Once per day, you can use a 3-action activity, which has the {@trait concentrate} trait, to teleport your familiar to your space. Your familiar must be within 1 mile or the attempt to summon it fails. This is a {@trait conjuration} and {@trait teleport} effect." + ] + }, + { + "name": "Wavesense", + "source": "LOTGB", + "page": 34, + "type": "Familiar", + "entries": [ + "Your familiar can sense vibrations in the water. It gains imprecise {@ability wavesense} with a range of 30 feet." + ] + }, + { + "name": "Tremorsense", + "source": "LOTGB", + "page": 34, + "type": "Familiar", + "entries": [ + "Your familiar is keenly aware of any vibrations traveling through a surface. It gains imprecise {@ability tremorsense} with a range of 30 feet." + ] + }, + { + "name": "Threat Display", + "source": "LOTGB", + "page": 34, + "type": "Familiar", + "entries": [ + "Your familiar helps you convey wordless threats through body language. Whenever you attempt an {@skill Intimidation} check to {@action Demoralize} a creature, if your familiar is within 30 feet of your target and can act, it accompanies you with snarls, hisses, or raising its hackles. If it can do so, you don't take the normal \u20134 penalty on the {@skill Intimidation} check if your target doesn't understand the language you're speaking." + ] + }, + { + "name": "Snoop", + "source": "LOTGB", + "page": 34, + "type": "Familiar", + "entries": [ + "Your familiar keeps its eyes and ears open, ready to relay every snippet of gossip it catches, helping you gather information. Despite being a {@trait minion}, your familiar gains 1 reaction at the start of its turns, which it can use only to {@action Aid} you on a {@skill Diplomacy} check to {@action Gather Information} (it still has to prepare to help you as normal for the {@action Aid} reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to {@action Aid} you with those skills or automatically critically succeeds if you're a master of the skill in question." + ] + }, + { + "name": "Second Opinion", + "source": "LOTGB", + "page": 34, + "type": "Familiar", + "entries": [ + "Your familiar is your academic confidant. Despite being a {@trait minion}, your familiar gains 1 reaction at the start of its turns, which it can use only to {@action Aid} you on a {@action Recall Knowledge} skill check for a skill in which it has the skilled familiar ability (it still has to prepare to help you as normal for the {@action Aid} reaction). It automatically succeeds at its check to {@action Aid} you with those skills or automatically critically succeeds if you're a master of the skill in question. Your familiar must have the skilled ability to select this." + ] + }, + { + "name": "Greater Resistance", + "source": "LOTGB", + "page": 34, "type": "Familiar", "entries": [ "Your familiar increases the resistance it gains from its resistance familiar ability to 3 + half your level. Your familiar must have the {@familiarAbility resistance|APG} ability to select this." @@ -3142,6 +3690,696 @@ } ], "eidolon": [ + { + "name": "Elemental Eidolon (air)", + "type": "Eidolon", + "source": "RoE", + "page": 38, + "fluff": [ + "Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.", + "Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own." + ], + "tradition": "primal", + "traits": [ + "eidolon", + "elemental", + "air" + ], + "home": "Plane of Air", + "size": [ + "medium" + ], + "suggestedAttacks": [ + "branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)" + ], + "stats": [ + { + "name": "Adaptable Elemental", + "abilityScores": { + "str": 12, + "dex": 18, + "con": 16, + "int": 10, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 1, + "dexCap": 4 + } + }, + { + "name": "Primordial Elemental", + "abilityScores": { + "str": 18, + "dex": 14, + "con": 16, + "int": 8, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 2, + "dexCap": 3 + } + } + ], + "skills": [ + "Nature", + "Survival" + ], + "senses": { + "other": [ + "{@ability darkvision}" + ] + }, + "languages": [ + "{@language Sussuran} (air elemental)" + ], + "speed": { + "walk": 25 + }, + "abilities": [ + { + "name": "Elemental Core", + "type": "initial", + "entries": [ + "Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.", + "{@b Air}: Your eidolon is formed from elemental air and is light as a breeze. Your eidolon can {@action Leap}, {@action High Jump}, and {@action Long Jump} twice as far, and doesn't take falling damage." + ] + }, + { + "name": "Elemental Burst", + "type": "symbiosis", + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.", + { + "type": "ability", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core." + ] + } + ] + }, + { + "name": "Elemental Maelstrom", + "type": "transcendence", + "traits": [ + "eidolon" + ], + "entries": [ + "Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride." + ] + } + ] + }, + { + "name": "Elemental Eidolon (earth)", + "type": "Eidolon", + "source": "RoE", + "page": 38, + "fluff": [ + "Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.", + "Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own." + ], + "tradition": "primal", + "traits": [ + "eidolon", + "elemental", + "earth" + ], + "home": "Plane of Earth", + "size": [ + "medium" + ], + "suggestedAttacks": [ + "branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)" + ], + "stats": [ + { + "name": "Adaptable Elemental", + "abilityScores": { + "str": 12, + "dex": 18, + "con": 16, + "int": 10, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 1, + "dexCap": 4 + } + }, + { + "name": "Primordial Elemental", + "abilityScores": { + "str": 18, + "dex": 14, + "con": 16, + "int": 8, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 2, + "dexCap": 3 + } + } + ], + "skills": [ + "Nature", + "Survival" + ], + "senses": { + "other": [ + "{@ability darkvision}" + ] + }, + "languages": [ + "{@language Petran} (earth elemental)" + ], + "speed": { + "walk": 25 + }, + "abilities": [ + { + "name": "Elemental Core", + "type": "initial", + "entries": [ + "Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.", + "{@b Earth}: Your eidolon is formed from elemental earth, and is incredibly hard to move by force. Your eidolon gains a +2 circumstance bonus to their Fortitude or Reflex DCs against attempts to {@action Shove} or {@action Trip} them. This bonus also applies to saving throws against spells or effects that attempt to knock them prone. In addition, if any effect would force them to move 10 feet or more, they're moved only half the distance." + ] + }, + { + "name": "Elemental Burst", + "type": "symbiosis", + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.", + { + "type": "ability", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core." + ] + } + ] + }, + { + "name": "Elemental Maelstrom", + "type": "transcendence", + "traits": [ + "eidolon" + ], + "entries": [ + "Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride." + ] + } + ] + }, + { + "name": "Elemental Eidolon (fire)", + "type": "Eidolon", + "source": "RoE", + "page": 38, + "fluff": [ + "Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.", + "Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own." + ], + "tradition": "primal", + "traits": [ + "eidolon", + "elemental", + "fire" + ], + "home": "Plane of Fire", + "size": [ + "medium" + ], + "suggestedAttacks": [ + "branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)" + ], + "stats": [ + { + "name": "Adaptable Elemental", + "abilityScores": { + "str": 12, + "dex": 18, + "con": 16, + "int": 10, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 1, + "dexCap": 4 + } + }, + { + "name": "Primordial Elemental", + "abilityScores": { + "str": 18, + "dex": 14, + "con": 16, + "int": 8, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 2, + "dexCap": 3 + } + } + ], + "skills": [ + "Nature", + "Survival" + ], + "senses": { + "other": [ + "{@ability darkvision}" + ] + }, + "languages": [ + "{@language Pyric} (fire elemental)" + ], + "speed": { + "walk": 25 + }, + "abilities": [ + { + "name": "Elemental Core", + "type": "initial", + "entries": [ + "Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.", + "{@b Fire}: Your eidolon is formed from elemental fire and burns with embers of flame. Your eidolon gains resistance equal to half your level (minimum 1) to fire and an equal amount of weakness to cold and water. Their unarmed attacks deal 1 additional fire damage." + ] + }, + { + "name": "Elemental Burst", + "type": "symbiosis", + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.", + { + "type": "ability", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core." + ] + } + ] + }, + { + "name": "Elemental Maelstrom", + "type": "transcendence", + "traits": [ + "eidolon" + ], + "entries": [ + "Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride." + ] + } + ] + }, + { + "name": "Elemental Eidolon (metal)", + "type": "Eidolon", + "source": "RoE", + "page": 38, + "fluff": [ + "Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.", + "Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own." + ], + "tradition": "primal", + "traits": [ + "eidolon", + "elemental", + "metal" + ], + "home": "Plane of Metal", + "size": [ + "medium" + ], + "suggestedAttacks": [ + "branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)" + ], + "stats": [ + { + "name": "Adaptable Elemental", + "abilityScores": { + "str": 12, + "dex": 18, + "con": 16, + "int": 10, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 1, + "dexCap": 4 + } + }, + { + "name": "Primordial Elemental", + "abilityScores": { + "str": 18, + "dex": 14, + "con": 16, + "int": 8, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 2, + "dexCap": 3 + } + } + ], + "skills": [ + "Nature", + "Survival" + ], + "senses": { + "other": [ + "{@ability darkvision}" + ] + }, + "languages": [ + "{@language Talican} (metal elemental)" + ], + "speed": { + "walk": 25 + }, + "abilities": [ + { + "name": "Elemental Core", + "type": "initial", + "entries": [ + "Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.", + "{@b Metal}: Your eidolon is formed from elemental metal and can adapt their metallic form to battle. One of your eidolon's starting melee unarmed attacks gains the {@trait versatile} bludgeoning, piercing, or slashing trait, as your eidolon learns how to shift the metal into various weaponlike forms." + ] + }, + { + "name": "Elemental Burst", + "type": "symbiosis", + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.", + { + "type": "ability", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core." + ] + } + ] + }, + { + "name": "Elemental Maelstrom", + "type": "transcendence", + "traits": [ + "eidolon" + ], + "entries": [ + "Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride." + ] + } + ] + }, + { + "name": "Elemental Eidolon (water)", + "type": "Eidolon", + "source": "RoE", + "page": 38, + "fluff": [ + "Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.", + "Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own." + ], + "tradition": "primal", + "traits": [ + "eidolon", + "elemental", + "water" + ], + "home": "Plane of Water", + "size": [ + "medium" + ], + "suggestedAttacks": [ + "branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)" + ], + "stats": [ + { + "name": "Adaptable Elemental", + "abilityScores": { + "str": 12, + "dex": 18, + "con": 16, + "int": 10, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 1, + "dexCap": 4 + } + }, + { + "name": "Primordial Elemental", + "abilityScores": { + "str": 18, + "dex": 14, + "con": 16, + "int": 8, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 2, + "dexCap": 3 + } + } + ], + "skills": [ + "Nature", + "Survival" + ], + "senses": { + "other": [ + "{@ability darkvision}" + ] + }, + "languages": [ + "{@language Thalassic} (water elemental)" + ], + "speed": { + "walk": 25 + }, + "abilities": [ + { + "name": "Elemental Core", + "type": "initial", + "entries": [ + "Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.", + "{@b Water}: Your eidolon is formed from elemental water and swims with ease. Your eidolon gains the amphibious trait, allowing them to breathe in water and air and to avoid the normal \u20132 penalty for making bludgeoning and slashing {@trait unarmed} {@action Strike||Strikes} underwater. Your eidolon's land Speed is reduced to 15 feet, and they gain a swim Speed of 25 feet. You can take the {@feat Amphibious Form|SoM} feat to increase their land Speed back up to 25 feet, as described in the feat." + ] + }, + { + "name": "Elemental Burst", + "type": "symbiosis", + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.", + { + "type": "ability", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core." + ] + } + ] + }, + { + "name": "Elemental Maelstrom", + "type": "transcendence", + "traits": [ + "eidolon" + ], + "entries": [ + "Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride." + ] + } + ] + }, + { + "name": "Elemental Eidolon (wood)", + "type": "Eidolon", + "source": "RoE", + "page": 38, + "fluff": [ + "Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.", + "Elemental eidolons tend to reach their unusual state\u2014powerful but formless\u2014as the result of large scale events or cataclysms, such as the war to seal the benevolent {@filter elemetal lords|deities||Category=Elemental Lords} or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left‑over essence of a mighty servant of the {@filter elemetal lords|deities||Category=Elemental Lords} brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own." + ], + "tradition": "primal", + "traits": [ + "eidolon", + "elemental", + "wood" + ], + "home": "Plane of Wood", + "size": [ + "medium" + ], + "suggestedAttacks": [ + "branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)" + ], + "stats": [ + { + "name": "Adaptable Elemental", + "abilityScores": { + "str": 12, + "dex": 18, + "con": 16, + "int": 10, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 1, + "dexCap": 4 + } + }, + { + "name": "Primordial Elemental", + "abilityScores": { + "str": 18, + "dex": 14, + "con": 16, + "int": 8, + "wis": 12, + "cha": 10 + }, + "ac": { + "number": 2, + "dexCap": 3 + } + } + ], + "skills": [ + "Nature", + "Survival" + ], + "senses": { + "other": [ + "{@ability darkvision}" + ] + }, + "languages": [ + "{@language Muan} (wood elemental)" + ], + "speed": { + "walk": 25 + }, + "abilities": [ + { + "name": "Elemental Core", + "type": "initial", + "entries": [ + "Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against {@trait poison} and {@trait sleep} effects, as well as effects causing the {@condition paralyzed} condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove {@condition persistent damage||persistent bleed damage} is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an {@companion air elemental|RoE|air}, {@companion earth elemental|RoE|earth}, {@companion fire elemental|RoE|fire}, {@companion metal elemental|RoE|metal}, {@companion wood elemental|RoE|wood}, or {@companion water elemental|RoE}. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.", + "{@b Wood}: Your eidolon is formed from elemental wood, and its living wooden form twists and regrows as you focus your elemental energies. You can choose to have your eidolon gain the {@trait plant} trait. Whenever you {@action Refocus}, your eidolon regains a number of Hit Points equal to double your level." + ] + }, + { + "name": "Elemental Burst", + "type": "symbiosis", + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.", + { + "type": "ability", + "activity": { + "number": 2, + "unit": "action" + }, + "traits": [ + "concentrate", + "eidolon" + ], + "entries": [ + "Your eidolon rips off a chunk of elemental matter from their own form and hurls it into a group of foes. Your eidolon loses a number of Hit Points equal to your level. All creatures in a 20-foot burst within 60 feet take {@dice 6d6} damage with a basic Reflex save against your spell DC. The damage increases by 1d6 for each level you have beyond 7th. The damage's type is either {@trait fire} damage if your eidolon is a fire elemental, or the same physical damage type as your eidolon's primary unarmed attack if your eidolon isn't a fire elemental. Elemental Burst gains any traits that your eidolon's unarmed attacks gain from elemental core." + ] + } + ] + }, + { + "name": "Elemental Maelstrom", + "type": "transcendence", + "traits": [ + "eidolon" + ], + "entries": [ + "Your eidolon temporarily shifts its form into a swirling vortex of elemental matter and rampages through their foes. Your eidolon {@action Stride||Strides}. During their movement, they can attempt a {@action Strike} against each enemy that is within their reach. If an enemy comes within your eidolon's reach more than once, your eidolon makes only a single {@action Strike} against a given enemy. These attacks all count towards your eidolon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. If your eidolon has the appropriate Speed, they can {@action Climb}, {@action Fly}, or {@action Swim} instead of Stride." + ] + } + ] + }, { "name": "Undead Eidolon", "type": "Eidolon", diff --git a/data/conditions.json b/data/conditions.json index 986f09ca43..47b7f4b03e 100644 --- a/data/conditions.json +++ b/data/conditions.json @@ -206,7 +206,7 @@ "source": "CRB", "page": 620, "entries": [ - "This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is hostile to a character actively seeks to harm that character. It doesn't necessarily attack, but it won't accept Requests from the character." + "This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is hostile to a character actively seeks to harm that character. It doesn't necessarily attack, but it won't accept {@action Request||Requests} from the character." ], "group": "Attitudes" }, diff --git a/data/deities.json b/data/deities.json index 920fbe5171..70035c7852 100644 --- a/data/deities.json +++ b/data/deities.json @@ -1,5 +1,378 @@ { "deity": [ + { + "name": "Ferrumnestra", + "category": "Elemental Lords", + "alias": [ + "The Lady of Rust" + ], + "source": "RoE", + "page": 140, + "areasOfConcern": [ + "metal", + "decline", + "inevitability", + "mourning" + ], + "font": [ + "harm" + ], + "divineAbility": { + "abilities": [ + "constitution", + "wisdom" + ], + "entry": "Constitution or Wisdom" + }, + "divineSkill": { + "skills": [ + "athletics" + ] + }, + "domains": [ + "decay", + "destruction", + "metal", + "void" + ], + "alternateDomains": [ + "sorrow", + "vigil" + ], + "spells": { + "1": [ + "detect metal|RoE" + ], + "3": [ + "noxious metals|RoE" + ], + "4": [ + "rust cloud|RoE" + ] + }, + "edicts": [ + "accept the inevitable", + "clear what remains of that which has fallen to ruin", + "usher the past into obscurity" + ], + "anathema": [ + "preserve knowledge that has outlived its time", + "restore an object or structure that has been reclaimed by the elements" + ], + "favoredWeapon": { + "weapons": [ + "pick" + ] + }, + "avatar": { + "preface": "When casting the {@spell avatar} spell, a worshipper of Ferrumnestra gains the following additional abilities.", + "speed": { + "walk": 50, + "burrow": 30 + }, + "ignoreTerrain": true, + "melee": [ + { + "name": "mandibles", + "traits": [ + "reach <15 feet>" + ], + "damage": "6d10+6", + "damageType": "piercing" + } + ], + "ranged": [ + { + "name": "deteriorating spit", + "range": 60, + "rangedIncrement": true, + "damage": "4d6+3", + "damageType": "acid", + "damage2": "2d6", + "damageType2": "persistent acid" + } + ] + }, + "hasLore": true + }, + { + "name": "Laudinmio", + "category": "Elemental Lords", + "alias": [ + "The Sovereign of Alchemy" + ], + "source": "RoE", + "page": 141, + "areasOfConcern": [ + "metal", + "alchemy", + "discovery", + "experiments", + "regret" + ], + "font": [ + "harm", + "heal" + ], + "divineAbility": { + "abilities": [ + "intelligence", + "charisma" + ], + "entry": "Intelligence or Charisma" + }, + "divineSkill": { + "skills": [ + "crafting" + ] + }, + "domains": [ + "change", + "creation", + "metal", + "sorrow" + ], + "alternateDomains": [ + "wealth" + ], + "spells": { + "1": [ + "detect metal|RoE" + ], + "2": [ + "summon elemental (metal only)" + ], + "5": [ + "impaling strike|APG" + ] + }, + "edicts": [ + "discover new alloys and concoctions", + "have multiple concurrent plans", + "innovate use of metals" + ], + "anathema": [ + "allow your creation to fall into malicious hands", + "destroy an alchemical formula" + ], + "favoredWeapon": { + "weapons": [ + "alchemical bomb" + ], + "entry": "{@item alchemical bomb|CRB}; a cleric of Laudinmio doesn't automatically gain any access to uncommon bombs" + }, + "avatar": { + "preface": "When casting the avatar spell, a worshipper of Laudinmio gains the following additional abilities. The avatar of Laudinmio manifests with a shard bomb in each hand but must Interact to draw a new one. The avatar is immune to the shard bomb's splash damage.", + "speed": { + "walk": 60 + }, + "ignoreTerrain": true, + "ranged": [ + { + "name": "shard bomb", + "traits": [ + "splash" + ], + "range": 120, + "damage": "4d6+3", + "damageType": "slashing", + "damage2": "3", + "damageType2": "slashing splash damage", + "note": "The avatar is immune to the shard bombs {@trait splash} damage" + } + ] + }, + "hasLore": true + }, + { + "name": "Shumunue", + "category": "Elemental Lords", + "alias": [ + "The Carved Lady of Mimicry" + ], + "source": "RoE", + "page": 194, + "areasOfConcern": [ + "wood", + "camouflage", + "carpentry", + "life", + "mimicry" + ], + "font": [ + "heal" + ], + "divineAbility": { + "abilities": [ + "constitution", + "charisma" + ], + "entry": "Constitution or Charisma" + }, + "divineSkill": { + "skills": [ + "deception" + ] + }, + "domains": [ + "creation", + "passion", + "swarm", + "wood" + ], + "alternateDomains": [ + "perfection", + "repose" + ], + "spells": { + "1": [ + "weave wood|RoE" + ], + "2": [ + "summon elemental (wood only)" + ], + "6": [ + "plant form" + ] + }, + "edicts": [ + "celebrate births", + "make time for nature", + "recreate life in your works" + ], + "anathema": [ + "permanently damage a plant or wood creature", + "polymorph another without permission" + ], + "favoredWeapon": { + "weapons": [ + "club" + ] + }, + "avatar": { + "preface": "When casting the {@spell avatar} spell, a worshipper of Shumunue gains the following additional abilities.", + "speed": { + "walk": 70, + "fly": 70 + }, + "melee": [ + { + "name": "hand of wood", + "traits": [ + "reach <15 feet>" + ], + "damage": "6d6+6", + "damageType": "bludgeoning" + } + ], + "ranged": [ + { + "name": "splinter shot", + "range": 120, + "damage": "6d6+3", + "damageType": "piercing" + } + ] + }, + "hasLore": true + }, + { + "name": "Verilorn", + "category": "Elemental Lords", + "alias": [ + "Custodian of Oak and Ash" + ], + "source": "RoE", + "page": 195, + "areasOfConcern": [ + "wood", + "culitvation", + "forestry", + "gardening", + "security" + ], + "font": [ + "harm" + ], + "divineAbility": { + "abilities": [ + "constitution", + "wisdom" + ], + "entry": "Constitution or Wisdom" + }, + "divineSkill": { + "skills": [ + "nature" + ] + }, + "domains": [ + "creation", + "nature", + "protection", + "wood" + ], + "alternateDomains": [ + "duty", + "perfection" + ], + "spells": { + "1": [ + "protector tree|SoM" + ], + "2": [ + "barkskin" + ], + "5": [ + "nature's reprisal|SoM" + ] + }, + "edicts": [ + "patiently plant your seeds", + "plan for orderly beauty", + "watch over your sproutlings" + ], + "anathema": [ + "abandon your post", + "neglect your crops", + "purposely pervert nature" + ], + "favoredWeapon": { + "weapons": [ + "sickle" + ] + }, + "avatar": { + "preface": "When casting the {@spell avatar} spell, a worshipper of Verilorn gains the following additional abilities.", + "speed": { + "walk": 50, + "burrow": 30 + }, + "ignoreTerrain": true, + "melee": [ + { + "name": "reaping sickle", + "traits": [ + "agile", + "finesse", + "reach <15 feet>", + "trip" + ], + "damage": "6d4+6", + "damageType": "slashing" + } + ], + "ranged": [ + { + "name": "leaf swarm", + "range": 120, + "damage": "6d6+3", + "damageType": "slashing" + } + ] + }, + "hasLore": true + }, { "name": "Vineshvakhi", "category": "Other Gods", @@ -2506,6 +2879,11 @@ ], "source": "LOGM", "page": 126, + "otherSources": { + "Expanded": [ + "RoE|116" + ] + }, "alignment": { "alignment": [ "ng" @@ -2517,6 +2895,11 @@ "cg" ] }, + "areasOfConcern": [ + "fire", + "purification", + "radiance" + ], "category": "Elemental Lords", "edicts": [ "burn away corruption", @@ -2564,6 +2947,33 @@ "weapons": [ "katar" ] + }, + "avatar": { + "preface": "When casting the {@spell avatar} spell, a worshipper of Atreia gains the following additional abilities.", + "speed": { + "walk": 40, + "fly": 70 + }, + "melee": [ + { + "name": "sickle beaks", + "traits": [ + "agile", + "finesse", + "reach <15 feet>" + ], + "damage": "6d8+8", + "damageType": "piercing" + } + ], + "ranged": [ + { + "name": "fire feather", + "range": 120, + "damage": "6d4+3", + "damageType": "fire" + } + ] } }, { @@ -2573,6 +2983,11 @@ ], "source": "LOGM", "page": 126, + "otherSources": { + "Expanded": [ + "RoE|92" + ] + }, "alignment": { "alignment": [ "ne" @@ -2584,6 +2999,12 @@ "ce" ] }, + "areasOfConcern": [ + "bone", + "buried secrets", + "earth", + "radiation" + ], "category": "Elemental Lords", "edicts": [ "use the strength of stone to protect yourself and your secrets", @@ -2611,6 +3032,12 @@ "might", "secrecy" ], + "alternateDomains": [ + "cities", + "dust", + "metal", + "undeath" + ], "spells": { "1": [ "shockwave" @@ -2618,18 +3045,55 @@ "2": [ "summon elemental (earth only)" ], - "6": [ - "flesh to stone" - ] - }, - "divineSkill": { - "skills": [ - "deception" - ] - }, - "favoredWeapon": { - "weapons": [ - "morningstar" + "6": [ + "flesh to stone" + ] + }, + "divineSkill": { + "skills": [ + "deception" + ] + }, + "favoredWeapon": { + "weapons": [ + "morningstar" + ] + }, + "avatar": { + "preface": "When casting the {@spell avatar} spell, a worshipper of Ayrzul gains the following additional abilities.", + "immune": [ + "petrified" + ], + "speed": { + "walk": 50, + "burrow": 30 + }, + "trait": [ + "immune to petrified" + ], + "melee": [ + { + "name": "fossilized jaw", + "traits": [ + "reach <20 feet>" + ], + "damage": "6d6+8", + "damageType": "piercing" + } + ], + "ranged": [ + { + "name": "radioactive ray", + "range": 120, + "rangedIncrement": true, + "trait": [ + "air" + ], + "damage": "4d6+3", + "damageType": "poison", + "damage2": "2d6", + "damageType2": "persistent poison" + } ] } }, @@ -8514,6 +8978,11 @@ ], "source": "LOGM", "page": 126, + "otherSources": { + "Expanded": [ + "RoE|68" + ] + }, "alignment": { "alignment": [ "ne" @@ -8525,6 +8994,11 @@ "ce" ] }, + "areasOfConcern": [ + "air", + "last breaths", + "windstorms" + ], "category": "Elemental Lords", "edicts": [ "revel in formlessness and freedom", @@ -8572,6 +9046,42 @@ "weapons": [ "longbow" ] + }, + "avatar": { + "preface": "When casting the {@spell avatar} spell, a worshipper of Hshurha gains the following additional abilities. The imperceptible form ability allows the caster to spend a single action casting {@spell invisibility} at will as a divine innate spell.", + "speed": { + "fly": 70 + }, + "trait": [ + "no land speed", + "imperceptible form" + ], + "melee": [ + { + "name": "twisting gale", + "traits": [ + "agile", + "shove", + "thrown <20 feet>", + "versatile " + ], + "damage": "4d6+6", + "damageType": "bludgeoning plus Grab" + } + ], + "ranged": [ + { + "name": "cruel outburst", + "range": 120, + "trait": [ + "air" + ], + "damage": "4d6+3", + "damageType": "bludgeoning", + "damage2": "2d6", + "damageType2": "sonic splash damage" + } + ] } }, { @@ -9580,6 +10090,11 @@ ], "source": "LOGM", "page": 126, + "otherSources": { + "Expanded": [ + "RoE|170" + ] + }, "alignment": { "alignment": [ "ne" @@ -9591,6 +10106,11 @@ "ce" ] }, + "areasOfConcern": [ + "drowning", + "water", + "waves" + ], "category": "Elemental Lords", "edicts": [ "instill hydrophobia in others", @@ -9618,6 +10138,11 @@ "travel", "water" ], + "alternateDomains": [ + "tyranny", + "wyrmkin", + "zeal" + ], "spells": { "1": [ "fear" @@ -9638,6 +10163,39 @@ "weapons": [ "trident" ] + }, + "avatar": { + "preface": "When casting the {@spell avatar} spell, a worshipper of Kelizandri gains the following additional abilities.", + "speed": { + "walk": 40, + "fly": 30, + "swim": 70 + }, + "melee": [ + { + "name": "brine claw", + "traits": [ + "reach <20 feet>" + ], + "damage": "5d6+6", + "damageType": "slashing", + "damage2": "1d6", + "damageType2": "acid" + } + ], + "ranged": [ + { + "name": "brackish breath", + "range": 120, + "trait": [ + "water" + ], + "damage": "3d6+3", + "damageType": "bludgeoning", + "damage2": "3d6+3", + "damageType2": "acid" + } + ] } }, { @@ -11166,6 +11724,11 @@ ], "source": "LOGM", "page": 126, + "otherSources": { + "Expanded": [ + "RoE|171" + ] + }, "alignment": { "alignment": [ "ng" @@ -11177,6 +11740,13 @@ "cg" ] }, + "areasOfConcern": [ + "currents", + "flow", + "oceans", + "tides", + "water" + ], "category": "Elemental Lords", "edicts": [ "respect and aid natural cycles", @@ -11206,6 +11776,11 @@ "nature", "water" ], + "alternateDomains": [ + "dreams", + "protection", + "time" + ], "spells": { "1": [ "hydraulic push" @@ -11226,6 +11801,53 @@ "weapons": [ "spear" ] + }, + "avatar": { + "preface": "When casting the {@spell avatar} spell, a worshipper of Lysianassa gains the following additional abilities.", + "immune": [ + "immobilizied" + ], + "speed": { + "walk": 50, + "burrow": 30 + }, + "trait": [ + "ignore underwater difficult terrain and greater difficult terrain" + ], + "melee": [ + { + "name": "wave", + "traits": [ + "reach <15 feet>", + "shove" + ], + "damage": "6d6+6", + "damageType": "bludgeoning" + }, + { + "name": "wave (underwater)", + "traits": [ + "reach <15 feet>", + "shove" + ], + "damage": "6d10+6", + "damageType": "bludgeoning" + } + ], + "ranged": [ + { + "name": "boundless torrent", + "range": 120, + "damage": "6d6", + "damageType": "bludgeoning" + }, + { + "name": "boundless torrent (underwater)", + "range": 120, + "damage": "6d8", + "damageType": "bludgeoning" + } + ] } }, { @@ -13978,10 +14600,15 @@ { "name": "Ranginori", "alias": [ - "Zephyrous Prince" + "The Zephyrous Prince" ], "source": "LOGM", "page": 128, + "otherSources": { + "Expanded": [ + "RoE|69" + ] + }, "alignment": { "alignment": [ "ng" @@ -13993,6 +14620,11 @@ "cg" ] }, + "areasOfConcern": [ + "air", + "thunderstorms", + "welcome breezes" + ], "category": "Elemental Lords", "edicts": [ "open closed areas to fresh air", @@ -14041,6 +14673,51 @@ "weapons": [ "whip" ] + }, + "avatar": { + "preface": "When casting the {@spell avatar} spell, a worshipper of Ranginori gains the following additional abilities.", + "speed": { + "walk": 30, + "fly": 70 + }, + "trait": [ + "immune to forced movement", + "immune to immobilized" + ], + "melee": [ + { + "name": "crackling jaws", + "traits": [ + "reach <20 feet>" + ], + "damage": "4d6+6", + "damageType": "piercing", + "damage2": "2d6", + "damageType2": "electricity" + }, + { + "name": "hundred raking claws", + "traits": [ + "agile", + "reach <15 feet>" + ], + "damage": "4d6+6", + "damageType": "slashing", + "damage2": "1d6", + "damageType2": "persistent bleed" + } + ], + "ranged": [ + { + "name": "lightning bolt", + "range": 120, + "trait": [ + "electricity" + ], + "damage": "6d6+3", + "damageType": "electricity" + } + ] } }, { @@ -14254,6 +14931,11 @@ ], "source": "LOGM", "page": 128, + "otherSources": { + "Expanded": [ + "RoE|93" + ] + }, "alignment": { "alignment": [ "ng" @@ -14265,6 +14947,12 @@ "cg" ] }, + "areasOfConern": [ + "bounties of the earth", + "caves", + "fertility", + "gems" + ], "category": "Elemental Lords", "edicts": [ "shelter others within stone and earth", @@ -14293,6 +14981,10 @@ "toil", "wealth" ], + "alternateDomains": [ + "creation", + "protection" + ], "spells": { "1": [ "shattering gem|LOGM" @@ -14313,6 +15005,42 @@ "weapons": [ "pick" ] + }, + "avatar": { + "preface": "When casting the {@spell avatar} spell, a worshipper of Sairazul gains the following additional abilities.", + "speed": { + "walk": 50, + "burrow": 30 + }, + "immune": [ + "petrified" + ], + "shield": 15, + "melee": [ + { + "name": "pick", + "traits": [ + "fatal ", + "reach <15 feet>" + ], + "damage": "6d6+6", + "damageType": "piercing" + } + ], + "ranged": [ + { + "name": "returning gemstones", + "range": 120, + "trait": [ + "agile", + "nonlethal", + "thrown <60 feet>", + "versatile " + ], + "damage": "6d6+6", + "damageType": "piercing" + } + ] } }, { @@ -14620,7 +15348,7 @@ "wall of fire" ], "5": [ - "moon frenzy Claw or" + "moon frenzy" ] }, "divineSkill": { @@ -17852,6 +18580,11 @@ ], "source": "LOGM", "page": 128, + "otherSources": { + "Expanded": [ + "RoE|117" + ] + }, "alignment": { "alignment": [ "ne" @@ -17863,6 +18596,11 @@ "ce" ] }, + "areasOfConcern": [ + "fire", + "heat", + "smoke" + ], "category": "Elemental Lords", "edicts": [ "inspire your lessers with zeal and strategy", @@ -17910,6 +18648,36 @@ "weapons": [ "longsword" ] + }, + "avatar": { + "preface": "When casting the {@spell avatar} spell, a worshipper of Ymeri gains the following additional abilities.", + "speed": { + "walk": 50, + "fly": 70 + }, + "melee": [ + { + "name": "longsword", + "traits": [ + "reach <15 feet>", + "versatile

" + ], + "damage": "5d8+6", + "damageType": "slashing", + "damage2": "1d8", + "damageType2": "fire" + } + ], + "ranged": [ + { + "name": "eruption", + "range": 120, + "damage": "5d6+3", + "damageType": "fire", + "damage2": "1d6", + "damageType2": "persistent fire" + } + ] } }, { diff --git a/data/domains.json b/data/domains.json index 1f39f3f9cc..bf6cc4ca63 100644 --- a/data/domains.json +++ b/data/domains.json @@ -232,6 +232,14 @@ "You perform the unexpected and inexplicable." ] }, + { + "name": "Metal", + "source": "RoE", + "page": 145, + "entries": [ + "You manipulate flexible, mutable metal. Few deities possess the metal domain, apart from the two elemental lords of metal." + ] + }, { "name": "Might", "source": "CRB", @@ -378,10 +386,10 @@ }, { "name": "Toil", - "source": "AoA4", - "page": 63, + "source": "RoE", + "page": 97, "entries": [ - "You work constantly and refuse to let anything stand in your way." + "This domain is chosen by devotees who work constantly and refuse to let anything stand in their way." ] }, { @@ -456,6 +464,14 @@ "You hold power over wealth, trade, and treasure." ] }, + { + "name": "Wood", + "source": "RoE", + "page": 199, + "entries": [ + "You command the indomitable power of wood." + ] + }, { "name": "Wyrmkin", "source": "LOGM", diff --git a/data/feats/feats-crb.json b/data/feats/feats-crb.json index 221cc9159a..3d330a9e8e 100644 --- a/data/feats/feats-crb.json +++ b/data/feats/feats-crb.json @@ -773,7 +773,7 @@ ], "prerequisites": "{@class barbarian|crb|Animal instinct|animal}", "entries": [ - "Your proficiency in unarmored defense increases to expert. While you are raging and unarmored, your skin transforms into a thick hide resembling your animal's skin. You gain a +1 status bonus to AC instead of taking a \u20131 penalty to AC; if you have the {@classFeature greater juggernaut|Barbarian||13} class feature, this status bonus increases to +2. The thickness of your hide gives you a Dexterity modifier cap to your AC of +3." + "Your proficiency in unarmored defense increases to expert. When you are raging and unarmored, your skin transforms into a thick hide. You gain a +2 item bonus to AC (+3 if you have the {@classFeature greater juggernaut|Barbarian||13} class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with {@item armor potency (generic)||armor potency runes} on your {@item explorer's clothing}, {@spell mage armor}, and {@item bracers of armor (generic)}." ] }, { @@ -941,7 +941,7 @@ "traits": [ "barbarian" ], - "trigger": "A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.", + "trigger": "A creature within your reach uses a {@trait manipulate} action or a {@trait move} action, makes a ranged attack, or leaves a square during a move action it's using.", "entries": [ "You swat a foe that leaves an opening. Make a melee {@action Strike} against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This {@action Strike} doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this {@action Strike}." ] @@ -959,7 +959,7 @@ "traits": [ "champion" ], - "trigger": "A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.", + "trigger": "A creature within your reach uses a {@trait manipulate} action or a {@trait move} action, makes a ranged attack, or leaves a square during a move action it's using.", "entries": [ "You lash out at a foe that leaves an opening. Make a melee {@action Strike} against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This {@action Strike} doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this {@action Strike}." ] @@ -2731,7 +2731,7 @@ "rage" ], "entries": [ - "You open yourself to attacks so you can respond in turn. Until your rage ends, you are {@condition flat-footed}, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is {@condition flat-footed} to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage." + "You open yourself to attacks so you can respond in turn. Until your {@action Rage||rage} ends, you are {@condition flat-footed}, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is {@condition flat-footed} to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage." ], "leadsTo": [ "Vengeful Strike" @@ -4057,7 +4057,7 @@ "rage" ], "prerequisites": "{@class barbarian|crb|dragon instinct|dragon}", - "requirements": "You haven't used this ability since you last Raged.", + "requirements": "You haven't used this ability since you last {@action rage||Raged}.", "entries": [ "You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing {@damage #$prompt_number:min=6,title=Character Level,default=6$#d6|1d6} damage per level. The area and damage type match those of your dragon (see {@table Dragon Instincts||Table 3\u20134}). If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; {@damage floor((#$prompt_number:min=6,title=Character Level,default=6$#)/2)d6|1d6} damage for every 2 levels). Each creature in the area must attempt a basic Reflex save." ] @@ -5247,7 +5247,7 @@ "barbarian" ], "entries": [ - "Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed." + "While raging, you gain a +10-foot status bonus to your Speed." ] }, { @@ -10420,7 +10420,7 @@ ], "prerequisites": "expert in {@skill Athletics}", "entries": [ - "Physical obstacles can't hold back your fury. While you are {@action Rage||raging}, you gain a climb Speed and swim Speed equal to your land Speed and the DC of {@action High Jump||High Jumps} and {@action Long Jump||Long Jumps} decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet." + "Physical obstacles can't hold back your fury. While you are {@action Rage||raging}, you gain a climb Speed and swim Speed equal to your land Speed and the DC of {@action High Jump||High Jumps} and {@action Long Jump||Long Jumps} decreases by 10. Your distance for a vertical {@action Leap} increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet." ] }, { @@ -10444,7 +10444,7 @@ "barbarian" ], "entries": [ - "Thrown weapons become especially deadly in your fury. You apply the additional damage from {@action Rage} to your thrown weapon attacks. If you have the {@feat Brutal Critical} feat or the devastator class feature, apply their benefits to thrown weapon attacks." + "Thrown weapons become especially deadly in your fury. You apply the additional damage from {@action Rage} to your thrown weapon attacks. If you have the {@feat Brutal Critical} feat or the {@classFeature devastator|Barbarian||19} class feature, apply their benefits to thrown weapon attacks." ] }, { @@ -11167,7 +11167,7 @@ "barbarian" ], "entries": [ - "You can enter a second rage, but afterward you need to catch your breath. You can {@action Rage} without waiting for 1 minute after the previous {@action Rage} (or 1 round, with quick rage), but when you end this second {@action Rage}, you're {@condition fatigued} until you rest for 10 minutes." + "You can enter a second rage, but afterward you need to catch your breath. You can {@action Rage} without waiting for 1 minute after the previous {@action Rage} (or 1 round, with {@classFeature quick rage|Barbarian||17}), but when you end this second {@action Rage}, you're {@condition fatigued} until you rest for 10 minutes." ] }, { @@ -11291,7 +11291,7 @@ "rage", "visual" ], - "requirements": "You haven't used this ability since you last Raged.", + "requirements": "You haven't used this ability since you last {@action Rage||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 {@trait concentrate} actions." ], @@ -12917,7 +12917,7 @@ ], "prerequisites": "{@feat Intimidating Glare}", "entries": [ - "You unleash a terrifying howl. Attempt Intimidate checks to {@action Demoralize} each creature within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute." + "You unleash a terrifying howl. Attempt {@skill Intimidation||Intimidate} checks to {@action Demoralize} each enemy within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute." ] }, { diff --git a/data/feats/feats-da.json b/data/feats/feats-da.json index fe6b6cc959..2552b0dfc4 100644 --- a/data/feats/feats-da.json +++ b/data/feats/feats-da.json @@ -3207,9 +3207,8 @@ "skill" ], "prerequisites": "{@feat Alter Ego Dedication|DA}; trained in {@skill Athletics}, master in {@skill Deception}", - "trigger": "An enemy makes a successful {@action Disarm}, {@action Escape},", + "trigger": "An enemy makes a successful {@action Disarm}, {@action Escape}, {@action Grapple}, {@action Shove}, or {@action Trip} attempt.", "entries": [ - "{@action Grapple}, {@action Shove}, or {@action Trip} attempt.", "Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your {@skill Athletics} check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn." ] }, @@ -3861,7 +3860,15 @@ ], "prerequisites": "{@action Exploit Vulnerability|DA}", "entries": [ - "You can find the one weak point in a creature's scales, wards, or armor to get past its resistances. When you succeed at {@action Exploit Vulnerability|DA}, you learn about the highest of the creature's resistances that can be bypassed (for example, if the creature has resistance to physical damage except silver), if the creature has one. If you prefer, you can choose the following benefit instead of one of the usual two benefits from {@action Exploit Vulnerability|DA} Breached Defenses You can choose this benefit only if you succeeded at {@action Exploit Vulnerability|DA} and learned the creature has at least one resistance that can be bypassed. Choose one such resistance. Your unarmed and weapon {@action Strike||Strikes} bypass the chosen resistance." + "You can find the one weak point in a creature's scales, wards, or armor to get past its resistances. When you succeed at {@action Exploit Vulnerability|DA}, you learn about the highest of the creature's resistances that can be bypassed (for example, if the creature has resistance to physical damage except silver), if the creature has one. If you prefer, you can choose the following benefit instead of one of the usual two benefits from {@action Exploit Vulnerability|DA}.", + { + "type": "ability", + "style": "compact", + "name": "Breached Defenses", + "entries": [ + "You can choose this benefit only if you succeeded at {@action Exploit Vulnerability|DA} and learned the creature has at least one resistance that can be bypassed. Choose one such resistance. Your unarmed and weapon {@action Strike||Strikes} bypass the chosen resistance." + ] + } ] }, { diff --git a/data/feats/feats-roe.json b/data/feats/feats-roe.json index 9310322ff5..83f094a206 100644 --- a/data/feats/feats-roe.json +++ b/data/feats/feats-roe.json @@ -1,7 +1,7 @@ { "feat": [ { - "name": "Elemental Familiar", + "name": "Elemental Familiar (Kineticist)", "source": "RoE", "page": 20, "level": 1, @@ -3682,7 +3682,7 @@ ], "leadsTo": [ "Dousing Spell|RoE", - "Elemental Familiar|RoE", + "Elemental Familiar (Elementalist)|RoE", "Burning Spell|RoE", "Current Spell|RoE", "Expanded Elemental Magic|RoE", @@ -3709,19 +3709,29 @@ "spellshape", "water" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}, water is in your elemental philosophy", "entries": [ "You enhance your spell with elemental water, soaking the target. If the next action you use is to {@action Cast a Spell} targeting a single creature, you soak the target of the spell with water. If the target has {@condition persistent damage||persistent acid} or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of {@condition persistent damage} immediately. The spell gains the {@trait water} trait (causing it to deal extra damage to creatures with weakness to water)." ] }, { - "name": "Elemental Familiar", + "name": "Elemental Familiar (Elementalist)", "source": "RoE", "page": 59, "level": 4, "traits": [ "archetype" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}, Familiar", "entries": [ "Your familiar becomes an elemental spirit capable of taking on aspects of the elements. Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. If you want to give your familiar the elemental familiar abilities, you must select that familiar ability. Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching {@trait elemental} trait. You can't select more than one elemental familiar ability at a time.", @@ -3752,6 +3762,11 @@ "fire", "spellshape" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}, fire is in your elemental philosophy", "entries": [ "You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to Cast a non- cantrip Spell that deals damage at a single target, the spell deals additional {@condition persistent damage||persistent fire damage} equal to the spell rank, in addition to its other effects. This has no effect if the spell already deals {@condition persistent damage||persistent fire damage}. The spell gains the {@trait fire} trait." @@ -3771,6 +3786,11 @@ "concentrate", "spellshape" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}, air or water is in your elemental philosophy", "entries": [ "As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to {@action Cast a Spell} with the {@trait air} or {@trait water} trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the {@trait air} or {@trait water} trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the {@trait air} trait, {@trait water} trait, or both until the start of your next turn, depending on the spell's traits." @@ -3784,6 +3804,11 @@ "traits": [ "archetype" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}", "entries": [ "You reach new understandings of the elements, taking an expansive view. Add to your elemental philosophy any of the following elements it doesn't already include: air, earth, fire, metal, water, and wood." @@ -3801,6 +3826,11 @@ "traits": [ "archetype" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}", "trigger": "You take damage from a foe's spell or magical ability with {@trait a} trait of one of the elements in your elemental philosophy.", "entries": [ @@ -3821,6 +3851,11 @@ "metal", "spellshape" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}, metal is in your elemental philosophy", "entries": [ "Your spell disorients your targets with a metallic clangor. If the next action you use this turn is to Cast a non-cantrip Spell that deals damage in an area (such as a burst, line, or cone), the spell deals an additional {@damage 1d8} sonic damage and all creatures who fail their save against the spell are {@condition deafened} for 1 round. Targets who critically fail their saves against this spell are instead {@condition deafened} for 1 minute. The spell gains the {@trait sonic} trait." @@ -3839,6 +3874,11 @@ "archetype", "spellshape" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}, wood is in your elemental philosophy", "entries": [ "You enhance your spell with elemental wood, causing your magic to expand and grow beyond its original limitations. If the next action you use this turn is to Cast a non-cantrip Spell that affects an area, expand the area of the spell. For bursts, expand the radius by 5 feet; for cones, expand the cone by 10 feet; and for lines, expand the length by 15 feet.", @@ -3859,6 +3899,11 @@ "earth", "spellshape" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}, earth is in your elemental philosophy", "entries": [ "You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell rank become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the {@trait earth} trait." @@ -3876,6 +3921,11 @@ "traits": [ "archetype" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}", "trigger": "The spell attack roll for a foe's spell with an {@trait elemental} trait targeting you fails or critically fails, and the {@trait elemental} trait is in your elemental philosophy.", "entries": [ @@ -3890,6 +3940,11 @@ "traits": [ "archetype" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}, water is in your elemental philosophy", "entries": [ "You can {@action Stride} across liquid and surfaces normally wouldn't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal." @@ -3910,6 +3965,11 @@ "concentrate", "spellshape" ], + "featType": { + "archetype": [ + "Elementalist" + ] + }, "prerequisites": "{@feat Elementalist Dedication|RoE}, air is in your elemental philosophy", "entries": [ "You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. If the next action you use is to {@action Cast a Spell} that requires a spell attack roll, you ignore the target's {@condition concealed} condition and any cover they have from you. The spell gains the {@trait air} trait." diff --git a/data/feats/feats-tv.json b/data/feats/feats-tv.json index 26ffe55da8..a4dbe20ec1 100644 --- a/data/feats/feats-tv.json +++ b/data/feats/feats-tv.json @@ -428,4 +428,4 @@ ] } ] -} \ No newline at end of file +} diff --git a/data/fluff-creaturetemplates.json b/data/fluff-creaturetemplates.json index 54261ae4a3..67b24e151e 100644 --- a/data/fluff-creaturetemplates.json +++ b/data/fluff-creaturetemplates.json @@ -194,7 +194,7 @@ "type": "pf2-sidebar", "name": "JIANG-SHI AND FULUS", "entries": [ - "A typical Tian exorcism for a jiang-shi involves subduing the vampire followed by a lengthy prayer to {@deity Pharasma}. The exorcist then affixes a {@book fulu|SoM|4|Fulus} charm upon the jiang-shi's brow, an object believed to ease the undead's eternal nightmares." + "A typical Tian exorcism for a jiang-shi involves subduing the vampire followed by a lengthy prayer to {@deity Pharasma}. The exorcist then affixes a fulu charm upon the jiang-shi's brow, an object believed to ease the undead's eternal nightmares." ] }, { diff --git a/data/generated/bookref-gmscreen.json b/data/generated/bookref-gmscreen.json index 8e8beea075..2316aed95d 100644 --- a/data/generated/bookref-gmscreen.json +++ b/data/generated/bookref-gmscreen.json @@ -1,9006 +1 @@ -{ - "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", - "Creating a Personal Staff", - "Formulas", - "Investing Magic Items", - "Item Damage", - "Item Level", - "Items and Sizes", - "Price", - "Runes", - "Scrolls", - "Services", - "Shields", - "Shoddy Items", - "Staves", - "Wands", - "Weapons", - "Wearing Tools" - ] - }, - { - "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", - "Cover", - "Damage", - "Downtime Mode", - "Effects", - "Encounter Mode", - "Exploration Mode", - "Flanking", - "Game Conventions", - "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", - "Starting at a Higher Level" - ] - } - ] - }, - "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 {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action 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)." - ], - "data": { - "quickrefIndex": true - }, - "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, {@skill Acrobatics}, and {@skill 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 {@skill Acrobatics} 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 {@skill 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 {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} 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 {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill 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." - ], - "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 {@skill Athletics} and {@skill 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 {@classFeature deny advantage|barbarian||3} 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 {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert." - ], - "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 {@skill 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 {@skill 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": [ - "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", - "alias": [ - "Spellcasting Benefits" - ], - "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 ABILITY MODIFIERS||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 ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.", - { - "type": "data", - "tag": "table", - "name": "Ability Modifiers", - "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 regardless of your ancestry. You can elect to take additional ability flaws when applying the ability boosts and ability flaws from your ancestry. This is purely for roleplaying a highly flawed character, and you should consult with the rest of your group if you plan to do this! You can't apply more than one flaw to any single ability score." - ], - "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 ABILITY MODIFIERS||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 {@action Strike||Strikes} and Ranged {@action Strike||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 {@action Strike||Strikes} and ranged {@action Strike||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 {@action Strike||Strikes} and Dexterity for ranged {@action Strike||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 {@action Strike||Strikes} and ranged {@action Strike||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-h3", - "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. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.", - { - "type": "pf2-h3", - "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-h3", - "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 {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} 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 {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.", - { - "type": "pf2-h3", - "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, {@skill Acrobatics}, and {@skill 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": "data", - "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": "data", - "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": "data", - "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.", - { - "type": "data", - "tag": "table", - "name": "Animals", - "source": "CRB" - }, - { - "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.", - { - "type": "data", - "tag": "table", - "name": "Barding", - "source": "CRB" - } - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 274, - "name": "Armor", - "entries": [ - { - "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 {@trait 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 {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.", - "{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.", - "{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity." - ], - "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 {@group 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 {@group 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 {@group 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 {@group 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" - }, - { - "type": "data", - "tag": "table", - "name": "Unarmored Defense", - "source": "CRB" - }, - { - "type": "data", - "tag": "table", - "name": "Armor", - "source": "CRB" - }, - { - "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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.", - "{@b {@item 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 {@item 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 {@item 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 {@item 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.", - { - "type": "data", - "tag": "table", - "name": "Damaging Armor", - "source": "CRB" - } - ], - "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" - }, - { - "type": "data", - "tag": "table", - "name": "Changing Equipment", - "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", - "name": "Creating a Personal Staff", - "source": "SoM", - "page": 166, - "entries": [ - "Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.", - { - "type": "pf2-h3", - "name": "Determining Level And Price", - "source": "SoM", - "page": 166, - "entries": [ - "Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.", - { - "type": "data", - "name": "Personal Staves", - "tag": "table", - "source": "SoM" - } - ] - }, - { - "type": "pf2-h3", - "name": "Picking Your Spells", - "source": "SoM", - "page": 166, - "entries": [ - "Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.", - "You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters." - ] - }, - { - "type": "pf2-h4", - "name": "Example", - "source": "SoM", - "page": 166, - "entries": [ - "Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:", - { - "type": "list", - "style": "list-hang", - "items": [ - "Cantrip: {@spell tanglefoot}", - "1st: {@spell protector tree}, {@spell shillelagh}", - "2nd: {@spell entangle}, {@spell shape wood}", - "3rd: {@spell tree shape}, {@spell wall of thorns}", - "4th: {@spell barkskin}, {@spell speak with plants}", - "5th: {@spell plant form}, {@spell wall of thorns}", - "6th: {@spell nature's reprisal}, {@spell plant form}" - ] - }, - "Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot." - ] - }, - { - "type": "pf2-h3", - "name": "Crafting the Staff", - "source": "SoM", - "page": 166, - "entries": [ - { - "type": "pf2-sidebar", - "name": "Staff of Nature's Cunning", - "source": "SoM", - "page": 167, - "entries": [ - "You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.", - "{@item Staff of Nature's Cunning|SoM}" - ] - }, - "Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.", - "As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.", - "Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.", - "You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@action Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.", - { - "type": "pf2-h4", - "name": "Example", - "source": "SoM", - "page": 167, - "entries": [ - "Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.", - "To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements." - ] - } - ] - }, - { - "type": "pf2-h3", - "name": "Naming The Staff", - "source": "SoM", - "page": 167, - "entries": [ - "When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.", - { - "type": "pf2-h4", - "name": "Example", - "source": "SoM", - "page": 167, - "entries": [ - "Lini christens her new creation {@i Lini's Leafstick}!", - { - "type": "data", - "tag": "item", - "name": "Lini's Leafstick", - "source": "SoM" - } - ] - } - ] - } - ], - "data": { - "quickref": 2 - } - }, - { - "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 {@skill 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.", - { - "type": "data", - "tag": "table", - "name": "Formulas", - "source": "CRB" - }, - { - "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": 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": "data", - "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 in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.", - { - "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 broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.", - "If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold." - ], - "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" - } - ], - "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": 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.", - { - "type": "data", - "tag": "table", - "name": "Bulk conversions", - "source": "CRB" - } - ], - "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.", - { - "type": "data", - "tag": "table", - "name": "Differently Sized Items", - "source": "CRB" - }, - "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" - } - ], - "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" - }, - { - "type": "data", - "tag": "table", - "name": "Coin Values", - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 580, - "name": "Runes", - "entries": [ - "Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.", - "Runes must be physically engraved on items through a special process to convey their effects. They take two forms:", - "fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.", - "The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.", - "An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.", - "Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.", - "Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.", - { - "type": "pf2-h3", - "page": 580, - "name": "Investiture", - "entries": [ - "If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits." - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 580, - "name": "Rune Formulas", - "entries": [ - "The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}." - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 580, - "name": "The Etching Process", - "entries": [ - "Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune, including being able to craft magic items. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.", - { - "type": "pf2-h4", - "page": 580, - "name": "Transferring Runes", - "entries": [ - "You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).", - "If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.", - "The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft." - ], - "data": { - "quickrefIndex": true - }, - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 580, - "name": "Fundamental Runes", - "entries": [ - "Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).", - "An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.", - { - "type": "data", - "tag": "table", - "name": "Fundamental Runes", - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-brown-box", - "page": 581, - "name": "SPECIFIC ARMOR AND WEAPONS", - "entries": [ - "Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes." - ], - "source": "CRB" - }, - { - "type": "pf2-brown-box", - "page": 581, - "name": "RUNE TRANSFER EXAMPLES", - "entries": [ - "You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.", - "When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.", - "For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}." - ], - "source": "CRB" - }, - { - "type": "pf2-brown-box", - "page": 582, - "name": "UPGRADING ARMOR AND WEAPON RUNES", - "entries": [ - "You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.", - { - "type": "data", - "tag": "table", - "name": "Armor Upgrade Prices", - "source": "CRB" - }, - { - "type": "data", - "tag": "table", - "name": "Weapon Upgrade Price", - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 582, - "name": "Property Runes", - "entries": [ - "Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.", - "Rune abilities that must be activated follow the rules for activating magic items on page 532." - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 564, - "name": "Scrolls", - "entries": [ - "A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.", - "If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.", - { - "type": "pf2-h4", - "page": 564, - "name": "Casting a Spell from a Scroll", - "entries": [ - "{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.", - "To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).", - "Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 564, - "name": "Scroll Statistics", - "entries": [ - "All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 565, - "name": "Varying Statistics", - "entries": [ - "Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.", - "The traits for a scroll vary based on the spell it contains.", - "A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it." - ], - "source": "CRB" - }, - { - "type": "data", - "tag": "table", - "name": "Scroll Statistics", - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 565, - "name": "Crafting a Scroll", - "entries": [ - "The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.", - "You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.", - "Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted." - ], - "data": { - "quickrefIndex": true - }, - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 565, - "name": "Sample Scrolls", - "entries": [ - "A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.", - { - "type": "data", - "tag": "item", - "data": { - "name": "Scroll of Illusory Disguise", - "source": "CRB", - "page": 565, - "type": "Item", - "level": 1, - "traits": [ - "consumable", - "illusion", - "magical", - "scroll" - ], - "price": { - "coin": "gp", - "amount": 3 - }, - "usage": "held in 1 hand", - "bulk": "L", - "activate": { - "activity": { - "number": 2, - "unit": "action" - }, - "components": "{@action Cast a Spell}" - }, - "category": "Scroll", - "entries": [ - "This scroll can cast {@spell illusory disguise} as a 1st-level spell." - ], - "craftReq": [ - "Supply one casting of illusory disguise." - ] - } - }, - { - "type": "data", - "tag": "item", - "data": { - "name": "Scroll of Glitterdust", - "source": "CRB", - "page": 565, - "type": "Item", - "level": 3, - "traits": [ - "consumable", - "evocation", - "magical", - "scroll" - ], - "price": { - "coin": "gp", - "amount": 12 - }, - "usage": "held in 1 hand", - "bulk": "L", - "activate": { - "activity": { - "number": 2, - "unit": "action" - }, - "components": "{@action Cast a Spell}" - }, - "category": "Scroll", - "entries": [ - "This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell." - ], - "craftReq": [ - "Supply one casting of glitterdust." - ] - } - } - ], - "source": "CRB" - } - ], - "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.", - { - "type": "data", - "tag": "table", - "name": "Basic Services and Consumables", - "source": "CRB" - }, - { - "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.", - { - "type": "data", - "tag": "table", - "name": "Spellcasting Services", - "source": "CRB" - } - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 277, - "name": "Shields", - "entries": [ - "{@action 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 {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item 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 {@action Raise a Shield} if that hand is no longer free.", - "When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action 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 {@action Raise a Shield||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" - }, - { - "type": "data", - "tag": "table", - "name": "Shields", - "source": "CRB" - } - ], - "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 {@item 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 {@item 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 {@item 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 {@item 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": 592, - "name": "Staves", - "entries": [ - "A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.", - { - "type": "pf2-h3", - "page": 592, - "name": "Casting Spells from a Staff", - "entries": [ - "A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.", - "Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.", - "Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).", - { - "type": "pf2-h4", - "page": 592, - "name": "Casting Cantrips from a Staff", - "entries": [ - "If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast." - ], - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 592, - "name": "Preparing a Staff", - "entries": [ - "During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.", - { - "type": "pf2-h4", - "page": 592, - "name": "Prepared Spellcasters", - "entries": [ - "A prepared spellcaster—such as a cleric, druid, or wizard—can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 592, - "name": "Spontaneous Spellcasters", - "entries": [ - "A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster" - ], - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 592, - "name": "Attacking with a Staff", - "entries": [ - "Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities." - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 597, - "name": "Wands", - "entries": [ - "Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.", - "If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.", - "If it's not, you must {@action Identify Magic}.", - { - "type": "pf2-h3", - "page": 597, - "name": "Casting Spells from a Wand", - "entries": [ - "A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.", - "To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.", - "A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.", - { - "type": "pf2-h4", - "page": 597, - "name": "Overcharging a Wand", - "entries": [ - "After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.", - "On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast." - ], - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 597, - "name": "Wand Statistics", - "entries": [ - "A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.", - { - "type": "pf2-h4", - "page": 597, - "name": "Varying Statistics", - "entries": [ - "Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)." - ], - "source": "CRB" - }, - { - "type": "pf2-brown-box", - "page": 597, - "name": "EXAMPLE WAND", - "entries": [ - "This example {@item magic wand (generic)} has the {@spell heal} spell.", - { - "type": "data", - "tag": "item", - "data": { - "name": "Wand of Heal", - "source": "CRB", - "page": 597, - "type": "Item", - "level": "3+", - "traits": [ - "magical", - "necromancy", - "positive", - "wand" - ], - "usage": "held in 1 hand", - "bulk": "L", - "category": "Wand", - "entries": [ - "The golden end caps on this white wooden wand are adorned with ruby cabochons.", - { - "type": "ability", - "style": "compact", - "components": [ - "{@action Cast a Spell}" - ], - "frequency": { - "number": "once ", - "unit": "day", - "overcharge": true - }, - "entries": [ - "You cast a {@spell heal} spell at the indicated level." - ] - } - ], - "craftReq": [ - "Supply a listed-level casting of heal." - ], - "generic": "G", - "variants": [ - { - "type": "1st-level spell", - "level": 3, - "price": { - "coin": "gp", - "amount": 60 - }, - "entries": [] - }, - { - "type": "2nd-level spell", - "level": 5, - "price": { - "coin": "gp", - "amount": 160 - }, - "entries": [] - }, - { - "type": "3rd-level spell", - "level": 7, - "price": { - "coin": "gp", - "amount": 360 - }, - "entries": [] - }, - { - "type": "4th-level spell", - "level": 9, - "price": { - "coin": "gp", - "amount": 700 - }, - "entries": [] - }, - { - "type": "5th-level spell", - "level": 11, - "price": { - "coin": "gp", - "amount": 1500 - }, - "entries": [] - }, - { - "type": "6th-level spell", - "level": 13, - "price": { - "coin": "gp", - "amount": 3000 - }, - "entries": [] - }, - { - "type": "7th-level spell", - "level": 15, - "price": { - "coin": "gp", - "amount": 6500 - }, - "entries": [] - }, - { - "type": "8th-level spell", - "level": 17, - "price": { - "coin": "gp", - "amount": 15000 - }, - "entries": [] - }, - { - "type": "9th-level spell", - "level": 19, - "price": { - "coin": "gp", - "amount": 40000 - }, - "entries": [] - } - ] - } - } - ], - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 597, - "name": "Crafting a Wand", - "entries": [ - "For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.", - "The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example." - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 597, - "name": "Magic Wand", - "entries": [ - "The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}." - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 598, - "name": "Specialty Wands", - "entries": [ - "Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold." - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 278, - "name": "Weapons", - "entries": [ - { - "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 {@trait 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 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 {@book double damage|CRB|9|Doubling and Halving Damage}. 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." - ], - "data": { - "quickrefIndex": true - }, - "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 {@action 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 {@action 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." - ], - "data": { - "quickrefIndex": true - }, - "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" - }, - { - "type": "data", - "tag": "table", - "name": "Unarmed Attacks", - "source": "CRB" - }, - { - "type": "data", - "tag": "table", - "name": "Melee Weapons", - "source": "CRB" - }, - { - "type": "data", - "tag": "table", - "name": "Ranged Weapons", - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 282, - "name": "Weapon Traits", - "entries": [ - "{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}" - ], - "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 {@trait 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": [ - "{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}" - ], - "source": "CRB" - } - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "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." - ], - "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": "data", - "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 {@trait occult} tradition you can usually play an {@item musical instrument||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 {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||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 {@trait primal} tradition while holding a primal focus (such as {@item 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": "data", - "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": "data", - "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": "data", - "tag": "action", - "name": "Refocus", - "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 {@action 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 gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component (page 303). Innate spells don't let you qualify for abilities that require you to be a spellcaster.", - "You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.", - "If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.", - "You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell." - ], - "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 {@quickref here||3|Areas}. 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 {@quickref here||3|line of effect}." - ], - "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.", - { - "type": "data", - "tag": "generic", - "style": "book", - "data": { - "name": "SPELL NAME", - "traits": [ - "traits" - ], - "category": "SPELL", - "level": "(LEVEL)", - "sections": [ - [ - [ - { - "type": "pf2-options", - "skipSort": true, - "noColon": true, - "items": [ - { - "name": "Tradition", - "entries": [ - "This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions." - ] - }, - { - "name": "Cast", - "entries": [ - "The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell." - ] - }, - { - "name": "Range, Area, and Targets", - "entries": [ - "This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster." - ] - }, - { - "name": "Saving Throw and Duration", - "entries": [ - "If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell." - ] - } - ] - } - ] - ], - [ - [ - "A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure." - ] - ], - [ - [ - { - "type": "pf2-options", - "skipSort": true, - "noColon": true, - "items": [ - { - "name": "Heightened (level)", - "entries": [ - "If the spell has special effects when heightened, those effects appear at the end of the stat block." - ] - } - ] - } - ] - ] - ] - } - } - ], - "data": { - "quickref": 3 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 408, - "name": "Rituals", - "entries": [ - { - "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.", - { - "type": "data", - "tag": "table", - "name": "Creature Creation Rituals", - "source": "CRB" - } - ], - "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 {@skill 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 {@skill 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." - ], - "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 {@trait 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 {@skill 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 {@action 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-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 {@skill 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 {@skill 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": 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 {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action 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 {@skill Stealth} to {@action 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", - "+4 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 {@quickref line of effect||3|line of effect} and typically can't target it at all.", - "Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||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" - } - ], - "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.", - "Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.", - "See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition." - ], - "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 {@condition persistent damage||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 {@action Strike||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 weapon 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": [ - "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 {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill 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 {@skill Crafting}, Lore, or {@skill 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 {@action Strike||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." - ], - "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" - } - ], - "data": { - "quickrefIndex": true - }, - "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." - ], - "data": { - "quickrefIndex": true - }, - "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 {@quickref Cover||3|Cover}), 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." - ], - "data": { - "quickrefIndex": true - }, - "source": "CRB" - } - ], - "data": { - "quickref": 4 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 468, - "name": "Encounter Mode", - "entries": [ - { - "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 {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill 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 {@skill Deception} skill check to Lie, require spending actions and follow their own rules.", - "All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}." - ], - "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 fighter||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.", - { - "type": "data", - "tag": "table", - "source": "CRB", - "name": "Size and Reach" - }, - "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 {@action Tumble Through} that creature's space using {@skill 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 {@skill 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-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 {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action 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 {@action 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 {@action 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 {@action 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 baseline, typically the waterline, the sea floor, or a stationary object you can measure from." - ] - }, - "As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides." - ], - "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 {@skill 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": [ - "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.", - { - "type": "data", - "tag": "table", - "source": "CRB", - "name": "Travel Speed" - }, - "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 {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).", - "{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).", - "{@b {@action Cover Tracks}:} You use {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).", - "{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).", - "{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).", - "{@b {@action Treat Wounds}:} You use {@skill 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": 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 melee attacks from creatures that are flanking it.", - "To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose." - ], - "data": { - "quickref": 4 - }, - "source": "CRB" - }, - { - "type": "section", - "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-h3", - "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-h3", - "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-h3", - "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-h3", - "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-h3", - "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-h3", - "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." - ], - "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 {@quickref here||4|rewards|1}).", - "Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.", - "You can spend your Hero Points in one of two ways.", - "Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.", - { - "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 {@skill 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 {@condition 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 lose all your actions, and you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@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 {@skill 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 {@skill 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 {@skill 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 {@skill 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", - "data": { - "quickrefIndex": true - }, - "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", - "data": { - "quickrefIndex": true - }, - "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 {@condition dazzled} or {@condition blinded} by bright light." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 464, - "name": "Dim Light", - "data": { - "quickrefIndex": true - }, - "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}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 464, - "name": "Darkness", - "data": { - "quickrefIndex": true - }, - "entries": [ - "A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition 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 {@condition dazzled} for a short time, as determined by the GM." - ], - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 464, - "name": "Senses", - "data": { - "quickrefIndex": true - }, - "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", - "data": { - "quickrefIndex": true - }, - "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", - "data": { - "quickrefIndex": true - }, - "entries": [ - "Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill 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 {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 465, - "name": "Vague Senses", - "data": { - "quickrefIndex": true - }, - "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 {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.", - "When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.", - "Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} 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", - "data": { - "quickrefIndex": true - }, - "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 {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} 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 {@skill 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 {@skill 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 {@skill 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", - "data": { - "quickrefIndex": true - }, - "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 {@pf2etools Conditions|conditions.html} page.", - "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 {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.", - { - "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 for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition 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 {@trait 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 {@trait 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 {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.", - "Some weapons and abilities reduce multiple attack penalties, such as {@trait 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 {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action 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 {@item longsword} or a –4 penalty if you use the {@item shortsword}.", - "Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||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 {@action Strike||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 {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill 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" - ] - } - ], - "data": { - "quickrefIndex": true - }, - "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 {@skill Athletics} to {@skill Medicine} to {@skill 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, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill 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", - "name": "Difficulty Classes", - "page": 503, - "alias": [ - "DCs" - ], - "entries": [ - { - "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 {@action 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.", - { - "type": "data", - "tag": "table", - "name": "Simple DCs", - "source": "CRB" - } - ], - "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.", - { - "type": "data", - "tag": "table", - "name": "DCs by Level", - "source": "CRB" - } - ], - "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.", - { - "type": "data", - "tag": "table", - "name": "DC Adjustments", - "source": "CRB" - }, - "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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.", - { - "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 {@skill 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 {@quickref Adjusting Difficulty||4|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 {@action 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 {@skill 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).", - { - "type": "data", - "tag": "table", - "name": "Creature Identification Skills", - "source": "CRB" - } - ], - "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 {@skill 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 {@skill 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 {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill 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 {@skill Deception}, {@skill Diplomacy}, or {@skill 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 {@skill 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 {@skill 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": [ - "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.", - { - "type": "data", - "tag": "table", - "name": "Enviromental Features", - "source": "CRB" - }, - { - "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.", - { - "type": "data", - "tag": "table", - "name": "Enviromental Damage", - "source": "CRB" - } - ], - "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 {@skill Acrobatics} or {@skill 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 {@skill Diplomacy}, {@skill Intimidation}, or {@skill 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 {@action Pick a Lock||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 {@skill 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 {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill 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 {@skill 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.", - { - "type": "data", - "tag": "table", - "name": "Temperature Effects", - "source": "CRB" - } - ], - "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 {@skill 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 Environmental Damage||Table 10–11: Environmental Damage}.", - { - "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 {@skill 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": "data", - "tag": "table", - "name": "Temperature Effects", - "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 {@condition persistent damage||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-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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill 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.", - { - "type": "data", - "tag": "table", - "name": "Hazard XP", - "source": "CRB" - } - ], - "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": "data", - "tag": "generic", - "data": { - "source": "CRB", - "page": 522, - "name": "Hazard Name", - "category": "Hazard", - "level": " [Level]", - "traits": [ - "traits" - ], - "sections": [ - [ - [ - { - "name": "Stealth", - "entry": "This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well." - } - ], - [ - { - "name": "Description", - "entry": "This explains what the hazard looks like and might include special rules." - } - ] - ], - [ - [ - { - "name": "Disable", - "entry": "The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses." - } - ], - [ - { - "name": "AC", - "entry": "the hazard's AC" - }, - { - "name": "Saving Throws", - "entry": "the hazard's saves. Usually only haunts are subject to Will saves." - } - ], - [ - { - "name": "Hardness", - "entry": "the hazard's Hardness" - }, - { - "name": "HP", - "entry": "the hazard's Hit Points, with its Broken Threshold in parentheses" - }, - { - "name": "Immunities", - "entry": "the hazard's immunities" - }, - { - "name": "Weaknesses", - "entry": "the hazard's weaknesses, if 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 hazard uses" - }, - { - "name": "Trigger", - "entry": "The trigger that sets off the hazard appears here" - }, - { - "name": "Effect", - "entry": "For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a" - } - ], - [ - { - "name": "Routine", - "entry": "This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry." - } - ], - [ - { - "name": "Action", - "entry": "Any action the hazard can use appears here. Typically, this 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 {@skill Stealth} modifier, which they use for initiative, instead of their {@skill 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 DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill 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 Creature XP and Role||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 Encounter Budget||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" - }, - { - "type": "data", - "tag": "table", - "source": "CRB", - "name": "Encounter Budget" - }, - { - "type": "data", - "tag": "table", - "source": "CRB", - "name": "Creature XP and Role" - } - ], - "data": { - "quickrefIndex": true - }, - "source": "CRB" - } - ], - "data": { - "quickref": 5 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 507, - "name": "Rewards", - "entries": [ - { - "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 overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.", - "Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.", - "The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment." - ], - "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 XP Awards||Table 10–8: XP Awards} 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" - }, - { - "type": "data", - "tag": "table", - "name": "XP Awards", - "source": "CRB" - } - ], - "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 Party Treasure by Level||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" - }, - { - "type": "data", - "tag": "table", - "name": "Party Treasure by Level", - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 510, - "name": "Different Item Levels", - "entries": [ - "The levels listed for items on {@table Party Treasure by Level||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 Character Wealth||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" - }, - { - "type": "data", - "tag": "table", - "name": "Character Wealth", - "source": "CRB" - } - ], - "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": [ - "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 {@skill 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 {@skill 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 {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.", - { - "type": "data", - "tag": "table", - "source": "CRB", - "name": "Watches and Rest" - } - ], - "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; for instance {@feat Assurance} could apply." - ], - "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 {@skill 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 {@skill Crafting} check, and the second an {@skill 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 Cost of Living||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 ({@quickref here||4|rewards|1}).", - "Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.", - "Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react." - ] - } - ], - "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 {@action Recall Knowledge}, use an appropriate {@skill 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 {@quickref here||4|rewards|1}).", - "When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely." - ] - } - ], - "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" - }, - { - "type": "section", - "source": "GMG", - "page": 39, - "name": "Starting at a Higher Level", - "entries": [ - "A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.", - "The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want." - ], - "data": { - "quickref": 5 - } - } - ] - } - ] - } -} +{"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","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"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","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","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","Starting at a Higher Level"]}]},"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 {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action 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)."],"data":{"quickrefIndex":true},"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, {@skill Acrobatics}, and {@skill 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 {@skill Acrobatics} 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 {@skill 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 {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} 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 {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill 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."],"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 {@skill Athletics} and {@skill 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 {@classFeature deny advantage|barbarian||3} 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 {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"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 {@skill 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 {@skill 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":["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","alias":["Spellcasting Benefits"],"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 ABILITY MODIFIERS||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 ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","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 regardless of your ancestry. You can elect to take additional ability flaws when applying the ability boosts and ability flaws from your ancestry. This is purely for roleplaying a highly flawed character, and you should consult with the rest of your group if you plan to do this! You can't apply more than one flaw to any single ability score."],"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 ABILITY MODIFIERS||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 {@action Strike||Strikes} and Ranged {@action Strike||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 {@action Strike||Strikes} and ranged {@action Strike||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 {@action Strike||Strikes} and Dexterity for ranged {@action Strike||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 {@action Strike||Strikes} and ranged {@action Strike||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-h3","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. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","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-h3","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 {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} 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 {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","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, {@skill Acrobatics}, and {@skill 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":"data","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":"data","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":"data","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.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"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.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"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 {@trait 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 {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"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 {@group 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 {@group 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 {@group 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 {@group 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"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item 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 {@item 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 {@item 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 {@item 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.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"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"},{"type":"data","tag":"table","name":"Changing Equipment","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","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@action Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.","To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements."]}]},{"type":"pf2-h3","name":"Naming The Staff","source":"SoM","page":167,"entries":["When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini christens her new creation {@i Lini's Leafstick}!",{"type":"data","tag":"item","name":"Lini's Leafstick","source":"SoM"}]}]}],"data":{"quickref":2}},{"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 {@skill 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.",{"type":"data","tag":"table","name":"Formulas","source":"CRB"},{"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":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":"data","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 in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.",{"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 broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.","If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold."],"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"}],"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":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.",{"type":"data","tag":"table","name":"Bulk conversions","source":"CRB"}],"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.",{"type":"data","tag":"table","name":"Differently Sized Items","source":"CRB"},"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"}],"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"},{"type":"data","tag":"table","name":"Coin Values","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":580,"name":"Runes","entries":["Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.","Runes must be physically engraved on items through a special process to convey their effects. They take two forms:","fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.","The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.","An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.","Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.","Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.",{"type":"pf2-h3","page":580,"name":"Investiture","entries":["If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Rune Formulas","entries":["The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"The Etching Process","entries":["Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune, including being able to craft magic items. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"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.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"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.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action 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 {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item 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 {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action 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 {@action Raise a Shield||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"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"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 {@item 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 {@item 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 {@item 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 {@item 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":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard—can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"number":"once ","unit":"day","overcharge":true},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"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 {@trait 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 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 {@book double damage|CRB|9|Doubling and Halving Damage}. 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."],"data":{"quickrefIndex":true},"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 {@action 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 {@action 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."],"data":{"quickrefIndex":true},"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"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"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 {@trait 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":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","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."],"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":"data","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 {@trait occult} tradition you can usually play an {@item musical instrument||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 {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||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 {@trait primal} tradition while holding a primal focus (such as {@item 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":"data","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":"data","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":"data","tag":"action","name":"Refocus","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 {@action 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 gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component (page 303). Innate spells don't let you qualify for abilities that require you to be a spellcaster.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"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 {@quickref here||3|Areas}. 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 {@quickref here||3|line of effect}."],"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.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"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.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"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 {@skill 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 {@skill 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."],"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 {@trait 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 {@skill 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 {@action 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-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 {@skill 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 {@skill 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":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 {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action 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 {@skill Stealth} to {@action 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","+4 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 {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||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"}],"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.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"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 {@condition persistent damage||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 {@action Strike||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 weapon 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":["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 {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill 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 {@skill Crafting}, Lore, or {@skill 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 {@action Strike||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."],"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"}],"data":{"quickrefIndex":true},"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."],"data":{"quickrefIndex":true},"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 {@quickref Cover||3|Cover}), 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."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"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 {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill 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 {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"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 fighter||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.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"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 {@action Tumble Through} that creature's space using {@skill 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 {@skill 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-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 {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action 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 {@action 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 {@action 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 {@action 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 baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"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 {@skill 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":["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.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"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 {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill 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":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 melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","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-h3","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-h3","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-h3","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-h3","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-h3","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-h3","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."],"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 {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"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 {@skill 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 {@condition 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 lose all your actions, and you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@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 {@skill 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 {@skill 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 {@skill 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 {@skill 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","data":{"quickrefIndex":true},"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","data":{"quickrefIndex":true},"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 {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"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}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition 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 {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"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","data":{"quickrefIndex":true},"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","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill 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 {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"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 {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} 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","data":{"quickrefIndex":true},"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 {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} 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 {@skill 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 {@skill 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 {@skill 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","data":{"quickrefIndex":true},"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 {@pf2etools Conditions|conditions.html} page.","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 {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"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 for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition 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 {@trait 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 {@trait 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 {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait 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 {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action 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 {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||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 {@action Strike||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 {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill 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"]}],"data":{"quickrefIndex":true},"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 {@skill Athletics} to {@skill Medicine} to {@skill 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, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill 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","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"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 {@action 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.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"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.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"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.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"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 {@skill 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 {@quickref Adjusting Difficulty||4|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 {@action 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 {@skill 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).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"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 {@skill 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 {@skill 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 {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill 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 {@skill Deception}, {@skill Diplomacy}, or {@skill 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 {@skill 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 {@skill 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":["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.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"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.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"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 {@skill Acrobatics} or {@skill 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 {@skill Diplomacy}, {@skill Intimidation}, or {@skill 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 {@action Pick a Lock||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 {@skill 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 {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill 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 {@skill 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.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"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 {@skill 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 Environmental Damage||Table 10–11: Environmental Damage}.",{"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 {@skill 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":"data","tag":"table","name":"Temperature Effects","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 {@condition persistent damage||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-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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill 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.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"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":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if 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 hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this 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 {@skill Stealth} modifier, which they use for initiative, instead of their {@skill 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 DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill 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 Creature XP and Role||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 Encounter Budget||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"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"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 overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"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 XP Awards||Table 10–8: XP Awards} 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"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"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 Party Treasure by Level||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"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||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 Character Wealth||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"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"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":["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 {@skill 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 {@skill 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 {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"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; for instance {@feat Assurance} could apply."],"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 {@skill 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 {@skill Crafting} check, and the second an {@skill 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 Cost of Living||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 ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"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 {@action Recall Knowledge}, use an appropriate {@skill 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 {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"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"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}} \ No newline at end of file diff --git a/data/generated/bookref-quick.json b/data/generated/bookref-quick.json index 1fa4069c7b..8edbf50427 100644 --- a/data/generated/bookref-quick.json +++ b/data/generated/bookref-quick.json @@ -1,9001 +1 @@ -{ - "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", - "Creating a Personal Staff", - "Formulas", - "Investing Magic Items", - "Item Damage", - "Item Level", - "Items and Sizes", - "Price", - "Runes", - "Scrolls", - "Services", - "Shields", - "Shoddy Items", - "Staves", - "Wands", - "Weapons", - "Wearing Tools" - ] - }, - { - "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", - "Cover", - "Damage", - "Downtime Mode", - "Effects", - "Encounter Mode", - "Exploration Mode", - "Flanking", - "Game Conventions", - "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", - "Starting at a Higher Level" - ] - } - ] - } - }, - "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 {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action 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)." - ], - "data": { - "quickrefIndex": true - }, - "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, {@skill Acrobatics}, and {@skill 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 {@skill Acrobatics} 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 {@skill 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 {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} 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 {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill 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." - ], - "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 {@skill Athletics} and {@skill 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 {@classFeature deny advantage|barbarian||3} 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 {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert." - ], - "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 {@skill 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 {@skill 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": [ - "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", - "alias": [ - "Spellcasting Benefits" - ], - "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 ABILITY MODIFIERS||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 ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.", - { - "type": "data", - "tag": "table", - "name": "Ability Modifiers", - "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 regardless of your ancestry. You can elect to take additional ability flaws when applying the ability boosts and ability flaws from your ancestry. This is purely for roleplaying a highly flawed character, and you should consult with the rest of your group if you plan to do this! You can't apply more than one flaw to any single ability score." - ], - "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 ABILITY MODIFIERS||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 {@action Strike||Strikes} and Ranged {@action Strike||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 {@action Strike||Strikes} and ranged {@action Strike||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 {@action Strike||Strikes} and Dexterity for ranged {@action Strike||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 {@action Strike||Strikes} and ranged {@action Strike||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-h3", - "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. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.", - { - "type": "pf2-h3", - "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-h3", - "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 {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} 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 {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.", - { - "type": "pf2-h3", - "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, {@skill Acrobatics}, and {@skill 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": "data", - "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": "data", - "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": "data", - "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.", - { - "type": "data", - "tag": "table", - "name": "Animals", - "source": "CRB" - }, - { - "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.", - { - "type": "data", - "tag": "table", - "name": "Barding", - "source": "CRB" - } - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 274, - "name": "Armor", - "entries": [ - { - "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 {@trait 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 {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.", - "{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.", - "{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity." - ], - "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 {@group 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 {@group 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 {@group 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 {@group 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" - }, - { - "type": "data", - "tag": "table", - "name": "Unarmored Defense", - "source": "CRB" - }, - { - "type": "data", - "tag": "table", - "name": "Armor", - "source": "CRB" - }, - { - "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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.", - "{@b {@item 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 {@item 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 {@item 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 {@item 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.", - { - "type": "data", - "tag": "table", - "name": "Damaging Armor", - "source": "CRB" - } - ], - "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" - }, - { - "type": "data", - "tag": "table", - "name": "Changing Equipment", - "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", - "name": "Creating a Personal Staff", - "source": "SoM", - "page": 166, - "entries": [ - "Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.", - { - "type": "pf2-h3", - "name": "Determining Level And Price", - "source": "SoM", - "page": 166, - "entries": [ - "Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.", - { - "type": "data", - "name": "Personal Staves", - "tag": "table", - "source": "SoM" - } - ] - }, - { - "type": "pf2-h3", - "name": "Picking Your Spells", - "source": "SoM", - "page": 166, - "entries": [ - "Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.", - "You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters." - ] - }, - { - "type": "pf2-h4", - "name": "Example", - "source": "SoM", - "page": 166, - "entries": [ - "Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:", - { - "type": "list", - "style": "list-hang", - "items": [ - "Cantrip: {@spell tanglefoot}", - "1st: {@spell protector tree}, {@spell shillelagh}", - "2nd: {@spell entangle}, {@spell shape wood}", - "3rd: {@spell tree shape}, {@spell wall of thorns}", - "4th: {@spell barkskin}, {@spell speak with plants}", - "5th: {@spell plant form}, {@spell wall of thorns}", - "6th: {@spell nature's reprisal}, {@spell plant form}" - ] - }, - "Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot." - ] - }, - { - "type": "pf2-h3", - "name": "Crafting the Staff", - "source": "SoM", - "page": 166, - "entries": [ - { - "type": "pf2-sidebar", - "name": "Staff of Nature's Cunning", - "source": "SoM", - "page": 167, - "entries": [ - "You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.", - "{@item Staff of Nature's Cunning|SoM}" - ] - }, - "Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.", - "As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.", - "Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.", - "You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@action Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.", - { - "type": "pf2-h4", - "name": "Example", - "source": "SoM", - "page": 167, - "entries": [ - "Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.", - "To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements." - ] - } - ] - }, - { - "type": "pf2-h3", - "name": "Naming The Staff", - "source": "SoM", - "page": 167, - "entries": [ - "When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.", - { - "type": "pf2-h4", - "name": "Example", - "source": "SoM", - "page": 167, - "entries": [ - "Lini christens her new creation {@i Lini's Leafstick}!", - { - "type": "data", - "tag": "item", - "name": "Lini's Leafstick", - "source": "SoM" - } - ] - } - ] - } - ], - "data": { - "quickref": 2 - } - }, - { - "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 {@skill 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.", - { - "type": "data", - "tag": "table", - "name": "Formulas", - "source": "CRB" - }, - { - "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": 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": "data", - "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 in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.", - { - "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 broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.", - "If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold." - ], - "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" - } - ], - "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": 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.", - { - "type": "data", - "tag": "table", - "name": "Bulk conversions", - "source": "CRB" - } - ], - "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.", - { - "type": "data", - "tag": "table", - "name": "Differently Sized Items", - "source": "CRB" - }, - "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" - } - ], - "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" - }, - { - "type": "data", - "tag": "table", - "name": "Coin Values", - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 580, - "name": "Runes", - "entries": [ - "Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.", - "Runes must be physically engraved on items through a special process to convey their effects. They take two forms:", - "fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.", - "The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.", - "An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.", - "Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.", - "Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.", - { - "type": "pf2-h3", - "page": 580, - "name": "Investiture", - "entries": [ - "If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits." - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 580, - "name": "Rune Formulas", - "entries": [ - "The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}." - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 580, - "name": "The Etching Process", - "entries": [ - "Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune, including being able to craft magic items. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.", - { - "type": "pf2-h4", - "page": 580, - "name": "Transferring Runes", - "entries": [ - "You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).", - "If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.", - "The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft." - ], - "data": { - "quickrefIndex": true - }, - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 580, - "name": "Fundamental Runes", - "entries": [ - "Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).", - "An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.", - { - "type": "data", - "tag": "table", - "name": "Fundamental Runes", - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-brown-box", - "page": 581, - "name": "SPECIFIC ARMOR AND WEAPONS", - "entries": [ - "Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes." - ], - "source": "CRB" - }, - { - "type": "pf2-brown-box", - "page": 581, - "name": "RUNE TRANSFER EXAMPLES", - "entries": [ - "You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.", - "When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.", - "For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}." - ], - "source": "CRB" - }, - { - "type": "pf2-brown-box", - "page": 582, - "name": "UPGRADING ARMOR AND WEAPON RUNES", - "entries": [ - "You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.", - { - "type": "data", - "tag": "table", - "name": "Armor Upgrade Prices", - "source": "CRB" - }, - { - "type": "data", - "tag": "table", - "name": "Weapon Upgrade Price", - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 582, - "name": "Property Runes", - "entries": [ - "Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.", - "Rune abilities that must be activated follow the rules for activating magic items on page 532." - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 564, - "name": "Scrolls", - "entries": [ - "A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.", - "If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.", - { - "type": "pf2-h4", - "page": 564, - "name": "Casting a Spell from a Scroll", - "entries": [ - "{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.", - "To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).", - "Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 564, - "name": "Scroll Statistics", - "entries": [ - "All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 565, - "name": "Varying Statistics", - "entries": [ - "Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.", - "The traits for a scroll vary based on the spell it contains.", - "A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it." - ], - "source": "CRB" - }, - { - "type": "data", - "tag": "table", - "name": "Scroll Statistics", - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 565, - "name": "Crafting a Scroll", - "entries": [ - "The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.", - "You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.", - "Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted." - ], - "data": { - "quickrefIndex": true - }, - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 565, - "name": "Sample Scrolls", - "entries": [ - "A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.", - { - "type": "data", - "tag": "item", - "data": { - "name": "Scroll of Illusory Disguise", - "source": "CRB", - "page": 565, - "type": "Item", - "level": 1, - "traits": [ - "consumable", - "illusion", - "magical", - "scroll" - ], - "price": { - "coin": "gp", - "amount": 3 - }, - "usage": "held in 1 hand", - "bulk": "L", - "activate": { - "activity": { - "number": 2, - "unit": "action" - }, - "components": "{@action Cast a Spell}" - }, - "category": "Scroll", - "entries": [ - "This scroll can cast {@spell illusory disguise} as a 1st-level spell." - ], - "craftReq": [ - "Supply one casting of illusory disguise." - ] - } - }, - { - "type": "data", - "tag": "item", - "data": { - "name": "Scroll of Glitterdust", - "source": "CRB", - "page": 565, - "type": "Item", - "level": 3, - "traits": [ - "consumable", - "evocation", - "magical", - "scroll" - ], - "price": { - "coin": "gp", - "amount": 12 - }, - "usage": "held in 1 hand", - "bulk": "L", - "activate": { - "activity": { - "number": 2, - "unit": "action" - }, - "components": "{@action Cast a Spell}" - }, - "category": "Scroll", - "entries": [ - "This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell." - ], - "craftReq": [ - "Supply one casting of glitterdust." - ] - } - } - ], - "source": "CRB" - } - ], - "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.", - { - "type": "data", - "tag": "table", - "name": "Basic Services and Consumables", - "source": "CRB" - }, - { - "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.", - { - "type": "data", - "tag": "table", - "name": "Spellcasting Services", - "source": "CRB" - } - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 277, - "name": "Shields", - "entries": [ - "{@action 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 {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item 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 {@action Raise a Shield} if that hand is no longer free.", - "When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action 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 {@action Raise a Shield||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" - }, - { - "type": "data", - "tag": "table", - "name": "Shields", - "source": "CRB" - } - ], - "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 {@item 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 {@item 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 {@item 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 {@item 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": 592, - "name": "Staves", - "entries": [ - "A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.", - { - "type": "pf2-h3", - "page": 592, - "name": "Casting Spells from a Staff", - "entries": [ - "A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.", - "Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.", - "Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).", - { - "type": "pf2-h4", - "page": 592, - "name": "Casting Cantrips from a Staff", - "entries": [ - "If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast." - ], - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 592, - "name": "Preparing a Staff", - "entries": [ - "During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.", - { - "type": "pf2-h4", - "page": 592, - "name": "Prepared Spellcasters", - "entries": [ - "A prepared spellcaster—such as a cleric, druid, or wizard—can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 592, - "name": "Spontaneous Spellcasters", - "entries": [ - "A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster" - ], - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 592, - "name": "Attacking with a Staff", - "entries": [ - "Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities." - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 597, - "name": "Wands", - "entries": [ - "Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.", - "If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.", - "If it's not, you must {@action Identify Magic}.", - { - "type": "pf2-h3", - "page": 597, - "name": "Casting Spells from a Wand", - "entries": [ - "A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.", - "To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.", - "A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.", - { - "type": "pf2-h4", - "page": 597, - "name": "Overcharging a Wand", - "entries": [ - "After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.", - "On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast." - ], - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 597, - "name": "Wand Statistics", - "entries": [ - "A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.", - { - "type": "pf2-h4", - "page": 597, - "name": "Varying Statistics", - "entries": [ - "Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)." - ], - "source": "CRB" - }, - { - "type": "pf2-brown-box", - "page": 597, - "name": "EXAMPLE WAND", - "entries": [ - "This example {@item magic wand (generic)} has the {@spell heal} spell.", - { - "type": "data", - "tag": "item", - "data": { - "name": "Wand of Heal", - "source": "CRB", - "page": 597, - "type": "Item", - "level": "3+", - "traits": [ - "magical", - "necromancy", - "positive", - "wand" - ], - "usage": "held in 1 hand", - "bulk": "L", - "category": "Wand", - "entries": [ - "The golden end caps on this white wooden wand are adorned with ruby cabochons.", - { - "type": "ability", - "style": "compact", - "components": [ - "{@action Cast a Spell}" - ], - "frequency": { - "number": "once ", - "unit": "day", - "overcharge": true - }, - "entries": [ - "You cast a {@spell heal} spell at the indicated level." - ] - } - ], - "craftReq": [ - "Supply a listed-level casting of heal." - ], - "generic": "G", - "variants": [ - { - "type": "1st-level spell", - "level": 3, - "price": { - "coin": "gp", - "amount": 60 - }, - "entries": [] - }, - { - "type": "2nd-level spell", - "level": 5, - "price": { - "coin": "gp", - "amount": 160 - }, - "entries": [] - }, - { - "type": "3rd-level spell", - "level": 7, - "price": { - "coin": "gp", - "amount": 360 - }, - "entries": [] - }, - { - "type": "4th-level spell", - "level": 9, - "price": { - "coin": "gp", - "amount": 700 - }, - "entries": [] - }, - { - "type": "5th-level spell", - "level": 11, - "price": { - "coin": "gp", - "amount": 1500 - }, - "entries": [] - }, - { - "type": "6th-level spell", - "level": 13, - "price": { - "coin": "gp", - "amount": 3000 - }, - "entries": [] - }, - { - "type": "7th-level spell", - "level": 15, - "price": { - "coin": "gp", - "amount": 6500 - }, - "entries": [] - }, - { - "type": "8th-level spell", - "level": 17, - "price": { - "coin": "gp", - "amount": 15000 - }, - "entries": [] - }, - { - "type": "9th-level spell", - "level": 19, - "price": { - "coin": "gp", - "amount": 40000 - }, - "entries": [] - } - ] - } - } - ], - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 597, - "name": "Crafting a Wand", - "entries": [ - "For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.", - "The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example." - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 597, - "name": "Magic Wand", - "entries": [ - "The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}." - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 598, - "name": "Specialty Wands", - "entries": [ - "Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold." - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 278, - "name": "Weapons", - "entries": [ - { - "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 {@trait 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 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 {@book double damage|CRB|9|Doubling and Halving Damage}. 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." - ], - "data": { - "quickrefIndex": true - }, - "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 {@action 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 {@action 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." - ], - "data": { - "quickrefIndex": true - }, - "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" - }, - { - "type": "data", - "tag": "table", - "name": "Unarmed Attacks", - "source": "CRB" - }, - { - "type": "data", - "tag": "table", - "name": "Melee Weapons", - "source": "CRB" - }, - { - "type": "data", - "tag": "table", - "name": "Ranged Weapons", - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 282, - "name": "Weapon Traits", - "entries": [ - "{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}" - ], - "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 {@trait 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": [ - "{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}" - ], - "source": "CRB" - } - ], - "source": "CRB" - } - ], - "data": { - "quickref": 2 - }, - "source": "CRB" - }, - { - "type": "section", - "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." - ], - "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": "data", - "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 {@trait occult} tradition you can usually play an {@item musical instrument||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 {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||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 {@trait primal} tradition while holding a primal focus (such as {@item 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": "data", - "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": "data", - "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": "data", - "tag": "action", - "name": "Refocus", - "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 {@action 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 gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component (page 303). Innate spells don't let you qualify for abilities that require you to be a spellcaster.", - "You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.", - "If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.", - "You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell." - ], - "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 {@quickref here||3|Areas}. 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 {@quickref here||3|line of effect}." - ], - "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.", - { - "type": "data", - "tag": "generic", - "style": "book", - "data": { - "name": "SPELL NAME", - "traits": [ - "traits" - ], - "category": "SPELL", - "level": "(LEVEL)", - "sections": [ - [ - [ - { - "type": "pf2-options", - "skipSort": true, - "noColon": true, - "items": [ - { - "name": "Tradition", - "entries": [ - "This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions." - ] - }, - { - "name": "Cast", - "entries": [ - "The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell." - ] - }, - { - "name": "Range, Area, and Targets", - "entries": [ - "This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster." - ] - }, - { - "name": "Saving Throw and Duration", - "entries": [ - "If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell." - ] - } - ] - } - ] - ], - [ - [ - "A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure." - ] - ], - [ - [ - { - "type": "pf2-options", - "skipSort": true, - "noColon": true, - "items": [ - { - "name": "Heightened (level)", - "entries": [ - "If the spell has special effects when heightened, those effects appear at the end of the stat block." - ] - } - ] - } - ] - ] - ] - } - } - ], - "data": { - "quickref": 3 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 408, - "name": "Rituals", - "entries": [ - { - "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.", - { - "type": "data", - "tag": "table", - "name": "Creature Creation Rituals", - "source": "CRB" - } - ], - "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 {@skill 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 {@skill 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." - ], - "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 {@trait 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 {@skill 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 {@action 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-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 {@skill 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 {@skill 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": 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 {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action 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 {@skill Stealth} to {@action 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", - "+4 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 {@quickref line of effect||3|line of effect} and typically can't target it at all.", - "Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||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" - } - ], - "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.", - "Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.", - "See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition." - ], - "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 {@condition persistent damage||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 {@action Strike||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 weapon 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": [ - "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 {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill 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 {@skill Crafting}, Lore, or {@skill 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 {@action Strike||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." - ], - "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" - } - ], - "data": { - "quickrefIndex": true - }, - "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." - ], - "data": { - "quickrefIndex": true - }, - "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 {@quickref Cover||3|Cover}), 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." - ], - "data": { - "quickrefIndex": true - }, - "source": "CRB" - } - ], - "data": { - "quickref": 4 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 468, - "name": "Encounter Mode", - "entries": [ - { - "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 {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill 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 {@skill Deception} skill check to Lie, require spending actions and follow their own rules.", - "All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}." - ], - "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 fighter||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.", - { - "type": "data", - "tag": "table", - "source": "CRB", - "name": "Size and Reach" - }, - "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 {@action Tumble Through} that creature's space using {@skill 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 {@skill 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-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 {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action 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 {@action 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 {@action 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 {@action 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 baseline, typically the waterline, the sea floor, or a stationary object you can measure from." - ] - }, - "As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides." - ], - "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 {@skill 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": [ - "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.", - { - "type": "data", - "tag": "table", - "source": "CRB", - "name": "Travel Speed" - }, - "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 {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).", - "{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).", - "{@b {@action Cover Tracks}:} You use {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).", - "{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).", - "{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).", - "{@b {@action Treat Wounds}:} You use {@skill 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": 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 melee attacks from creatures that are flanking it.", - "To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose." - ], - "data": { - "quickref": 4 - }, - "source": "CRB" - }, - { - "type": "section", - "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-h3", - "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-h3", - "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-h3", - "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-h3", - "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-h3", - "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-h3", - "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." - ], - "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 {@quickref here||4|rewards|1}).", - "Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.", - "You can spend your Hero Points in one of two ways.", - "Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.", - { - "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 {@skill 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 {@condition 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 lose all your actions, and you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@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 {@skill 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 {@skill 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 {@skill 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 {@skill 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", - "data": { - "quickrefIndex": true - }, - "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", - "data": { - "quickrefIndex": true - }, - "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 {@condition dazzled} or {@condition blinded} by bright light." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 464, - "name": "Dim Light", - "data": { - "quickrefIndex": true - }, - "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}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 464, - "name": "Darkness", - "data": { - "quickrefIndex": true - }, - "entries": [ - "A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition 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 {@condition dazzled} for a short time, as determined by the GM." - ], - "source": "CRB" - } - ], - "source": "CRB" - }, - { - "type": "pf2-h3", - "page": 464, - "name": "Senses", - "data": { - "quickrefIndex": true - }, - "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", - "data": { - "quickrefIndex": true - }, - "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", - "data": { - "quickrefIndex": true - }, - "entries": [ - "Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill 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 {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}." - ], - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 465, - "name": "Vague Senses", - "data": { - "quickrefIndex": true - }, - "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 {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.", - "When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.", - "Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} 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", - "data": { - "quickrefIndex": true - }, - "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 {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} 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 {@skill 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 {@skill 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 {@skill 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", - "data": { - "quickrefIndex": true - }, - "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 {@pf2etools Conditions|conditions.html} page.", - "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 {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.", - { - "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 for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition 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 {@trait 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 {@trait 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 {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.", - "Some weapons and abilities reduce multiple attack penalties, such as {@trait 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 {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action 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 {@item longsword} or a –4 penalty if you use the {@item shortsword}.", - "Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||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 {@action Strike||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 {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill 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" - ] - } - ], - "data": { - "quickrefIndex": true - }, - "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 {@skill Athletics} to {@skill Medicine} to {@skill 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, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill 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", - "name": "Difficulty Classes", - "page": 503, - "alias": [ - "DCs" - ], - "entries": [ - { - "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 {@action 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.", - { - "type": "data", - "tag": "table", - "name": "Simple DCs", - "source": "CRB" - } - ], - "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.", - { - "type": "data", - "tag": "table", - "name": "DCs by Level", - "source": "CRB" - } - ], - "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.", - { - "type": "data", - "tag": "table", - "name": "DC Adjustments", - "source": "CRB" - }, - "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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.", - { - "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 {@skill 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 {@quickref Adjusting Difficulty||4|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 {@action 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 {@skill 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).", - { - "type": "data", - "tag": "table", - "name": "Creature Identification Skills", - "source": "CRB" - } - ], - "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 {@skill 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 {@skill 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 {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill 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 {@skill Deception}, {@skill Diplomacy}, or {@skill 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 {@skill 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 {@skill 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": [ - "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.", - { - "type": "data", - "tag": "table", - "name": "Enviromental Features", - "source": "CRB" - }, - { - "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.", - { - "type": "data", - "tag": "table", - "name": "Enviromental Damage", - "source": "CRB" - } - ], - "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 {@skill Acrobatics} or {@skill 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 {@skill Diplomacy}, {@skill Intimidation}, or {@skill 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 {@action Pick a Lock||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 {@skill 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 {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill 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 {@skill 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.", - { - "type": "data", - "tag": "table", - "name": "Temperature Effects", - "source": "CRB" - } - ], - "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 {@skill 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 Environmental Damage||Table 10–11: Environmental Damage}.", - { - "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 {@skill 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": "data", - "tag": "table", - "name": "Temperature Effects", - "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 {@condition persistent damage||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-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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill 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.", - { - "type": "data", - "tag": "table", - "name": "Hazard XP", - "source": "CRB" - } - ], - "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": "data", - "tag": "generic", - "data": { - "source": "CRB", - "page": 522, - "name": "Hazard Name", - "category": "Hazard", - "level": " [Level]", - "traits": [ - "traits" - ], - "sections": [ - [ - [ - { - "name": "Stealth", - "entry": "This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well." - } - ], - [ - { - "name": "Description", - "entry": "This explains what the hazard looks like and might include special rules." - } - ] - ], - [ - [ - { - "name": "Disable", - "entry": "The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses." - } - ], - [ - { - "name": "AC", - "entry": "the hazard's AC" - }, - { - "name": "Saving Throws", - "entry": "the hazard's saves. Usually only haunts are subject to Will saves." - } - ], - [ - { - "name": "Hardness", - "entry": "the hazard's Hardness" - }, - { - "name": "HP", - "entry": "the hazard's Hit Points, with its Broken Threshold in parentheses" - }, - { - "name": "Immunities", - "entry": "the hazard's immunities" - }, - { - "name": "Weaknesses", - "entry": "the hazard's weaknesses, if 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 hazard uses" - }, - { - "name": "Trigger", - "entry": "The trigger that sets off the hazard appears here" - }, - { - "name": "Effect", - "entry": "For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a" - } - ], - [ - { - "name": "Routine", - "entry": "This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry." - } - ], - [ - { - "name": "Action", - "entry": "Any action the hazard can use appears here. Typically, this 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 {@skill Stealth} modifier, which they use for initiative, instead of their {@skill 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 DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill 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 Creature XP and Role||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 Encounter Budget||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" - }, - { - "type": "data", - "tag": "table", - "source": "CRB", - "name": "Encounter Budget" - }, - { - "type": "data", - "tag": "table", - "source": "CRB", - "name": "Creature XP and Role" - } - ], - "data": { - "quickrefIndex": true - }, - "source": "CRB" - } - ], - "data": { - "quickref": 5 - }, - "source": "CRB" - }, - { - "type": "section", - "page": 507, - "name": "Rewards", - "entries": [ - { - "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 overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.", - "Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.", - "The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment." - ], - "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 XP Awards||Table 10–8: XP Awards} 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" - }, - { - "type": "data", - "tag": "table", - "name": "XP Awards", - "source": "CRB" - } - ], - "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 Party Treasure by Level||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" - }, - { - "type": "data", - "tag": "table", - "name": "Party Treasure by Level", - "source": "CRB" - }, - { - "type": "pf2-h4", - "page": 510, - "name": "Different Item Levels", - "entries": [ - "The levels listed for items on {@table Party Treasure by Level||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 Character Wealth||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" - }, - { - "type": "data", - "tag": "table", - "name": "Character Wealth", - "source": "CRB" - } - ], - "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": [ - "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 {@skill 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 {@skill 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 {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.", - { - "type": "data", - "tag": "table", - "source": "CRB", - "name": "Watches and Rest" - } - ], - "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; for instance {@feat Assurance} could apply." - ], - "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 {@skill 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 {@skill Crafting} check, and the second an {@skill 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 Cost of Living||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 ({@quickref here||4|rewards|1}).", - "Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.", - "Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react." - ] - } - ], - "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 {@action Recall Knowledge}, use an appropriate {@skill 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 {@quickref here||4|rewards|1}).", - "When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely." - ] - } - ], - "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" - }, - { - "type": "section", - "source": "GMG", - "page": 39, - "name": "Starting at a Higher Level", - "entries": [ - "A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.", - "The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want." - ], - "data": { - "quickref": 5 - } - } - ] - } - ] - } -} +{"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","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"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","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","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","Starting at a Higher Level"]}]}},"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 {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action 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)."],"data":{"quickrefIndex":true},"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, {@skill Acrobatics}, and {@skill 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 {@skill Acrobatics} 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 {@skill 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 {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} 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 {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill 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."],"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 {@skill Athletics} and {@skill 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 {@classFeature deny advantage|barbarian||3} 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 {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"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 {@skill 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 {@skill 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":["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","alias":["Spellcasting Benefits"],"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 ABILITY MODIFIERS||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 ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","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 regardless of your ancestry. You can elect to take additional ability flaws when applying the ability boosts and ability flaws from your ancestry. This is purely for roleplaying a highly flawed character, and you should consult with the rest of your group if you plan to do this! You can't apply more than one flaw to any single ability score."],"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 ABILITY MODIFIERS||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 {@action Strike||Strikes} and Ranged {@action Strike||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 {@action Strike||Strikes} and ranged {@action Strike||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 {@action Strike||Strikes} and Dexterity for ranged {@action Strike||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 {@action Strike||Strikes} and ranged {@action Strike||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-h3","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. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","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-h3","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 {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} 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 {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","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, {@skill Acrobatics}, and {@skill 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":"data","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":"data","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":"data","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.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"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.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"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 {@trait 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 {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"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 {@group 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 {@group 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 {@group 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 {@group 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"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item 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 {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item 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 {@item 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 {@item 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 {@item 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.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"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"},{"type":"data","tag":"table","name":"Changing Equipment","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","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@action Craft} activity for you, but you must be present the whole time. Since the creation of a custom staff is {@trait rare}, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini selected mostly transmutation spells for her staff, so she chooses the {@trait transmutation} trait. She could give it the primal trait, but choses to keep it open with the {@trait magical} trait, much like the {@item verdant staff} in the Core Rulebook.","To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a {@skill Crafting} check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements."]}]},{"type":"pf2-h3","name":"Naming The Staff","source":"SoM","page":167,"entries":["When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.",{"type":"pf2-h4","name":"Example","source":"SoM","page":167,"entries":["Lini christens her new creation {@i Lini's Leafstick}!",{"type":"data","tag":"item","name":"Lini's Leafstick","source":"SoM"}]}]}],"data":{"quickref":2}},{"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 {@skill 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.",{"type":"data","tag":"table","name":"Formulas","source":"CRB"},{"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":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":"data","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 in the {@book Materials|CRB|11|Materials} section of {@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}.",{"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 broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.","If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold."],"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"}],"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":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.",{"type":"data","tag":"table","name":"Bulk conversions","source":"CRB"}],"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.",{"type":"data","tag":"table","name":"Differently Sized Items","source":"CRB"},"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"}],"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"},{"type":"data","tag":"table","name":"Coin Values","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":580,"name":"Runes","entries":["Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.","Runes must be physically engraved on items through a special process to convey their effects. They take two forms:","fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a {@item weapon potency (generic)||weapon potency} rune adds a bonus to a weapon's attack rolls, and the {@item striking (generic)||striking} rune adds extra weapon damage dice. An {@item armor potency (generic)||armor potency} rune increases the armor's item bonus to AC, and the {@item resilient (generic)||resilient} rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks.","The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the {@item +1 weapon potency} rune were upgraded to a {@item +2 weapon potency} rune. Since the {@item striking (generic)||striking} and {@item resilient (generic)||resilient} runes are fundamental runes, they don't count against this limit.","An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a {@runeItem longsword||+1 weapon potency|} or {@runeItem chain mail||+2 armor potency||greater resilient||fire-resistant|}.","Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a {@runeItem mace||+1 weapon potency||striking|} (a 4th-level item) with a {@item disrupting} rune (a 5th-level rune) would be a 5th-level item.","Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.",{"type":"pf2-h3","page":580,"name":"Investiture","entries":["If a suit of armor has any runes, it has the {@trait invested} trait, requiring you to invest it to get its magical benefits."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Rune Formulas","entries":["The Price of a rune's formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an {@quickref item formula||1|formulas}."],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"The Etching Process","entries":["Etching a rune on an item follows the same process as using the {@action Craft} activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune, including being able to craft magic items. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"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.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"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.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action 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 {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item 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 {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action 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 {@action Raise a Shield||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"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"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 {@item 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 {@item 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 {@item 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 {@item 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":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard—can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"number":"once ","unit":"day","overcharge":true},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"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 {@trait 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 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 {@book double damage|CRB|9|Doubling and Halving Damage}. 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."],"data":{"quickrefIndex":true},"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 {@action 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 {@action 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."],"data":{"quickrefIndex":true},"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"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"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 {@trait 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":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","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."],"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":"data","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 {@trait occult} tradition you can usually play an {@item musical instrument||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 {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||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 {@trait primal} tradition while holding a primal focus (such as {@item 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":"data","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":"data","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":"data","tag":"action","name":"Refocus","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 {@action 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 gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component (page 303). Innate spells don't let you qualify for abilities that require you to be a spellcaster.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"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 {@quickref here||3|Areas}. 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 {@quickref here||3|line of effect}."],"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.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"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.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"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 {@skill 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 {@skill 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."],"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 {@trait 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 {@skill 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 {@action 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-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 {@skill 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 {@skill 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":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 {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action 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 {@skill Stealth} to {@action 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","+4 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 {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||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"}],"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.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"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 {@condition persistent damage||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 {@action Strike||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 weapon 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":["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 {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill 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 {@skill Crafting}, Lore, or {@skill 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 {@action Strike||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."],"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"}],"data":{"quickrefIndex":true},"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."],"data":{"quickrefIndex":true},"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 {@quickref Cover||3|Cover}), 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."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"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 {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill 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 {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"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 fighter||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.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"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 {@action Tumble Through} that creature's space using {@skill 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 {@skill 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-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 {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action 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 {@action 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 {@action 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 {@action 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 baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"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 {@skill 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":["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.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"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 {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill 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":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 melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","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-h3","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-h3","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-h3","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-h3","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-h3","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-h3","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."],"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 {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"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 {@skill 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 {@condition 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 lose all your actions, and you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@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 {@skill 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 {@skill 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 {@skill 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 {@skill 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","data":{"quickrefIndex":true},"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","data":{"quickrefIndex":true},"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 {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"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}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition 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 {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"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","data":{"quickrefIndex":true},"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","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill 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 {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"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 {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} 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","data":{"quickrefIndex":true},"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 {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} 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 {@skill 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 {@skill 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 {@skill 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","data":{"quickrefIndex":true},"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 {@pf2etools Conditions|conditions.html} page.","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 {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"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 for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition 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 {@trait 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 {@trait 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 {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait 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 {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action 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 {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||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 {@action Strike||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 {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill 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"]}],"data":{"quickrefIndex":true},"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 {@skill Athletics} to {@skill Medicine} to {@skill 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, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill 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","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"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 {@action 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.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"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.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"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.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"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 {@skill 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 {@quickref Adjusting Difficulty||4|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 {@action 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 {@skill 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).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"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 {@skill 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 {@skill 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 {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill 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 {@skill Deception}, {@skill Diplomacy}, or {@skill 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 {@skill 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 {@skill 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":["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.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"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.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"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 {@skill Acrobatics} or {@skill 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 {@skill Diplomacy}, {@skill Intimidation}, or {@skill 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 {@action Pick a Lock||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 {@skill 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 {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill 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 {@skill 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.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"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 {@skill 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 Environmental Damage||Table 10–11: Environmental Damage}.",{"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 {@skill 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":"data","tag":"table","name":"Temperature Effects","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 {@condition persistent damage||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-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 {@skill 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 {@skill 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 {@skill 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 {@skill 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 {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill 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.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"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":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if 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 hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this 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 {@skill Stealth} modifier, which they use for initiative, instead of their {@skill 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 DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill 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 Creature XP and Role||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 Encounter Budget||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"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"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 overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"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 XP Awards||Table 10–8: XP Awards} 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"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"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 Party Treasure by Level||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"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||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 Character Wealth||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"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"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":["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 {@skill 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 {@skill 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 {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"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; for instance {@feat Assurance} could apply."],"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 {@skill 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 {@skill Crafting} check, and the second an {@skill 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 Cost of Living||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 ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"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 {@action Recall Knowledge}, use an appropriate {@skill 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 {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"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"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}} \ No newline at end of file diff --git a/data/hazards.json b/data/hazards.json index a84de9d05f..9d7b525030 100644 --- a/data/hazards.json +++ b/data/hazards.json @@ -20101,4 +20101,4 @@ ] } ] -} \ No newline at end of file +} diff --git a/data/items/items-aoa6.json b/data/items/items-aoa6.json index f6a108a2b6..bc0623ff00 100644 --- a/data/items/items-aoa6.json +++ b/data/items/items-aoa6.json @@ -74,4 +74,4 @@ ] } ] -} \ No newline at end of file +} diff --git a/data/items/items-b1.json b/data/items/items-b1.json index f7fe1a72a6..232c2d8dbb 100644 --- a/data/items/items-b1.json +++ b/data/items/items-b1.json @@ -1,5 +1,60 @@ { "item": [ + { + "name": "Black Smear Poison", + "source": "B1", + "page": 51, + "type": "Item", + "level": 2, + "traits": [ + "uncommon", + "alchemical", + "consumable", + "injury", + "poison" + ], + "price": { + "coin": "gp", + "amount": 5 + }, + "usage": "held in 2 hands", + "bulk": "L", + "activate": { + "activity": { + "number": 3, + "unit": "action" + }, + "components": [ + "{@action Interact}" + ] + }, + "category": "Poison", + "entries": [ + "Many {@trait caligni||calignis} use a debilitating poison crafted from subterranean fungi.", + { + "type": "affliction", + "DC": 16, + "savingThrow": "Fortitude", + "maxDuration": "6 rounds", + "stages": [ + { + "stage": 1, + "entry": "{@damage 1d6} poison and {@condition enfeebled 1}", + "duration": "1 round" + }, + { + "stage": 2, + "entry": "As stage 1" + }, + { + "stage": 3, + "entry": "{@damage 1d6} poison, and {@condition enfeebled 2}", + "duration": "1 round" + } + ] + } + ] + }, { "name": "Demilich Eye Gem", "source": "B1", diff --git a/data/items/items-gmg.json b/data/items/items-gmg.json index c7ada47d2d..89167b9897 100644 --- a/data/items/items-gmg.json +++ b/data/items/items-gmg.json @@ -620,7 +620,7 @@ "Armor" ], "entries": [ - "When you invest this armor, a personal-sized cloud appears over your head and begins to rain on you, and the armor fuses to you. This extinguishes uncovered flames and soaks other objects you are carrying or holding, potentially ruining them. {@book Cold Conditions|CRB|10|Temperature} are one step worse under the cloud, and at the GM's discretion it might cause other problems, such as interfering with sleep." + "When you invest this armor, a personal-sized cloud appears over your head and begins to rain on you, and the armor fuses to you. This extinguishes uncovered flames and soaks other objects you are carrying or holding, potentially ruining them. Cold Conditions are one step worse under the cloud, and at the GM's discretion it might cause other problems, such as interfering with sleep." ] }, { diff --git a/data/items/items-lotgb.json b/data/items/items-lotgb.json index b4283a182b..cf42d8d13c 100644 --- a/data/items/items-lotgb.json +++ b/data/items/items-lotgb.json @@ -4591,7 +4591,7 @@ "category": "Held", "entries": [ "These well-aged wooden magnifying glasses are engraved with a variety of runes. Each is imbued with a specific language.", - "When you use a magnifying glass to examine writing of its imbued language, it translates the writing into a language Urban Garden Wares you understand. For example, an elf who speaks only Elven using a magnifying glass of elucidation imbued with Dwarven would see Dwarven writing as Elven when {@condition observed} through the magnifying glass. The magnifying glass only provides direct translations and doesn't automatically allow you to understand codes or extremely esoteric passages\u2014you still need to attempt a skill check to {@action Decipher Writing}.", + "When you use a magnifying glass to examine writing of its imbued language, it translates the writing into a language you understand. For example, an elf who speaks only Elven using a magnifying glass of elucidation imbued with Dwarven would see Dwarven writing as Elven when observed through the magnifying glass. The magnifying glass only provides direct translations and doesn't automatically allow you to understand codes or extremely esoteric passages\u2014you still need to attempt a skill check to {@action Decipher Writing}.", { "type": "ability", "activity": { diff --git a/data/items/items-tv.json b/data/items/items-tv.json index 4f8e190492..43a23f92eb 100644 --- a/data/items/items-tv.json +++ b/data/items/items-tv.json @@ -31152,4 +31152,4 @@ ] } ] -} \ No newline at end of file +} diff --git a/data/places.json b/data/places.json index b0eb32d2fe..a66be49d35 100644 --- a/data/places.json +++ b/data/places.json @@ -1,5 +1,59 @@ { "place": [ + { + "name": "Plane of Metal", + "source": "RoE", + "page": 139, + "category": "Plane", + "traits": [ + "n", + "metal" + ], + "planeData": { + "category": "inner", + "divinities": [ + "{@filter elemetal lords of metal|deities||Domain=metal}" + ], + "inhabitants": [ + "metal elementals", + "shades (metal pneuma)", + "taloses", + "zuhras" + ] + }, + "entries": [ + "Cut off since prehistory, the Plane of Metal recently returned to the planar cosmology. Resuming its ancient form, it wedges between the {@plane Plane of Earth|GMG} and {@plane Plane of Water|GMG}, vast in scope but still expanding. Metal of every kind, decaying cityscapes, and intense magnetic fields comprise the plane's chaotic structure. Creatures reflect the jumble of forces that make their home; many have fluid forms of liquid metal or inhabit rust clouds. The plane's genies, zuhras, put on bold performances keyed into the plane's dissonance.", + "The elemental lords of metal embody their home's slow disintegration. After an invasion by forces from the Plane of Earth, before their plane was sealed off, the lords were dispirited and offered no clear vision for what the Plane of Metal could be in the absence of the Inner Sphere's other planes. {@deity Laudinmio|RoE}, the Sovereign of Alchemy, remains in slumber, and {@deity Ferrumnestra|RoE}, the Lady of Rust, treads under the weight of deep despair." + ] + }, + { + "name": "Plane of Wood", + "source": "RoE", + "page": 193, + "category": "Plane", + "traits": [ + "n", + "wood" + ], + "planeData": { + "category": "inner", + "divinities": [ + "{@filter elemetal lords of wood|deities||Domain=wood}" + ], + "inhabitants": [ + "ardande", + "forest dragons", + "kizidhars", + "kodama", + "shades (wood pneuma)", + "wood elementals" + ] + }, + "entries": [ + "The Plane of Wood recently returned to the planar cosmology after an absence of eons. Still rebuilding to its ancient splendor, it grows between the {@plane Plane of Water|GMG} and {@plane Plane of Air|GMG}. Fractal tree growth, eternally tended and shaped by the plane's inhabitants, stretches across the plane with dizzying symmetry. Creatures either enforce and augment this ordered growth or exist as a byproduct thereof. Some drop from the trees as discarded seeds given fresh life, while others chisel or cultivate creatures' natural beauty to suit their aesthetic tastes. The genies of the plane, kizidhars, are artisans in this field.", + "The elemental lords of wood embody the often paradoxical rigidity and pliancy of their element. When other planes of the Inner Sphere came under threat, the lords acted swiftly to seal off their home, protecting the plane and its residents\u2014yet even in this act, they're said to have disagreed, and the two haven't spoken in millennia. {@deity Shumunue|RoE}, the Carved Lady of Mimicry, desperately searches for a cure for her great ailment, while {@deity Verilorn|RoE}, Custodian of Oak and Ash, worries that ending the plane's long isolation will lead to its ruin." + ] + }, { "name": "Highhelm", "source": "SKT0", @@ -2925,4 +2979,4 @@ ] } ] -} \ No newline at end of file +} diff --git a/data/quickrules.json b/data/quickrules.json index eac38cd39f..95e5e54080 100644 --- a/data/quickrules.json +++ b/data/quickrules.json @@ -151,8 +151,8 @@ ] }, "At 1st level when you create your character, you gain a background of your choice. This decision is permanent; you can't change it at later levels. Each background listed here grants two ability boosts, a skill feat, and the trained proficiency rank in two skills, one of which is a {@skill Lore} skill. If you gain the trained proficiency rank in a skill from your background and would then gain the trained proficiency rank in the same skill from your class at 1st level, you instead become trained in another skill of your choice.", - "{@skill Lore} skills represent deep knowledge of a specific subject. If a {@skill Lore} skill involves a choice (for instance, a choice of terrain), explain your preference to the GM, who has final say on whether it's acceptable or not. If you'd like some suggestions, the {@book Common Lore Subcategories|CRB|4|Lore (Int)} sidebar lists a number of Lore skills that are suitable for most campaigns.", - "Skill feats expand the functions of your skills and appear in {@book Chapter 5: Feats|CRB|5}." + "{@skill Lore} skills represent deep knowledge of a specific subject. If a {@skill Lore} skill involves a choice (for instance, a choice of terrain), explain your preference to the GM, who has final say on whether it's acceptable or not. If you'd like some suggestions, the Common Lore Subcategories sidebar lists a number of Lore skills that are suitable for most campaigns.", + "Skill feats expand the functions of your skills and appear in Chapter 5: Feats." ] } ] @@ -1546,11 +1546,11 @@ "{@b Divine Ability:} This section lists the two ability boosts the deity grants as options for characters with the {@background raised by belief|LOGM} background.", "{@b Divine Skill:} This section lists a skill that is especially associated with this deity, which their followers would naturally be good at due to their worship or association with this deity.", "{@b Domains:} The domains that best represent this deity.", - "{@b Alternate Domains:} If the deity offers {@book additional domains|LOGM|1|Alternate Domains}, they are listed here. If the deity doesn't offer alternate domains, this section is omitted.", + "{@b Alternate Domains:} If the deity offers additional domains, they are listed here. If the deity doesn't offer alternate domains, this section is omitted.", "{@b Cleric Spells:} Each deity provides at least three additional spells to the spell list of {@class cleric||clerics} who worship them. Typically these are a 1st-level spell and two other thematically appropriate spells.", "{@b Edicts:} These are things that the deity urges their followers to do. Followers must adhere to these as closely as possible if they wish to gain favor with this deity.", "{@b Anathema:} These are things that are absolutely abhorrent to the deity; committing these acts will likely earn a follower disfavor or punishment.", - "{@b Favored Weapon:} The deity's {@book favored weapon|LOGM|1|Favored Weapon}." + "{@b Favored Weapon:} The deity's favored weapon." ] } ] @@ -1898,7 +1898,7 @@ "page": 94, "name": "Relics", "entries": [ - "{@book Relics|gmg|3|Relics} begin as a simple item, called a relic seed, which is little more than a functional item with a minor {@trait magical} effect associated with it. As the owner of the relic grows in power, so does the relic. It develops gifts, which are new magical abilities and activations. These abilities might be themed to the relic, the character, or the nature of the campaign. If a relic is passed to another character, this process begins anew, sometimes granting the same abilities again over time, but possibly unlocking entirely new powers. If someone else takes the relic from its owner, it usually works for a while, though it might lose its power incrementally over time if not returned to its owner. How the relic changes in such a circumstance is up to you, and should fit the story.", + "Relics begin as a simple item, called a relic seed, which is little more than a functional item with a minor {@trait magical} effect associated with it. As the owner of the relic grows in power, so does the relic. It develops gifts, which are new magical abilities and activations. These abilities might be themed to the relic, the character, or the nature of the campaign. If a relic is passed to another character, this process begins anew, sometimes granting the same abilities again over time, but possibly unlocking entirely new powers. If someone else takes the relic from its owner, it usually works for a while, though it might lose its power incrementally over time if not returned to its owner. How the relic changes in such a circumstance is up to you, and should fit the story.", { "type": "pf2-h2", "source": "GMG", @@ -1949,14 +1949,14 @@ "page": 230, "entries": [ "{@b Rarity:} {@trait Rare}", - "{@variantrule Soul seeds|SoM} are a special type of intangible {@book relic|gmg|3|Relics}, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have {@action Interact} activations.", + "{@variantrule Soul seeds|SoM} are a special type of intangible relic, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have {@action Interact} activations.", { "type": "pf2-h2", "name": "Soul Seed Gifts", "source": "SoM", "page": 230, "entries": [ - "The GM should follow the same {@book guidelines and rules|gmg|3|Relics} for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds." + "The GM should follow the same guidelines and rules for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds." ] } ] diff --git a/data/renderdemo.json b/data/renderdemo.json index 2335f4303e..223e0cd4fc 100644 --- a/data/renderdemo.json +++ b/data/renderdemo.json @@ -99,8 +99,6 @@ { "type": "list", "items": [ - "Adventure tags: link to an adventure {@adventure display text|ID}; a chapter in an adventure {@adventure display text|ID|2}; a heading in a chapter in an adventure {@adventure display text|ID|2|Treasure}; or the Nth heading of a given name in a chapter in an adventure {@adventure display text|ID|2|Treasure|1}", - "Book tags: link to a book {@book display text|CRB}; a chapter in a book {@book display text|CRB|2}; a heading in a chapter in a book {@book display text|CRB|2|Human}; or the Nth heading of a given name in a chapter in a book {@book display text|CRB|2|Human|0} (although this is generally unnecessary as, unlike adventures, books don't repeat their headings very often.", "Quickref tags: Link to a quick reference: {@quickref display text|CRB|2|innate spells|0}, {@quickref display text|CRB|3|movement|0}." ] } diff --git a/data/rituals.json b/data/rituals.json index e75e621d62..1202642b14 100644 --- a/data/rituals.json +++ b/data/rituals.json @@ -1,5 +1,158 @@ { "ritual": [ + { + "name": "Bountiful Oasis", + "source": "RoE", + "remaster": true, + "page": 175, + "level": 5, + "traits": [ + "uncommon", + "water" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "3 drops of fresh water taken from a naturally occurring lake within 1,000 miles of the ritual site", + "primaryCheck": { + "skills": [ + "Nature" + ], + "prof": "expert" + }, + "secondaryCheck": { + "skills": [ + "Nature", + "Survival" + ] + }, + "area": { + "types": [ + "Burst" + ], + "entry": "10-foot" + }, + "duration": { + "number": 1, + "unit": "year" + }, + "entries": [ + "You redirect the flow of underground lakes and other nearby sources of water to cause a lush natural spring to emerge from the ground. The water of the spring is a clean source of fresh water, perfect for drinking, farming, and supporting all forms of life. The spring purifies itself every morning at dawn, removing toxins and contaminants unless they're more than double the spring's rank.", + "The ritual creates a spring that's geographically appropriate to the terrain where the ritual is performed; for example, it creates a desert oasis in sandy, arid regions and a natural hot spring in a mountain range.", + { + "type": "successDegree", + "entries": { + "Critical Success": "A small pond or oasis appears, fed by a natural spring that discharges enough pure drinking water to sustain a small settlement. The ground in a 20-foot burst surrounding the spring bursts with life, invigorated by the spring's irrigation. A variety of regionally appropriate, fruit-bearing plants and other crops immediately take root and prosper.", + "Success": "As critical success, but the oasis is a small pool that discharges enough pure drinking water to sustain roughly a dozen people, without any plants growing around the perimeter.", + "Failure": "You're unable to redirect the flow of the water.", + "Critical Failure": "You create a small pond of fetid and stagnant water that never dries, attracting disease- carrying insects and sickening creatures who partake of its waters." + } + } + ] + }, + { + "name": "Elemental Servitor", + "source": "RoE", + "remaster": true, + "page": 223, + "level": 5, + "traits": [ + "uncommon" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "rare items and offerings worth a total value of 2 gp × the spell rank × the target's level, see text for more details", + "primaryCheck": { + "skills": [ + "Arcana", + "Nature" + ], + "prof": "expert" + }, + "secondaryCheck": { + "skills": [ + "Diplomacy" + ] + }, + "secondaryCasters": { + "number": 2 + }, + "duration": "see text", + "entries": [ + "You implore an elemental lord to send an elemental servitor of the lord's choice, with a level no greater than double the ritual's spell rank. The secondary casters explain what sort of assistance you need and why you need it; if the task is incredibly fitting to the elemental lord, the GM can grant a circumstance bonus to the secondary {@skill Diplomacy} check or rule that the check is automatically a critical success. If you use the ritual without good reason, the result is automatically a critical failure.", + "If the ritual succeeds, you must offer the servitor payment depending on factors such as the duration and danger of the task. Payment always costs at least as much as a consumable item of the creature's level, and often costs as much as a permanent magic item of the creature's level to persuade a creature to fight alongside you. Your offerings should either align with the personal tastes of the elemental lord, or with the element\u2014such as fresh flowers and bonsai plants for {@trait wood}, or gemstones for {@trait earth}.", + "You can alternatively name a being native to an elemental plane that you know personally, with the same level restriction. Such a creature might request something they personally want as payment, such as a favor or a game of chance.", + { + "type": "successDegree", + "entries": { + "Critical Success": "Your elemental lord sends a servitor, and the servitor's payment costs only half as much as normal. If you ask for a particular elemental creature by name, your lord is likely to send them unless the creature is busy.", + "Success": "Your elemental lord sends a servitor", + "Failure": "Your elemental lord does not send a servitor.", + "Critical Failure": "Your elemental lord is offended and sends a sign of displeasure or possibly even an elemental creature to scold or attack you, depending on your lord's nature." + } + } + ] + }, + { + "name": "Sky Signs", + "source": "RoE", + "remaster": true, + "page": 73, + "level": 6, + "traits": [ + "uncommon", + "air", + "illusion", + "visual" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "lenses and fine mineral dusts worth 300 gp total", + "primaryCheck": { + "skills": [ + "Nature" + ], + "prof": "master" + }, + "secondaryCheck": { + "skills": [ + "Crafting", + "Diplomacy" + ] + }, + "secondaryCasters": { + "number": 2 + }, + "duration": { + "number": 8, + "unit": "hours" + }, + "entries": [ + "You emblazon a message across the sky itself. Casting the ritual requires choosing a set of symbols for the message you want to send, which you can convey with an atmospheric phenomenon of your choice. Common choices include carefully shaped clouds during the day and auroras at night. Some cultures\u2014such as the many denizens of the {@plane Plane of Air|GMG} and star-gazing iruxis\u2014develop complex symbology to communicate clearly using sky signs.", + "The message appears in the sky above you and can be seen to the horizon. To be conveyed in this way, the message must be very simple\u2014typically something that can be expressed in 5 words or fewer. The symbols look the same to anyone who sees them. If you wish to conceal a message, you need to choose symbols that will make sense to your chosen audience but not to any other onlookers.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You display your chosen signs, and the message is clear to anyone who sees it.", + "Success": "You display a somewhat muddled version of your message. The signs aren't entirely clear and require interpretation from those who view them\u2014and many interpret them incorrectly.", + "Failure": "You're unable to show your message.", + "Critical Failure": "The spirits of air find your message audacious and offensive. As punishment, they emblazon the opposite of your intended message across the sky, and the message is clear to anyone who sees it." + } + } + ], + "heightened": { + "X": { + "10": [ + "The scope of your message is truly staggering and can be seen across the entire planet." + ] + } + } + }, { "name": "Mosquito Blight", "source": "LOMM", @@ -481,6 +634,57 @@ } ] }, + { + "name": "Animate Object", + "source": "PC1", + "remaster": true, + "page": 390, + "level": 2, + "traits": [ + "uncommon" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "rare oils, see {@table Creature Creation Rituals|CRB|Table 7\u20131}", + "secondaryCasters": { + "number": 1 + }, + "primaryCheck": { + "entry": "{@skill Arcana} (expert)", + "skills": [ + "Arcana" + ], + "prof": "expert" + }, + "secondaryCheck": { + "entry": "{@skill Crafting}", + "skills": [ + "Crafting" + ] + }, + "range": { + "entry": "10 feet", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "targets": "1 object", + "entries": [ + "You transform the target into an animated object with a level up to that allowed by {@table Creature Creation Rituals|CRB|Table 7\u20131} and of a type corresponding to the object (so a broom would become an animated broom).", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target becomes an animated object of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the {@trait auditory} and {@trait concentrate} traits. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.", + "Success": "As critical success, except an animated object that doesn't become your minion stays in place and attacks anyone that attacks it or tries to steal or move it, rather than following your command.", + "Failure": "You fail to create the animated object.", + "Critical Failure": "You create the animated object, but it goes berserk and attempts to destroy you." + } + } + ] + }, { "name": "Arcane Weaving", "source": "SoT1", @@ -695,6 +899,67 @@ } } }, + { + "name": "Atone", + "source": "PC1", + "remaster": true, + "page": 390, + "level": 4, + "traits": [ + "uncommon" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "rare incense and offerings worth a total value of 20 gp × the target's level", + "secondaryCasters": { + "number": 1, + "note": "must be the ritual's target" + }, + "primaryCheck": { + "entry": "{@skill Nature} or {@skill Religion} (expert)", + "skills": [ + "Nature", + "Religion" + ], + "prof": "expert" + }, + "secondaryCheck": { + "entry": "{@skill Nature} or {@skill Religion} (whichever is used for the primary check)", + "skills": [ + "Nature", + "Religion" + ] + }, + "range": { + "entry": "10 feet", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "targets": "another creature of up to 8th level who is a worshipper of the same deity or philosophy as you", + "entries": [ + "You attempt to help a truly penitent creature atone for its misdeeds, typically actions that are anathema to your deity. If the creature isn't truly penitent, the outcome is always a critical failure. This ritual uses {@skill Nature} if the target is a druid, and {@skill Religion} in all other cases.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature receives absolution for its misdeeds, allowing it to regain standing with your deity. It regains any abilities it lost. Before the atonement is complete, the creature must perform a special quest or other task chosen by your deity, as befits its misdeeds. If completed during downtime, this task should take no less than 1 month. For 1 month, the target receives divine insight just before performing an act that would be anathema to your deity.", + "Success": "As critical success, but the creature gains no special insight regarding its subsequent actions.", + "Failure": "The creature does not receive absolution and must continue to meditate and redress its misdeeds. Any future atone rituals for the same misdeeds cost half as much and gain a +4 circumstance bonus to primary and secondary checks.", + "Critical Failure": "The creature offends your deity and is permanently cast out from the faith. The creature can't rejoin your religion without a more direct intervention." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "Increase the maximum target level by 2 and the base cost by 20 gp." + ] + } + } + }, { "name": "Awaken Animal", "source": "CRB", @@ -750,54 +1015,108 @@ ] }, { - "name": "Awaken Object", - "source": "SoM", - "page": 147, + "name": "Awaken Animal", + "source": "PC1", + "remaster": true, + "page": 390, "level": 6, "traits": [ "uncommon", - "divination", "mental" ], "cast": { "number": 1, "unit": "day" }, - "cost": "crushed gems and spices worth 250 gp", + "cost": "herbs, 1/5 the value on {@table Creature Creation Rituals|CRB|Table 7\u20131}", "secondaryCasters": { - "number": 2 + "number": 3 }, "primaryCheck": { - "entry": "{@skill Arcana} (expert) or {@skill Occultism} (expert)", + "entry": "{@skill Nature} (master)", "skills": [ - "Arcana", - "Occultism" + "Nature" ], - "prof": "expert" + "prof": "master" }, "secondaryCheck": { - "entry": "{@skill Crafting}, {@skill Arcana} or {@skill Occultism} (whichever isn't used for the primary check)", + "entry": "{@skill Lore} (any), {@skill Society}, {@skill Survival}", "skills": [ - "Arcana", - "Crafting", - "Occultism" + "Lore", + "Society", + "Survival" ] }, - "targets": "1 non-magical inanimate object", - "duration": { - "unit": "unlimited" + "range": { + "entry": "10 feet", + "distance": { + "type": "feet", + "amount": 10 + } }, + "targets": "1 animal of up to the level on {@table Creature Creation Rituals|CRB|Table 7\u20131}", "entries": [ - "You imbue a single Small or smaller object with rudimentary awareness and consciousness, and it gains mental ability modifiers depending on the results of the ritual. It gains the ability to see and hear, and the ability to understand (but not speak) a single language that you know. It's {@condition indifferent} to you and all living creatures. In all other respects, it's an ordinary object of its type. An awakened object that gains the {@condition broken} condition is rendered insensate until Repaired above its {@condition Broken} Threshold.", - "Magical objects and constructs can't be awakened, nor can most spell or magic item abilities be added to an awakened object later (the process to do so is much more complicated than a ritual and essentially creates an intelligent magic." - ] - }, - { - "name": "Awaken Portal", - "source": "AV1", - "page": 79, - "level": 3, - "traits": [ + "You grant intelligence to the target, transforming it into a beast. If it was previously an animal companion or minion, it can no longer serve as one.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target's Intelligence, Wisdom, and Charisma modifiers each increase to +2 if they were lower, and it becomes {@condition helpful} to you for awakening it.", + "Success": "The target's Intelligence, Wisdom, and Charisma modifiers increase to +0 if they were worse and it becomes {@condition friendly} to you for awakening it.", + "Failure": "You fail to awaken the target.", + "Critical Failure": "You accidentally awaken the target with a pure bestial hatred toward you. The target's Intelligence, Wisdom, and Charisma modifiers increase to \u20132 if they were lower. It becomes {@condition hostile} to you, attempting to destroy you." + } + } + ] + }, + { + "name": "Awaken Object", + "source": "SoM", + "page": 147, + "level": 6, + "traits": [ + "uncommon", + "divination", + "mental" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "crushed gems and spices worth 250 gp", + "secondaryCasters": { + "number": 2 + }, + "primaryCheck": { + "entry": "{@skill Arcana} (expert) or {@skill Occultism} (expert)", + "skills": [ + "Arcana", + "Occultism" + ], + "prof": "expert" + }, + "secondaryCheck": { + "entry": "{@skill Crafting}, {@skill Arcana} or {@skill Occultism} (whichever isn't used for the primary check)", + "skills": [ + "Arcana", + "Crafting", + "Occultism" + ] + }, + "targets": "1 non-magical inanimate object", + "duration": { + "unit": "unlimited" + }, + "entries": [ + "You imbue a single Small or smaller object with rudimentary awareness and consciousness, and it gains mental ability modifiers depending on the results of the ritual. It gains the ability to see and hear, and the ability to understand (but not speak) a single language that you know. It's {@condition indifferent} to you and all living creatures. In all other respects, it's an ordinary object of its type. An awakened object that gains the {@condition broken} condition is rendered insensate until Repaired above its {@condition Broken} Threshold.", + "Magical objects and constructs can't be awakened, nor can most spell or magic item abilities be added to an awakened object later (the process to do so is much more complicated than a ritual and essentially creates an intelligent magic." + ] + }, + { + "name": "Awaken Portal", + "source": "AV1", + "page": 79, + "level": 3, + "traits": [ "rare", "conjuration" ], @@ -917,6 +1236,68 @@ } ] }, + { + "name": "Binding Circle", + "source": "PC1", + "remaster": true, + "page": 391, + "level": 6, + "traits": [ + "uncommon" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "warding diagram ingredients worth a total value of 2 gp × the spell level × the target's level", + "secondaryCasters": { + "number": 3 + }, + "primaryCheck": { + "entry": "{@skill Arcana} (master) or {@skill Occultism} (master)", + "skills": [ + "Arcana", + "Occultism" + ], + "prof": "master" + }, + "secondaryCheck": { + "entry": "{@skill Diplomacy} or {@skill Intimidation}; {@skill Arcana} or {@skill Occultism} (whichever isn't used for the primary check)", + "skills": [ + "Arcana", + "Diplomacy", + "Intimidation", + "Occultism" + ] + }, + "range": { + "entry": "interplanar", + "distance": { + "type": "unknown", + "amount": 1 + } + }, + "targets": "1 extraplanar creature", + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You call forth an extraplanar creature of a level no greater than double that of the binding circle ritual's rank and attempt to bargain with it, generally to perform a task for you in exchange for payment.", + "You conjure the extraplanar creature within your circle and negotiate a deal with it. A creature that doesn't wish to negotiate at all can attempt a Will save to stay on its home plane. Most extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses major risks. Fiends and similarly wicked extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Universe or inflict evil upon the world along the way.", + "Monetary prices usually range from the cost of a consumable item of the creature's level for a short and simple task to a permanent magic item of the creature's level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a {@ritual geas} on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract.", + "You can add an additional secondary caster to create a warding circle that prevents the extraplanar creature from attacking or leaving the circle during the bargain. This uses the {@skill Crafting} skill and has the same DC as a secondary check would. This protection ends if you use a hostile action against the extraplanar creature or the warding circle breaks.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You call the extraplanar creature and bind it in the wards for up to a full day before it returns home, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the full day.", + "Success": "You call the extraplanar creature and must make your case succinctly, after which the creature can return home at any time.", + "Failure": "You fail to call the extraplanar creature.", + "Critical Failure": "You call something vile and horrible, unbound by your wards, and it immediately attempts to destroy you." + } + } + ] + }, { "name": "Blight", "source": "CRB", @@ -971,6 +1352,60 @@ } ] }, + { + "name": "Blight", + "source": "PC1", + "remaster": true, + "page": 391, + "level": 4, + "traits": [ + "uncommon", + "plant", + "void" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "secondaryCasters": { + "number": 1 + }, + "primaryCheck": { + "entry": "{@skill Nature} (expert)", + "skills": [ + "Nature" + ], + "prof": "expert" + }, + "secondaryCheck": { + "entry": "{@skill Survival}", + "skills": [ + "Survival" + ] + }, + "area": { + "types": [ + "Misc." + ], + "entry": "1/2-mile-radius circle centered on you" + }, + "duration": { + "number": 1, + "unit": "year" + }, + "entries": [ + "You twist and stunt plants in the area, causing them to wither. In addition to other dangers from failing plant life, this decreases the crop yield for farms. If you cast this ritual in an area affected by plant growth, blight attempts to counteract plant growth instead of producing its usual effect.", + { + "type": "successDegree", + "entries": { + "Critical Success": "Completely spoil the crop yield in the area, or decrease the yield by half in an area with up to a 1-mile radius.", + "Success": "Decease the crop yield in the area by half.", + "Failure": "The ritual has no effect.", + "Critical Failure": "The flora in the area changes in an unexpected way, determined by the GM but generally as contradictory to your true desires as possible (for instance, enriching crops when you would prefer to blight them)." + } + } + ] + }, { "name": "Call Spirit", "source": "CRB", @@ -1022,6 +1457,58 @@ } ] }, + { + "name": "Call Spirit", + "source": "PC1", + "remaster": true, + "page": 391, + "level": 5, + "traits": [ + "uncommon", + "spirit" + ], + "cast": { + "number": 1, + "unit": "hour" + }, + "cost": "rare candles and incense worth a total value of 50 gp", + "secondaryCasters": { + "number": 1 + }, + "primaryCheck": { + "entry": "{@skill Occultism} (expert) or {@skill Religion} (expert)", + "skills": [ + "Occultism", + "Religion" + ], + "prof": "expert" + }, + "secondaryCheck": { + "entry": "{@skill Occultism} or {@skill Religion} (whichever isn't used for the primary check)", + "skills": [ + "Occultism", + "Religion" + ] + }, + "duration": { + "entry": "up to 10 minutes", + "number": 10, + "unit": "minute" + }, + "entries": [ + "You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit {@action Impersonate||Impersonates} the spirit you meant to call. The DC of the Will save is 2 lower if you haven't met the spirit in life.", + "Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn't in the afterlife (such as if it's an undead), all results other than critical failures use the failure effect.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The spirit is particularly cooperative, and even if it has strong reasons to deceive you, it takes a \u20132 circumstance penalty to its {@skill Deception} checks.", + "Success": "You call the spirit.", + "Failure": "You fail to call a spirit.", + "Critical Failure": "One or more evil spirits appear and attack." + } + } + ] + }, { "name": "Clone", "source": "APG", @@ -1069,6 +1556,51 @@ } ] }, + { + "name": "Collective Memories", + "source": "PC1", + "remaster": true, + "page": 391, + "level": 7, + "traits": [ + "uncommon" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "rare incense worth a total value of 300 gp", + "secondaryCasters": { + "number": 2 + }, + "primaryCheck": { + "entry": "{@skill Occultism} (master)", + "skills": [ + "Occultism" + ], + "prof": "master" + }, + "secondaryCheck": { + "entry": "{@skill Performance}, {@skill Society}", + "skills": [ + "Performance", + "Society" + ] + }, + "entries": [ + "You tap into other mortals' memories, knowledge, legends, tales, and lore about a subject. The subject must be an important person, place, or thing. If the subject is present, increase the degree of success of your primary skill check by one step. If you have only vague information about the subject before attempting the ritual, decrease the degree of success of your primary skill check by one step. These modifiers cancel each other out if you have a subject present with little to no baseline information.", + "If the subject is present, increase the degree of success of your primary skill check by one step. If you have only vague information about the subject before attempting the ritual, decrease the degree of success of your primary skill check by one step. These modifiers cancel each other out if you have a subject present with little to no baseline information.", + { + "type": "successDegree", + "entries": { + "Critical Success": "For 1 hour after the ritual ends, you sort through memories that are mostly coherent, emphasizing more accurate or useful information over misremembered knowledge or exaggerated tales.", + "Success": "For 1 hour after the ritual ends, you learn useful information for further inquiry that remains generally incomplete or enigmatic. As is the nature of mortal memory and stories, you are likely to learn multiple contradictory versions.", + "Failure": "You fail to learn any useful legends.", + "Critical Failure": "Your mind becomes overwhelmed with the vast array of knowledge at your disposal. You can't sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you recover, however, you can retrain one of your skills into a Lore based on the knowledge of a subject you were accessing, as if you had spent 1 week retraining." + } + } + ] + }, { "name": "Commune", "source": "CRB", @@ -1120,6 +1652,68 @@ } ] }, + { + "name": "Commune", + "source": "PC1", + "remaster": true, + "page": 392, + "level": 6, + "traits": [ + "uncommon", + "prediction" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "rare incense worth a total value of 150 gp", + "secondaryCasters": { + "number": 1 + }, + "primaryCheck": { + "entry": "{@skill Nature} (master), {@skill Occultism} (master) or {@skill Religion} (master)", + "skills": [ + "Nature", + "Occultism", + "Religion" + ], + "prof": "master" + }, + "secondaryCheck": { + "entry": "{@skill Nature}, {@skill Occultism} or {@skill Religion} (whichever is used for the primary check)", + "skills": [ + "Nature", + "Occultism", + "Religion" + ] + }, + "duration": { + "entry": "up to 10 minutes", + "number": 10, + "unit": "minute" + }, + "entries": [ + "You call upon an unknown, powerful being to answer questions. The being varies depending on the skill used for the primary check.", + { + "type": "list", + "items": [ + "{@b Nature} Primal spirits of nature, which know about animals, beasts, fey, fungi, plants, topography, and natural resources within a 3-mile radius.", + "{@b Occultism} Planar and other mysterious entities such as elementals, forgotten spirits, and monitors, which know about forgotten knowledge, the planes, obscure secrets, and other esoterica.", + "{@b Religion} Divine beings like celestials and fiends that know about the gods they serve and the god's respective purview; these are typically a servitor of your deity if you have one." + ] + }, + "You can ask up to seven questions that could be answered with \"Yes\" or \"No.\" The entity answers with one-word answers such as \"Yes,\" \"No,\" \"Likely,\" and \"Unknown,\" though its answers always reflect its own agenda and could be deceptive.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You contact a more powerful entity aligned strongly with your interests, possibly even your deity. The entity won't attempt to deceive you, though it still might not know the answers. When it's important to provide clarity, the entity will answer your questions with up to five words, such as \"If you leave immediately\" or \"That was true once.\"", + "Success": "You can ask your questions and receive answers.", + "Failure": "You fail to contact an appropriate entity.", + "Critical Failure": "You are exposed to the enormity of the cosmos and are {@condition stupefied 4} for 1 week (can't remove by any means)." + } + } + ] + }, { "name": "Commune With Nature", "source": "CRB", @@ -1344,6 +1938,75 @@ } } }, + { + "name": "Consecrate", + "source": "PC1", + "remaster": true, + "page": 392, + "level": 2, + "traits": [ + "uncommon", + "consecration" + ], + "cast": { + "number": 3, + "unit": "day" + }, + "cost": "rare incense and offerings worth a total value of 20 gp × the spell level", + "secondaryCasters": { + "number": 2, + "note": "must be worshippers of your religion" + }, + "primaryCheck": { + "entry": "{@skill Religion}", + "skills": [ + "Religion" + ] + }, + "secondaryCheck": { + "entry": "{@skill Crafting}, {@skill Performance}", + "skills": [ + "Crafting", + "Performance" + ] + }, + "range": { + "entry": "40 feet", + "distance": { + "type": "feet", + "amount": 40 + } + }, + "area": { + "types": [ + "Burst" + ], + "entry": "40-foot-radius burst around an immobile altar, shrine, or fixture of your deity" + }, + "duration": { + "number": 1, + "unit": "year" + }, + "entries": [ + "You consecrate a site to your deity, chanting praises and creating a sacred space. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws, and {@skill Perception} checks, and creatures anathema to your deity (such as undead for {@deity Pharasma} or {@deity Sarenrae}) take a \u20131 status penalty to those rolls. If your deity's divine {@trait sanctified||sanctification} allows you to choose {@trait holy} or {@trait unholy}, you can choose to make the consecrated site holy or unholy as well. If the deity's sanctification must be holy or unholy, you must make the site match that sanctification. Strikes made by worshippers of your deity within the area gain the site's sanctification trait, if any.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The consecration succeeds, and it either lasts for 10 years instead of 1 or covers an area with twice the radius. Occasionally, with your deity's favor, this might produce an even more amazing effect, such as a permanently consecrated area or the effect covering an entire cathedral.", + "Success": "The consecration succeeds.", + "Failure": "The consecration fails.", + "Critical Failure": "The consecration fails spectacularly and angers your deity, who sends a sign of displeasure. For at least 1 year, further attempts to consecrate the site fail." + } + } + ], + "heightened": { + "X": { + "7": [ + "The consecrated area also gains the effects of the {@spell planar seal|PC1} spell, but the effect doesn't attempt to counteract teleportation by worshippers of your deity. The cost increases to 200 gp × the spell level." + ] + } + } + }, { "name": "Control Weather", "source": "CRB", @@ -1398,7 +2061,76 @@ { "type": "successDegree", "entries": { - "Critical Success": "You change the weather as desired and can affect a larger area (up to a 5-mile-radius circle), or a longer duration (any number of additional d12 hours, up to {@dice 16d12}).", + "Critical Success": "You change the weather as desired and can affect a larger area (up to a 5-mile-radius circle), or a longer duration (any number of additional {@dice d12} hours, up to {@dice 16d12}).", + "Success": "You change the weather as desired.", + "Failure": "You fail to change the weather as desired.", + "Critical Failure": "The weather changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, a terrible storm emerges when you would prefer good weather)." + } + } + ], + "heightened": { + "X": { + "9": [ + "You can create unseasonable weather and contradictory weather effects, such as extreme cold and a hurricane. You can make the weather calm and normal weather for a different season or choose weather effects from any season's list." + ] + } + } + }, + { + "name": "Control Weather", + "source": "PC1", + "remaster": true, + "page": 392, + "level": 8, + "traits": [ + "uncommon" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "secondaryCasters": { + "number": 1 + }, + "primaryCheck": { + "entry": "{@skill Nature} (master)", + "skills": [ + "Nature" + ], + "prof": "master" + }, + "secondaryCheck": { + "entry": "{@skill Survival}", + "skills": [ + "Survival" + ] + }, + "area": { + "types": [ + "Misc." + ], + "entry": "2-mile-radius circle centered on you" + }, + "duration": { + "entry": "{@dice 4d12} hours", + "number": 12, + "unit": "hour" + }, + "entries": [ + "You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season:", + { + "type": "list", + "items": [ + "Spring drizzle, heat, hurricane, sleet, thunderstorm, tornado", + "Summer drizzle, downpour, extreme heat, hail, heat", + "Autumn cold weather, fog, mild heat, sleet", + "Winter blizzard, mild cold, extreme cold, thaw You can't specifically control the manifestations, such as the exact path of a tornado or the targets of lightning strikes." + ] + }, + { + "type": "successDegree", + "entries": { + "Critical Success": "You change the weather as desired and can affect a larger area (up to a 5-mile-radius circle), or a longer duration (any number of additional {@dice d12} hours, up to {@dice 16d12}).", "Success": "You change the weather as desired.", "Failure": "You fail to change the weather as desired.", "Critical Failure": "The weather changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, a terrible storm emerges when you would prefer good weather)." @@ -1494,55 +2226,109 @@ "level": 6, "traits": [ "uncommon", - "transmutation" + "transmutation" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "rare oils worth 480 gp", + "secondaryCasters": { + "number": 1 + }, + "primaryCheck": { + "entry": "{@skill Religion} (expert)", + "skills": [ + "Religion" + ], + "prof": "expert" + }, + "secondaryCheck": { + "entry": "{@skill Crafting}", + "skills": [ + "Crafting" + ] + }, + "range": { + "entry": "touch" + }, + "targets": "1 frame covered in the skin of sentient humanoids", + "entries": [ + "You transform the target into a {@creature skinstitch|b3}, a hideous construct covered in the flesh of sentient humanoids.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target becomes a {@creature skinstitch|b3}. If it's at least 4 levels lower than you, you can make it a minion which gives it the {@trait minion} trait. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command that it pursues single-mindedly. If you aren't a follower of {@deity Norgorber}, it ignores any of your subsequent commands. A follower of {@deity Norgorber} can give the skinstitch simple commands by presenting a holy symbol of the deity and commanding it with a single action that has the {@trait auditory} and {@trait concentrate} traits.", + "Success": "As critical success, except a {@creature skinstitch|b3} that doesn't become your minion stays in place and attacks anyone that attacks or tries to move it, rather than following your command.", + "Failure": "You fail to create the {@creature skinstitch|b3}.", + "Critical Failure": "You create the {@creature skinstitch|b3}, but it goes berserk and attempts to kill you, ignoring your commands even if you are a follower of {@deity Norgorber}." + } + } + ] + }, + { + "name": "Create Undead", + "source": "CRB", + "page": 411, + "level": 2, + "traits": [ + "uncommon", + "evil", + "necromancy" ], "cast": { "number": 1, "unit": "day" }, - "cost": "rare oils worth 480 gp", + "cost": "black onyx, see {@table Creature Creation Rituals|CRB|Table 7\u20131}", "secondaryCasters": { "number": 1 }, "primaryCheck": { - "entry": "{@skill Religion} (expert)", + "entry": "{@skill Arcana} (expert), {@skill Occultism} (expert), or {@skill Religion} (expert)", "skills": [ + "Arcana", + "Occultism", "Religion" ], "prof": "expert" }, "secondaryCheck": { - "entry": "{@skill Crafting}", + "entry": "{@skill Religion}", "skills": [ - "Crafting" + "Religion" ] }, "range": { - "entry": "touch" + "entry": "10 feet", + "distance": { + "type": "feet", + "amount": 10 + } }, - "targets": "1 frame covered in the skin of sentient humanoids", + "targets": "1 dead creature", "entries": [ - "You transform the target into a {@creature skinstitch|b3}, a hideous construct covered in the flesh of sentient humanoids.", + "You transform the target into an undead creature with a level up to that allowed in {@table Creature Creation Rituals|CRB|Table 7\u20131}. There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can't be created with a version of create undead.", { "type": "successDegree", "entries": { - "Critical Success": "The target becomes a {@creature skinstitch|b3}. If it's at least 4 levels lower than you, you can make it a minion which gives it the {@trait minion} trait. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command that it pursues single-mindedly. If you aren't a follower of {@deity Norgorber}, it ignores any of your subsequent commands. A follower of {@deity Norgorber} can give the skinstitch simple commands by presenting a holy symbol of the deity and commanding it with a single action that has the {@trait auditory} and {@trait concentrate} traits.", - "Success": "As critical success, except a {@creature skinstitch|b3} that doesn't become your minion stays in place and attacks anyone that attacks or tries to move it, rather than following your command.", - "Failure": "You fail to create the {@creature skinstitch|b3}.", - "Critical Failure": "You create the {@creature skinstitch|b3}, but it goes berserk and attempts to kill you, ignoring your commands even if you are a follower of {@deity Norgorber}." + "Critical Success": "The target becomes an undead creature of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the {@trait auditory} and {@trait concentrate} traits. You can have a maximum of four minions under your control. If it's intelligent and doesn't become a minion, the undead is {@condition helpful} to you for awakening it, though it's still a horrid and evil creature. If it's unintelligent and doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.", + "Success": "As critical success, except an intelligent undead that doesn't become your minion is only {@condition friendly} to you, and an unintelligent undead that doesn't become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command.", + "Failure": "You fail to create the undead.", + "Critical Failure": "You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It attempts to destroy you." } } ] }, { "name": "Create Undead", - "source": "CRB", - "page": 411, + "source": "PC1", + "remaster": true, + "page": 393, "level": 2, "traits": [ "uncommon", - "evil", - "necromancy" + "unholy" ], "cast": { "number": 1, @@ -2193,6 +2979,74 @@ } } }, + { + "name": "Geas", + "source": "PC1", + "remaster": true, + "page": 393, + "level": 3, + "traits": [ + "uncommon", + "curse", + "mental" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "secondaryCasters": { + "number": 1 + }, + "primaryCheck": { + "entry": "{@skill Arcana} (expert), {@skill Occultism} (expert), or {@skill Religion} (expert)", + "skills": [ + "Arcana", + "Occultism", + "Religion" + ], + "prof": "expert" + }, + "secondaryCheck": { + "entry": "{@skill Society} or {@skill Lore||Legal Lore}" + }, + "range": { + "distance": { + "amount": 10, + "type": "feet" + }, + "entry": "10 feet" + }, + "targets": "1 creature of a level no greater than double the geas ritual's level", + "duration": { + "entry": "see text", + "unit": "special" + }, + "entries": [ + "You enforce a magic rule on a willing target, forcing it to either perform or refrain from carrying out a certain act. A geas to perform an act is usually conditional, such as, \"Always offer hospitality to strangers seeking a place to stay.\" An unconditional geas to perform a certain act doesn't require the target to perform that act exclusively, though it must prioritize the task above all leisurely pursuits. The most common geas to refrain from carrying out an act is a specification to avoid violating a contract. In those cases, the secondary caster usually takes charge of making sure the wording of the contract is attuned correctly with the ritual's magic. Because the target is willing, geas can have a duration that lasts for as long as the target agrees to. If the target is unable to fulfill the geas, it becomes {@condition sickened 1}, and the {@condition sickened} condition increases by 1 for each consecutive day it is prevented from following the geas, to a maximum of {@condition sickened 4}. The {@condition sickened} condition ends immediately when it follows the geas again; it can't remove the {@condition sickened} condition in any other way. Only powerful magic such as a {@ritual wish|PC1} ritual can remove the effects of geas from a willing target.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The geas succeeds, and the target receives a +1 status bonus to skill checks that directly uphold the geas (at the GM's discretion).", + "Success": "The geas succeeds.", + "Failure": "The geas fails.", + "Critical Failure": "The geas fails, and you are instead affected by the geas you were attempting to place on the target. You are considered an unwilling target, so the geas can be counteracted with a {@spell cleanse affliction|PC1} spell." + } + } + ], + "heightened": { + "X": { + "5": [ + "You can use geas on an unwilling creature; it can attempt a Will save to negate the effect. If the target fails this Will save, the geas lasts up to 1 week. A {@spell cleanse affliction|PC1} spell can counteract a geas on an unwilling creature, in addition to powerful magic such as a {@ritual wish|PC1} ritual. A clever unwilling creature can subvert the geas by contriving situations that prevent it from complying, but in that case it becomes {@condition sickened} (as described above)." + ], + "7": [ + "As 5th level, but the geas lasts for up to 1 year on an unwilling creature." + ], + "9": [ + "As 5th level, but the geas lasts for a duration you choose (even unlimited) on an unwilling creature." + ] + } + } + }, { "name": "Guardian's Aegis", "source": "SoM", @@ -2837,78 +3691,246 @@ ] }, { - "name": "Planar Binding", + "name": "Planar Binding", + "source": "CRB", + "page": 414, + "level": 6, + "traits": [ + "uncommon", + "abjuration", + "conjuration" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "warding diagram ingredients worth a total value of 2 gp × the spell level × the target's level", + "secondaryCasters": { + "number": 4 + }, + "primaryCheck": { + "entry": "{@skill Arcana} (master) or {@skill Occultism} (master)", + "skills": [ + "Arcana", + "Occultism" + ], + "prof": "master" + }, + "secondaryCheck": { + "entry": "{@skill Crafting}; {@skill Diplomacy} or {@skill Intimidation}; {@skill Arcana} or {@skill Occultism} (whichever isn't used for the primary check)", + "skills": [ + "Arcana", + "Crafting", + "Diplomacy", + "Intimidation", + "Occultism" + ] + }, + "range": { + "entry": "interplanar", + "distance": { + "type": "unknown", + "amount": 1 + } + }, + "targets": "1 extraplanar creature", + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual's level and attempt to bargain with it. The secondary caster attempting the {@skill Crafting} check creates a warding diagram to prevent the extraplanar creature from attacking or leaving during the bargain; if that caster fails or critically fails, then instead of the usual effects of a failure or critical failure of the secondary skill check, the extraplanar creature can attack or leave instead of negotiate.", + "You can also leave out this step, removing the need for a {@skill Crafting} check, with the same result (if you're summoning a good outsider you trust, for example). The creature can also attack or leave if you use any {@condition hostile} action against it or if the warding diagram breaks. Once the diagram is complete, you and the secondary casters each take your places at specific points at the diagram's edge where power concentrates.", + "You conjure the extraplanar creature within your wards and negotiate a deal with it, generally to perform a task for you in exchange for payment. A creature that doesn't wish to negotiate at all can attempt a Will save to stay on its home plane. Most good and neutral extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses significant risks. Evil extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Material Plane or inflict evil upon the world along the way. Monetary prices usually range from the cost of a consumable item of the creature's level for a short and simple task to a permanent magic item of the creature's level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a geas on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract. If you can't come to an agreement in a reasonable length of time after you've made your case, the extraplanar creature can return from whence it came at any time.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You call the extraplanar creature and bind it in the wards for up to a full day before it returns home, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the full day.", + "Success": "You call the extraplanar creature.", + "Failure": "You fail to call the extraplanar creature.", + "Critical Failure": "You call something dark and horrible, unbound by your wards, and it immediately attempts to destroy you." + } + } + ] + }, + { + "name": "Planar Displacement", + "source": "PC1", + "remaster": true, + "page": 393, + "level": 7, + "traits": [ + "uncommon", + "teleportation" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "rare incense, precious metals, and purified chalk worth 500 gp", + "secondaryCasters": { + "number": 2 + }, + "primaryCheck": { + "entry": "{@skill Arcana} (master), {@skill Nature} (master), {@skill Occultism} (master), or {@skill Religion} (master)", + "skills": [ + "Arcana", + "Nature", + "Occultism", + "Religion" + ], + "prof": "master" + }, + "secondaryCheck": { + "entry": "{@skill Lore} (related to the destination plane), {@skill Survival}", + "skills": [ + "Lore", + "Survival" + ] + }, + "range": { + "entry": "20 feet", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "entries": [ + "You draw a ritual circle, and when the ritual is complete, you shift all creatures in the area to a different plane of existence. The skill you use for the primary check must be one that can be used to make a Recall Knowledge check about the intended destination, such as {@skill Arcana} or {@skill Nature} for the Plane of Fire or {@skill Occultism} for the Astral Plane.", + "A secondary caster can be located at the exact site of the destination, instead of with you at the point of origin. If a secondary caster at the destination succeeds at its check and you roll a success, the ritual is a critical success instead.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You arrive on the intended plane at the last place one of the targets (of your choice) was located the last time the target traveled to that plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. The circle remains active for 1 minute, during which time any creature the ritual transported can return to the origin point with a single action, which has the {@trait concentrate} trait.", + "Success": "As critical success, but you arrive {@dice 1d10×25} miles from your destination.", + "Failure": "Your attempt is unsuccessful.", + "Critical Failure": "The ritual fails, and the GM determines whether you travel to the wrong plane or are barred from planar travel for 1 week." + } + } + ] + }, + { + "name": "Planar Servitor", + "source": "PC1", + "remaster": true, + "page": 394, + "level": 5, + "traits": [ + "uncommon" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "rare incense and offerings worth a total value of 2 gp × the spell level × the target's level", + "secondaryCasters": { + "number": 2 + }, + "primaryCheck": { + "entry": "{@skill Religion} (expert)", + "skills": [ + "Religion" + ], + "prof": "expert" + }, + "secondaryCheck": { + "entry": "{@skill Diplomacy}", + "skills": [ + "Diplomacy" + ] + }, + "duration": { + "entry": "see text", + "unit": "special" + }, + "entries": [ + "You call upon a deity (or other divine power) to grant you aid in the form of a divine servitor of your deity's choice, with a level no greater than double the ritual's spell rank. The secondary casters explain what sort of assistance you need and why you need it; if the task is incredibly fitting to the deity, the GM can grant a circumstance bonus to the secondary {@skill Diplomacy} check or rule that the check is automatically a critical success. If you use the ritual without good reason, the result is automatically a critical failure.", + "If the ritual succeeds, you must offer the servitor payment depending on factors such as the duration and danger of the task. Payment always costs at least as much as a consumable item of the creature's level, and often costs as much as a permanent magic item of the creature's level to persuade a creature to fight alongside you. Your offerings should align with the personal tastes of the deity.", + "You can alternatively name a being native to the deity's realm that you know personally, with the same level restriction. Such a creature might request something they personally want as payment.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The deity sends a servitor, and the servitor's payment costs only half as much as normal. If you ask for a particular servitor by name, your deity is likely to send that servitor unless the servitor is busy.", + "Success": "Your deity sends a servitor.", + "Failure": "Your deity does not send a servitor.", + "Critical Failure": "Your deity is offended and sends a sign of displeasure or possibly even a servitor to scold or attack you, depending on your deity's nature. A deity might also opt to strip divine powers from its followers who participated until they {@ritual atone|PC1}." + } + } + ] + }, + { + "name": "Plant Growth", "source": "CRB", - "page": 414, - "level": 6, + "page": 415, + "level": 4, "traits": [ "uncommon", - "abjuration", - "conjuration" + "necromancy", + "plant", + "positive" ], "cast": { "number": 1, "unit": "day" }, - "cost": "warding diagram ingredients worth a total value of 2 gp × the spell level × the target's level", "secondaryCasters": { - "number": 4 + "number": 1 }, "primaryCheck": { - "entry": "{@skill Arcana} (master) or {@skill Occultism} (master)", + "entry": "{@skill Nature} (expert)", "skills": [ - "Arcana", - "Occultism" + "Nature" ], - "prof": "master" + "prof": "expert" }, "secondaryCheck": { - "entry": "{@skill Crafting}; {@skill Diplomacy} or {@skill Intimidation}; {@skill Arcana} or {@skill Occultism} (whichever isn't used for the primary check)", + "entry": "{@skill Lore||Farming Lore} or {@skill Survival}", "skills": [ - "Arcana", - "Crafting", - "Diplomacy", - "Intimidation", - "Occultism" + "Lore", + "Survival" ] }, - "range": { - "entry": "interplanar", - "distance": { - "type": "unknown", - "amount": 1 - } + "area": { + "types": [ + "Misc." + ], + "entry": "1/2-mile-radius circle centered on you" }, - "targets": "1 extraplanar creature", "duration": { - "entry": "varies", - "unit": "special" + "number": 1, + "unit": "year" }, "entries": [ - "You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual's level and attempt to bargain with it. The secondary caster attempting the {@skill Crafting} check creates a warding diagram to prevent the extraplanar creature from attacking or leaving during the bargain; if that caster fails or critically fails, then instead of the usual effects of a failure or critical failure of the secondary skill check, the extraplanar creature can attack or leave instead of negotiate.", - "You can also leave out this step, removing the need for a {@skill Crafting} check, with the same result (if you're summoning a good outsider you trust, for example). The creature can also attack or leave if you use any {@condition hostile} action against it or if the warding diagram breaks. Once the diagram is complete, you and the secondary casters each take your places at specific points at the diagram's edge where power concentrates.", - "You conjure the extraplanar creature within your wards and negotiate a deal with it, generally to perform a task for you in exchange for payment. A creature that doesn't wish to negotiate at all can attempt a Will save to stay on its home plane. Most good and neutral extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses significant risks. Evil extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Material Plane or inflict evil upon the world along the way. Monetary prices usually range from the cost of a consumable item of the creature's level for a short and simple task to a permanent magic item of the creature's level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a geas on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract. If you can't come to an agreement in a reasonable length of time after you've made your case, the extraplanar creature can return from whence it came at any time.", + "You cause the plants within the area to be healthier and more fruitful. In addition to other benefits of healthy plants, this increases the crop yield for farms, depending on your success.", + "If you cast it in the area of a blight, plant growth attempts to counteract the blight instead of producing its usual effect.", { "type": "successDegree", "entries": { - "Critical Success": "You call the extraplanar creature and bind it in the wards for up to a full day before it returns home, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the full day.", - "Success": "You call the extraplanar creature.", - "Failure": "You fail to call the extraplanar creature.", - "Critical Failure": "You call something dark and horrible, unbound by your wards, and it immediately attempts to destroy you." + "Critical Success": "Double the crop yield in the area, or increase the area to a 1-mile radius.", + "Success": "Increase the crop yield in the area by one-third.", + "Failure": "The ritual has no effect.", + "Critical Failure": "The flora in the area changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, blighting crops when you would prefer to enrich them)." } } ] }, { "name": "Plant Growth", - "source": "CRB", - "page": 415, + "source": "PC1", + "remaster": true, + "page": 394, "level": 4, "traits": [ "uncommon", - "necromancy", "plant", - "positive" + "vitality", + "wood" ], "cast": { "number": 1, @@ -3057,6 +4079,54 @@ "This functions as {@ritual planar ally} except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles." ] }, + { + "name": "Primal Call", + "source": "PC1", + "remaster": true, + "page": 394, + "level": 6, + "traits": [ + "uncommon" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "faerie circle ingredients worth a total value of 1 gp × the spell level × the target's level", + "secondaryCasters": { + "number": 4 + }, + "primaryCheck": { + "entry": "{@skill Nature} (master)", + "skills": [ + "Nature" + ], + "prof": "master" + }, + "secondaryCheck": { + "entry": "{@skill Crafting}, {@skill Diplomacy}, {@skill Survival}", + "skills": [ + "Crafting", + "Diplomacy", + "Survival" + ] + }, + "range": { + "entry": "100 miles", + "distance": { + "type": "miles", + "amount": 100 + } + }, + "targets": "1 animal, beast, fey, fungus, or plant", + "duration": { + "entry": "see text", + "unit": "special" + }, + "entries": [ + "This functions as {@ritual planar servitor|PC1} except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles." + ] + }, { "name": "Purify Soul Path", "source": "SoM", @@ -3338,6 +4408,133 @@ } } }, + { + "name": "Resurrect", + "source": "PC1", + "remaster": true, + "page": 394, + "level": 5, + "traits": [ + "uncommon", + "healing" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "gemstones worth a total value of 75 gp × the target's level", + "secondaryCasters": { + "number": 2 + }, + "primaryCheck": { + "entry": "{@skill Religion} (expert)", + "skills": [ + "Religion" + ], + "prof": "expert" + }, + "secondaryCheck": { + "entry": "{@skill Medicine}, {@skill Society}", + "skills": [ + "Medicine", + "Society" + ] + }, + "range": { + "entry": "10 feet", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "targets": "1 dead creature of up to 10th level", + "entries": [ + "You attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If {@deity Pharasma} has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful {@skill Religion} check and can end the ritual without paying the cost.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, {@skill Perception}, saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark.", + "Success": "As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character's time in the Boneyard has left them temporarily debilitated. The target is {@condition clumsy 1}, {@condition drained 1}, and {@condition enfeebled 1} for 1 week; these conditions can't be removed or reduced by any means until the week has passed.", + "Failure": "Your attempt is unsuccessful.", + "Critical Failure": "Something goes horribly wrong\u2014an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target." + } + } + ], + "heightened": { + "X": { + "6": [ + "You can resurrect a target of up to 12th level, and the base cost is 125 gp." + ], + "7": [ + "You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target's level. The target can be up to 14th level, and the base cost is 200 gp." + ], + "8": [ + "As 7th level, but the target can be up to 16th level and the base cost is 300 gp." + ], + "9": [ + "You can use resurrect even without the body as long as you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn't gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target's level. The target can be up to 18th level, and the base cost is 600 gp." + ], + "10": [ + "As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp." + ] + } + } + }, + { + "name": "Rune Trap", + "source": "PC1", + "remaster": true, + "page": 395, + "level": 3, + "traits": [ + "uncommon" + ], + "cast": { + "number": 1, + "unit": "hour" + }, + "cost": "pigments and oils worth a total value of 5 gp × the rank of the spell to be stored", + "secondaryCasters": { + "number": 1 + }, + "primaryCheck": { + "entry": "{@skill Arcana} (master), {@skill Nature} (master), {@skill Occultism} (master), or {@skill Religion} (master)", + "skills": [ + "Arcana", + "Nature", + "Occultism", + "Religion" + ], + "prof": "expert" + }, + "secondaryCheck": { + "entry": "{@skill Crafting}", + "skills": [ + "Crafting" + ] + }, + "range": { + "entry": "touch", + "distance": { + "type": "touch", + "amount": 1 + } + }, + "targets": "1 object or a 10-foot-by-10-foot area", + "entries": [ + "You create a magical trap by binding a hostile spell into a rune. As part of performing this ritual, you also {@action Cast a Spell} to store in the rune. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the rune. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the rune, releasing the harmful spell within.", + "Once a spell is stored in the rune, the rune gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the rune. If it has an area, that area is centered on the creature that set off the rune. The rune is a magical trap, using your spell DC for both the {@skill Perception} check to notice it and the {@skill Thievery} check to disable it; both checks require the creature attempting them to be trained in order to succeed. You can {@action Dismiss} the rune you create with this ritual so long as you can see it.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You create a particularly effective rune, granting a +2 circumstance bonus to the DC to notice and disable the rune.", + "Success": "You create the rune successfully.", + "Failure": "You fail to create the rune.", + "Critical Failure": "The rune backfires, dealing {@damage 4d6} force damage per rank of the rune's spell to you, the secondary caster, and all creatures within 10 feet of the ritual's area." + } + } + ] + }, { "name": "Simulacrum", "source": "APG", @@ -3906,6 +5103,61 @@ } } }, + { + "name": "Wish", + "source": "PC1", + "remaster": true, + "page": 395, + "level": 10, + "traits": [ + "rare" + ], + "cast": { + "number": 1, + "unit": "day" + }, + "cost": "fine ash, magically imbued pigments, and a gem in a marquise cut worth 100,000 gp in total", + "secondaryCasters": { + "number": 2 + }, + "primaryCheck": { + "entry": "{@skill Arcana} (legendary), {@skill Nature} (legendary), {@skill Occultism} (legendary), or {@skill Religion (legendary)", + "skills": [ + "Occultism", + "Arcana", + "Nature", + "Religion" + ], + "prof": "legendary" + }, + "secondaryCheck": { + "entry": "{@skill Crafting}, {@skill Diplomacy}", + "skills": [ + "Crafting", + "Diplomacy" + ] + }, + "range": { + "entry": "10 feet", + "distance": { + "amount": 10, + "type": "feet" + } + }, + "targets": "1 creature", + "entries": [ + "You weave the fabric of reality itself to grant the target's greatest desire. The target declares their wish in a loud voice at the start of the ritual and again at the end. The target's wish can be anything, ranging from simpler wishes such as vast riches or the casting of a certain spell or ritual, to greater wishes like the destruction of an entire kingdom or ascension to divinity. The GM might decide a wish draws the attention of deities or other powerful creatures, leading to interference with the ritual or attempts to undo the wish. The power of the ritual alters reality to such a degree that even deities can't outright undo the wish, but they can react to the wish by sending servitors to take away the newly acquired riches, for example.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The wish is granted without complication or drawbacks.", + "Success": "The wish is granted, but with unintended consequences or side effects, such as taking riches from a well-known criminal, stirring a damaged kingdom to war, or angering rival gods.", + "Failure": "The wish fails and has no result. The GM can instead have the wish be partially granted, but to such a lesser degree that the target will be eternally unsatisfied.", + "Critical Failure": "The wish is corrupted, resulting in a cruel fulfillment. The GM determines the full results, but the outcome is generally ironic in some nature, such as becoming trapped in an underground vault full of riches, being transported to the kingdom as it's destroyed, or achieving divinity within an inaccessible demiplane." + } + } + ] + }, { "name": "Word of Recall", "source": "APG", diff --git a/data/sources.json b/data/sources.json index 834dd17fe8..67e6b6f6a0 100644 --- a/data/sources.json +++ b/data/sources.json @@ -1,5 +1,15 @@ { "source": [ + { + "source": "PC1", + "date": "2023-11-15", + "store": "https://paizo.com/products/btq02ej2", + "name": "Player Core", + "entries": [ + "{@b {@i Pathfinder Player Core}} © 2023 Paizo Inc., Designed by Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Authors: Alexander Augunas, Kate Baker, Logan Bonner, Jason Bulmahn, Carlos Cabrera, Calder CaDavid, James Case, Eleanor Ferron, Steven Hammond, Joan Hong, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Erik Keith, Dustin Knight, Lyz Liddell, Luis Loza, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Mikhail Rekun, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Mark Thompson, Clark Valentine, Andrew White, Landon Winkler, and Linda Zayas-Palmer.", + "{@note This publication is licensed under the {@link ORC License|paizo.com/orclicense}.}" + ] + }, { "source": "SKT0", "date": "2023-07-13", @@ -1258,4 +1268,4 @@ "store": "https://paizo.com/products/btq027qf" } ] -} \ No newline at end of file +} diff --git a/data/spells/index.json b/data/spells/index.json index 43bf949d35..0b40aa98dd 100644 --- a/data/spells/index.json +++ b/data/spells/index.json @@ -36,5 +36,7 @@ "BotD": "spells-botd.json", "ToK": "spells-tok.json", "TV": "spells-tv.json", - "GW1": "spells-gw1.json" + "GW1": "spells-gw1.json", + "RoE": "spells-roe.json", + "PC1": "spells-pc1.json" } diff --git a/data/spells/spells-aoe2.json b/data/spells/spells-aoe2.json index fb71c059fc..7a82e09b40 100644 --- a/data/spells/spells-aoe2.json +++ b/data/spells/spells-aoe2.json @@ -242,10 +242,15 @@ "V" ] ], - "trigger": "You make a successful unarmed", + "trigger": "You make a successful unarmed {@action Strike} against a flying creature", + "targets": "the creature you hit", + "savingThrow": { + "type": [ + "F" + ] + }, "entries": [ - "{@action Strike} against a flying creature.", - "Targets the creature you hit Saving Throw Fortitude You deny a flying creature the support of the air.", + "You deny a flying creature the support of the air.", { "type": "successDegree", "entries": { diff --git a/data/spells/spells-loil.json b/data/spells/spells-loil.json index df7540aaf1..2a4ec948f4 100644 --- a/data/spells/spells-loil.json +++ b/data/spells/spells-loil.json @@ -129,7 +129,6 @@ }, "savingThrow": { "type": [ - "F", "F" ] }, @@ -476,7 +475,6 @@ "targets": "the creature you hit", "savingThrow": { "type": [ - "F", "F" ] }, diff --git a/data/spells/spells-pc1.json b/data/spells/spells-pc1.json new file mode 100644 index 0000000000..aaf21b59e4 --- /dev/null +++ b/data/spells/spells-pc1.json @@ -0,0 +1,14064 @@ +{ + "spell": [ + { + "name": "Acid Grip", + "source": "PC1", + "remaster": true, + "page": 316, + "level": 2, + "traits": [ + "acid", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "An ephemeral, taloned hand grips the target, burning it with magical acid.", + "The target takes {@damage 2d8} acid damage plus {@damage 1d6} {@condition persistent damage||persistent acid damage} depending on its Reflex save. A creature taking persistent damage from this spell takes a \u201310-foot status bonus to its Speeds." + ], + "heightened": { + "plusX": { + "2": [ + "The initial damage increases by {@scaledamage 2d8|4,6,8,10|2d8}, and the {@condition persistent damage||persistent acid damage} increases by {@scaledamage 1d6|4,6,8,10|1d6}." + ] + } + } + }, + { + "name": "Aerial Form", + "source": "PC1", + "remaster": true, + "page": 314, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form's Size or statistics. While in this form, you gain the {@trait animal} trait. You can {@action Dismiss} the spell.", + "You gain the following statistics and abilities regardless of which battle form you choose:", + { + "type": "list", + "items": [ + "AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.", + "5 temporary Hit Points.", + "Low-light vision.", + "One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. You're trained with them. Your attack modifier is +16, and your damage bonus is +5. These attacks are Dexterity based (for the purpose of the {@condition clumsy} condition, for example). If your attack modifier for Dexterity-based unarmed attacks is higher, you can use it instead.", + "{@skill Acrobatics} modifier of +16, unless your own modifier is higher." + ] + }, + "You also gain specific abilities based on the form you choose:", + { + "type": "list", + "items": [ + "{@bold Bat} Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet; {@b Melee} {@as 1} fangs, {@b Damage} {@damage 2d8} piercing; {@b Melee} {@as 1} wing ({@trait agile}), {@b Damage} {@damage 2d6} bludgeoning.", + "{@bold Bird} Speed 10 feet, fly Speed 50 feet; {@b Melee} {@as 1} beak, {@b Damage} {@damage 2d8} piercing; {@b Melee} {@as 1} talon ({@trait agile}), {@b Damage} {@damage 1d10} slashing.", + "{@bold Pterosaur} Speed 10 feet, fly Speed 40 feet; imprecise {@ability scent} 30 feet; {@b Melee} {@as 1} beak, {@b Damage} {@damage 3d6} piercing.", + "{@bold Wasp} Speed 20 feet, fly Speed 40 feet; {@b Melee} {@as 1} stinger, {@b Damage} {@damage 1d8} piercing plus {@damage 1d6} {@condition persistent damage||persistent poison}." + ] + } + ], + "heightened": { + "X": { + "5": [ + "Your battle form is Large and your fly Speed gains a +10-foot status bonus. You must have enough space to expand into or the spell is lost. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and {@skill Acrobatics} +20." + ], + "6": [ + "Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice (including {@condition persistent damage}), and {@skill Acrobatics} +23." + ] + } + }, + "miscTags": [ + "BF" + ] + }, + { + "name": "Air Bubble", + "source": "PC1", + "remaster": true, + "page": 314, + "level": 1, + "traits": [ + "air", + "concentrate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A creature within range enters an environment where it can't breathe.", + "range": { + "number": 60, + "unit": "feet" + }, + "targets": "the triggering creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally." + ] + }, + { + "name": "Alarm", + "source": "PC1", + "remaster": true, + "page": 314, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "duration": { + "number": 8, + "unit": "hour" + }, + "entries": [ + "You ward an area to alert you when creatures enter without your permission. When you cast {@spell alarm}, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the {@trait mental} trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the {@trait auditory} trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 {@skill Perception} check to wake up. A creature aware of the alarm must succeed at a {@skill Stealth} check against the spell's DC or trigger the spell when moving into the area." + ], + "heightened": { + "X": { + "3": [ + "You can specify criteria for which creatures sound the {@spell alarm} spell\u2014for instance, orcs or masked people." + ] + } + } + }, + { + "name": "Animal Form", + "source": "PC1", + "remaster": true, + "page": 315, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the {@trait animal} trait. You can {@action Dismiss} the spell.", + "You gain the following statistics and abilities regardless of which battle form you choose:", + { + "type": "list", + "items": [ + "AC = 16 + your level. Ignore your armor's check penalty and Speed reduction.", + "5 temporary Hit Points.", + "{@ability Low-light vision} and imprecise {@ability scent} 30 feet.", + "One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example). If your unarmed attack bonus is higher, you can use it instead.", + "{@skill Athletics} modifier of +9, unless your own modifier is higher. You also gain specific abilities based on the type of animal you choose:", + "{@bold Ape} Speed 25 feet, climb Speed 20 feet; {@b Melee} {@as 1} fist, {@b Damage} {@damage 2d6} bludgeoning.", + "{@bold Bear} Speed 30 feet; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 2d8} piercing; {@b Melee} {@as 1} claw ({@trait agile}), {@b Damage} {@damage 1d8} slashing.", + "{@bold Bull} Speed 30 feet; {@b Melee} {@as 1} horn, {@b Damage} {@damage 2d8} piercing.", + "{@bold Canine} Speed 40 feet; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 2d8} piercing.", + "{@bold Cat} Speed 40 feet; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 2d6} piercing; {@b Melee} {@as 1} claw ({@trait agile}), {@b Damage} {@damage 1d10} slashing.", + "{@bold Deer} Speed 50 feet; {@b Melee} {@as 1} antler, {@b Damage} {@damage 2d6} piercing.", + "{@bold Frog} Speed 25 feet, swim Speed 25 feet; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 2d6} bludgeoning; {@b Melee} {@as 1} tongue ({@trait reach <15 feet>}), {@b Damage} {@damage 2d4} bludgeoning.", + "{@bold Shark} swim Speed 35 feet; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 2d8} piercing; breathe underwater but not in air.", + "{@bold Snake} Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; {@b Melee} {@as 1} fangs, {@b Damage} {@damage 2d4} piercing plus {@damage 1d6} poison." + ] + } + ], + "heightened": { + "X": { + "3": [ + "You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and {@skill Athletics} +14." + ], + "4": [ + "Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and {@skill Athletics} +16." + ], + "5": [ + "Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and {@skill Athletics} +20." + ] + } + }, + "miscTags": [ + "BF" + ] + }, + { + "name": "Animal Messenger", + "source": "PC1", + "remaster": true, + "page": 315, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "duration": { + "entry": "see text", + "unit": "special" + }, + "entries": [ + "You offer a gift of food, and an ordinary Tiny wild animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. Optionally, you can attach a small object or note up to light Bulk to it. The animal does its best to reach the destination; if it makes it there, it waits nearby until the duration expires, allowing other nonhostile creatures to approach it and remove the attached object. The spell ends after 24 hours or when a creature removes the attached object, whichever happens first.", + "If there are no Tiny wild animals in range, the spell is lost." + ] + }, + { + "name": "Ant Haul", + "source": "PC1", + "remaster": true, + "page": 315, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 8, + "unit": "hour" + }, + "entries": [ + "You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming {@condition encumbered} and up to a maximum of 6 more Bulk." + ] + }, + { + "name": "Aqueous Orb", + "source": "PC1", + "remaster": true, + "page": 315, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [] + ], + "range": { + "number": 60, + "unit": "feet" + }, + "area": { + "types": [ + "Misc." + ], + "entry": "1 10-foot square" + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast this Spell and each time you {@action Sustain a Spell||Sustain it}, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell.", + "The orb can engulf Large or smaller creatures it moves through, and it can contain as many creatures as fit in its space. The orb can try to engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save.", + { + "type": "successDegree", + "entries": { + "Success": "The creature can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement.", + "Failure": "The creature is engulfed in the orb. It moves along with the orb and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. The creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A freed creature exits the orb's space and can immediately breathe.", + "Critical Failure": "As failure, but the creature can't Swim to get free." + } + } + ] + }, + { + "name": "Artic Rift", + "source": "PC1", + "remaster": true, + "page": 316, + "level": 8, + "traits": [ + "cold", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [] + ], + "area": { + "types": [ + "Line" + ], + "entry": "120-foot line" + }, + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "A jagged crack opens in the air, dealing {@damage 12d8} cold damage as it draws away warmth. Each creature along the rift must attempt a Fortitude 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||slowed 1} until the start of your next turn.", + "Critical Failure": "The creature takes double damage, is {@condition Immobilized||immobilized} by a layer of ice, and is {@condition Slowed||slowed 1} as long as its immobilized. The ice is an object with 60 Hit Points, Hardness 5, immunity to cold damage, and vulnerability 10 to fire. It has object immunity and is destroyed if the target {@action Escape||Escapes}." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 12d8|8,9,10|1d8}. and the ice's Hit Points increase by 5" + ] + } + } + }, + { + "name": "Augury", + "source": "PC1", + "remaster": true, + "page": 316, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "prediction" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveal the GM's best guess among the following outcomes: good, bad, mixed (the results will be a mix of good and bad), and nothing (there won't be particularly good or bad results).", + "The GM rolls a secret DC {@flatDC 6} flat check. On a failure, the result is always \"nothing.\" This makes it impossible to tell whether a \"nothing\" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result." + ] + }, + { + "name": "Avatar", + "source": "PC1", + "remaster": true, + "page": 316, + "level": 10, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You transform into an avatar of your deity, assuming a {@trait Huge} battle form. You must have space to expand or the spell is lost.", + "You have hands in this battle form and can take manipulate actions. You can {@action Dismiss} this spell.", + "You gain the following statistics and abilities regardless of which deity's battle form you assume:", + { + "type": "list", + "items": [ + "AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.", + "30 temporary Hit Points.", + "{@ability Darkvision}.", + "One or more attacks specific to your deity's battle form, which are the only attacks you can {@action Strike} with. You're trained with them. Your attack modifier is +33, and you use the listed damage. Melee attacks are Strength based (for the purposes of the {@condition enfeebled} condition, for example) unless they have the {@trait finesse} trait, and all ranged attacks are Dexterity based. Attacks that deal vitality or void damage don't heal creatures.", + "{@skill Athletics} modifier of +35, unless your own is higher." + ] + }, + "You also gain the specific abilities listed for your deity below:", + { + "type": "list", + "items": [ + "{@note You can see all {@filter deities battle forms|deities||Miscellaneous=Has Battle Form} on the {@pf2etools Deities|deities.html} page.}" + ] + } + ], + "miscTags": [ + "BF" + ] + }, + { + "name": "Bane", + "source": "PC1", + "remaster": true, + "page": 317, + "level": 1, + "traits": [ + "aura", + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Emanation" + ], + "entry": "10-foot emanation" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You fill the minds of your enemies with doubt. Targets that fail their Will saves take a \u20131 status penalty to attack rolls as long as they are in the area. Once per round on subsequent turns, you can {@action Sustain a Spell||Sustain the spell} to increase the emanation's radius by 10 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract {@spell bless}." + ] + }, + { + "name": "Banishment", + "source": "PC1", + "remaster": true, + "page": 317, + "level": 5, + "traits": [ + "concentrate", + "incapacitation", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature that isn't on its home plane", + "savingThrow": { + "type": [ + "W" + ] + }, + "entries": [ + "You send the target back to its home plane. The target must attempt a Will save. You can spend an extra action while {@action Cast a Spell||Casting this Spell} and add a material component to give the creature a \u20132 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, and not from a spell component pouch. This spell fails if you aren't on your home plane when you cast it.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target resists being banished and you are {@condition stunned 1}.", + "Success": "The target resists being banished.", + "Failure": "The target is banished.", + "Critical Failure": "The target is banished and can't return by any means to the plane it's banished from for 1 week." + } + } + ], + "heightened": { + "X": { + "9": [ + "You can target up to 10 creatures. The extra material component affects targets to which it is anathema." + ] + } + } + }, + { + "name": "Bind Undead", + "source": "PC1", + "remaster": true, + "page": 318, + "level": 3, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 mindless undead creature with a level no greater than bind undead's spell level", + "duration": { + "number": 1, + "unit": "day" + }, + "entries": [ + "With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any {@condition hostile} actions against the target, the spell ends." + ] + }, + { + "name": "Blazing Bolt", + "source": "PC1", + "remaster": true, + "page": 318, + "level": 2, + "traits": [ + "attack", + "concentration", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 1, + "unit": "varies", + "entry": "{@as 1} to {@as 3}" + }, + "components": [ + [] + ], + "range": { + "number": 60, + "unit": "feet" + }, + "targets": "1 or more creatures", + "entries": [ + "You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes {@damage 2d6} fire damage, and on a critical hit, the target takes double damage.", + "For each additional action you use when {@action Cas Spell||Casting the Spell}, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for blazing bolt. If you spend 2 or more actions {@action Cast a Spell||Casting the Spell}, the damage increases to {@damage 4d6} fire damage on a hit, and it still deals double damage on a critical hit." + ], + "heightened": { + "plusX": { + "1": [ + "The damage to each target increases by {@scaledamage 2d6|2-10|1d6} for the 1-action version, or by {@scaledamage 4d6|2-10|2d6} for the 2-action and 3-action versions." + ] + } + } + }, + { + "name": "Bless", + "source": "PC1", + "remaster": true, + "page": 318, + "level": 1, + "traits": [ + "aura", + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Emanation" + ], + "entry": "15-foot emanation" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Blessings from beyond help your companions strike true. You and your allies in the area gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can {@action Sustain a Spell||Sustain the spell} to increase the emanation's radius by 10 feet. Bless can counteract {@spell bane}." + ] + }, + { + "name": "Blessed Boundary", + "source": "PC1", + "remaster": true, + "page": 318, + "level": 6, + "traits": [ + "concentrate", + "force", + "manipulate", + "sanctified" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "up to a 60-foot burst" + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Manifestations of divine force appear in the hundreds, swirling in a massive, protective sphere. These typically look like spiky fragments, but often take on an appearance themed to the deity of the caster. The sphere is hollow, with the manifestations forming a shell 2 inches deep on the outer edge. You can choose to make the burst smaller, in 5-foot increments, when you cast it.", + "The shell provides cover and can intersect solid terrain without affecting it. The shell deals {@damage 7d8} force damage to each creature who intersects with the shell when the sphere's created, or who attempts to move through the shell. The creature also takes the damage at the end of its turn, but only if it didn't already take damage from the shell that turn. The effects are determined by a creature's 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 pushed up to 10 feet in the direction of your choice, and ends its movement.", + "Critical Failure": "The creature takes double damage, is pushed up to 20 feet in the direction of your choice, and ends its movement." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 7d8|6-10|1d8}." + ] + } + } + }, + { + "name": "Blindness", + "source": "PC1", + "remaster": true, + "page": 318, + "level": 3, + "traits": [ + "concentrate", + "incapacitation", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition blinded} until its next turn begins.", + "Failure": "The target is {@condition blinded} for 1 minute.", + "Critical Failure": "The target is {@condition blinded} permanently." + } + } + ] + }, + { + "name": "Blood Vendetta", + "source": "PC1", + "remaster": true, + "page": 318, + "level": 2, + "traits": [ + "curse" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A creature deals piercing, slashing, or {@condition persistent damage||persistent bleed damage} to you", + "requirements": "You can bleed.", + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "the triggering creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You curse the target, punishing it for having the audacity to spill your blood. The target takes {@damage 2d6} {@condition persistent damage||persistent bleed damage} and must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target takes half the {@condition persistent damage||persistent bleed damage}.", + "Failure": "The target takes the full {@condition persistent damage||persistent bleed damage}. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.", + "Critical Failure": "As failure, but the target takes double the {@condition persistent damage||persistent bleed damage}." + } + } + ], + "heightened": { + "plusX": { + "2": [ + "The {@condition persistent damage||persistent bleed damage} increases by {@dice 2d6}." + ] + } + } + }, + { + "name": "Blur", + "source": "PC1", + "remaster": true, + "page": 318, + "level": 2, + "traits": [ + "illusion", + "visual" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "The target's form appears blurry. It becomes {@condition concealed}. As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to {@action Hide} or {@action Sneak}." + ] + }, + { + "name": "Breath Of Life", + "source": "PC1", + "remaster": true, + "page": 319, + "level": 5, + "traits": [ + "concentrate", + "healing", + "vitality" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A living creature within range would die.", + "range": { + "number": 60, + "unit": "feet" + }, + "targets": "the triggering creature", + "entries": [ + "Your blessing revives a creature at the moment of its death. You prevent the target from {@condition dying} and restore {@dice 5d8} Hit Points to the target. You can't use breath of life if the triggering effect was {@spell disintegrate} or a {@trait death} effect." + ], + "heightened": { + "plusX": { + "2": [ + "The healing increases by {@scaledamage 5d8|5,7,9|1d8}." + ] + } + } + }, + { + "name": "Breathe Fire", + "source": "PC1", + "remaster": true, + "page": 319, + "level": 1, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Cone" + ], + "entry": "15-foot cone" + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "A gout of flame sprays from your mouth. You deal {@damage 2d6} fire damage to creatures in the area with a basic Reflex save." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 2d6|1-10|2d6}." + ] + } + } + }, + { + "name": "Calm", + "source": "PC1", + "remaster": true, + "page": 319, + "level": 2, + "traits": [ + "concentrate", + "emotion", + "incapacitation", + "manipulate", + "mental" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "10-foot burst" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "Calming urges impose a \u20131 status penalty to the creature's attack rolls.", + "Failure": "Any {@trait emotion} effects that would affect the creature are suppressed and the creature can't use {@condition hostile} actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions.", + "Critical Failure": "As failure, but hostility doesn't end the effect." + } + } + ] + }, + { + "name": "Canticle Of Everlasting Grief", + "source": "PC1", + "remaster": true, + "page": 319, + "level": 8, + "traits": [ + "auditory", + "concentrate", + "curse", + "emotion", + "fear", + "manipulate", + "mental" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible to only them. The target takes {@damage 10d6} mental damage depending on its Will save. A creature cursed by this spell can't benefit from circumstance or status bonuses, for the duration noted in the degree of success.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target takes half damage, is {@condition frightened 1}, and is cursed for one round.", + "Failure": "The target takes full damage, is {@condition frightened 3}, and is cursed for 1 week.", + "Critical Failure": "The target takes double damage and is {@condition frightened 4}, and is cursed for an unlimited duration. While the curse remains, the target's allies are also affected by the curse while within 15 feet of the creature." + } + } + ] + }, + { + "name": "Cataclysm", + "source": "PC1", + "remaster": true, + "page": 322, + "level": 10, + "traits": [ + "acid", + "air", + "cold", + "concentrate", + "earth", + "electricity", + "fire", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1000, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "60-foot burst" + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "You call upon the unimaginable power of world-ending cataclysms, ripping a small piece of each cataclysm and combining them together into one horrifically powerful attack.", + "The following effects come down upon all creatures in the area. Treat the resistances of creatures in the area as if they were 10 lower for the purpose of determining the cataclysm's damage. Each creature attempts one basic Reflex save that applies to all six types of damage.", + { + "type": "list", + "items": [ + "Flesh-dissolving acid rain deals {@damage 3d10} acid damage.", + "A roaring earthquake shakes and bludgeons creatures on the ground, dealing {@damage 3d10} bludgeoning damage.", + "A blast of freezing wind deals {@damage 3d10} cold damage.", + "Incredible lightning lashes the area, dealing {@damage 3d10} electricity damage.", + "Beating winds churn across the sky, dealing {@damage 3d10} bludgeoning damage to creatures flying in the area.", + "An instant tsunami sweeps over creatures in the area, dealing {@damage 3d10} bludgeoning damage with the {@trait water} trait (doubled for creatures swimming in the area).", + "A massive wildfire burns in a sudden inferno, dealing {@damage 3d10} fire damage." + ] + } + ] + }, + { + "name": "Caustic Blast", + "source": "PC1", + "remaster": true, + "page": 319, + "level": 1, + "traits": [ + "acid", + "cantrip", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "5-foot burst" + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "You fling a large glob of acid that immediately detonates, spraying nearby creatures. Creatures in the area take {@damage 1d8} acid damage with a basic Reflex save; on a critical failure, the creature also takes 1 {@condition persistent damage||persistent acid damage}." + ], + "heightened": { + "plusX": { + "2": [ + "The initial damage increases by {@scaledamage 1d8|1,3,5,7,9|1d8}, and the {@condition persistent damage||persistent damage} on a critical failure increases by 1." + ] + } + } + }, + { + "name": "Chain Lightning", + "source": "PC1", + "remaster": true, + "page": 319, + "level": 6, + "traits": [ + "concentrate", + "electricity", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "targets": "1 creature, plus any number of additional creatures", + "savingThrow": { + "type": [ + "R" + ] + }, + "entries": [ + "You discharge a powerful bolt of lightning at the target, dealing {@damage 8d12} electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 8d12|6-10|1d12}." + ] + } + } + }, + { + "name": "Charm", + "source": "PC1", + "remaster": true, + "page": 320, + "level": 1, + "traits": [ + "concentrate", + "emotion", + "incapacitation", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "hour" + }, + "entries": [ + "To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used {@condition hostile} actions against it.", + "You can {@action Dismiss} the spell. If you use {@condition hostile} actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected and aware you tried to charm it.", + "Success": "The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells on page 305).", + "Failure": "The target's attitude becomes {@condition friendly} toward you. If it was {@condition friendly}, it becomes {@condition helpful}. It can't use {@condition hostile} actions against you.", + "Critical Failure": "The target's attitude becomes {@condition helpful} toward you, and it can't use {@condition hostile} actions against you." + } + } + ], + "heightened": { + "X": { + "4": [ + "The duration lasts until your next daily preparations." + ], + "8": [ + "The duration lasts until your next daily preparations, and you can target up to 10 creatures." + ] + } + } + }, + { + "name": "Chilling Darkness", + "source": "PC1", + "remaster": true, + "page": 320, + "level": 3, + "traits": [ + "attack", + "cold", + "concentrate", + "darkness", + "manipulate", + "unholy" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 creature", + "entries": [ + "You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack. The ray deals {@damage 5d6} cold damage. If the target has the {@trait holy} trait, you deal an extra {@damage 5d6} spirit damage.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target takes double damage.", + "Success": "The target takes full damage." + } + }, + "If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to {@quickref counteract||3|counteracting} the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell's target." + ], + "heightened": { + "plusX": { + "1": [ + "The cold damage increases by {@scaledamage 5d6|3-10|2d6}, and the spirit damage against holy creatures increases by {@scaledamage 5d6|3-10|2d6}." + ] + } + } + }, + { + "name": "Clairaudience", + "source": "PC1", + "remaster": true, + "page": 320, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "scrying" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You create an {@condition invisible} floating ear at a location within range (even if it's outside your line of sight or line of effect). It can't move, but you can hear through the ear as if using your normal auditory senses." + ] + }, + { + "name": "Clairvoyance", + "source": "PC1", + "remaster": true, + "page": 320, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "scrying" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You create an {@condition invisible} floating eye at a location within range (even if it's outside your line of sight or line of effect). The eye can't move, but you can see in all directions from that point as if using your normal visual senses." + ] + }, + { + "name": "Cleanse Affliction", + "source": "PC1", + "remaster": true, + "page": 320, + "level": 2, + "traits": [ + "concentrate", + "healing", + "manipulate" + ], + "traditions": [ + "divine", + "occult", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "entries": [ + "Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an {@quickref affliction||3|afflictions} on the target, such as a {@trait curse}, {@trait disease}, or {@trait poison}. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it's completely cured. Although the reduction can't occur again, heightened versions of this spell attempt to {@quickref counteract||3|counteracting} with each casting." + ], + "heightened": { + "X": { + "3": [ + "Attempt to {@quickref counteract||3|counteracting} the affliction if it is a {@trait disease} or {@trait poison}." + ], + "4": [ + "Attempt to {@quickref counteract||3|counteracting} the affliction if it is a {@trait curse}, {@trait disease} or {@trait poison}." + ] + } + } + }, + { + "name": "Cleanse Cuisine", + "source": "PC1", + "remaster": true, + "page": 320, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 10, + "unit": "feet" + }, + "targets": "1 cubic foot", + "entries": [ + "You transform all food and beverages in the area into delicious fare, changing water into wine or another fine beverage, or enhancing the food's taste and ingredients to make it a gourmet treat. You can also choose to remove all toxins and contaminations from the food. This spell doesn't prevent future contamination, natural decay, or spoilage, nor does it make the food any more nutritious." + ], + "heightened": { + "plusX": { + "2": [ + "Add another cubic foot to the area, which must be contiguous with the rest." + ] + } + } + }, + { + "name": "Clear Mind", + "source": "PC1", + "remaster": true, + "page": 320, + "level": 2, + "traits": [ + "concentrate", + "healing", + "manipulate", + "mental" + ], + "traditions": [ + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "entries": [ + "You drive mental contamination from the target's mind. Attempt to {@quickref counteract||3|counteracting} an effect of your choice imposing one of these conditions on the target: {@condition fleeing}, {@condition frightened}, and {@condition stupefied}. If you failed to counteract the effect but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect's duration doesn't elapse while it's suppressed. This spell can't counteract or suppress conditions that are part of {@trait curse||curses}, {@trait disease||diseases}, or a natural state of the target." + ], + "heightened": { + "X": { + "4": [ + "Add {@condition confused}, {@condition controlled}, and {@condition slowed} to the list of conditions." + ], + "6": [ + "Add {@condition doomed} to the list of conditions." + ], + "8": [ + "Add {@condition stunned} to the list of conditions." + ] + } + } + }, + { + "name": "Command", + "source": "PC1", + "remaster": true, + "page": 321, + "level": 1, + "traits": [ + "auditory", + "concentrate", + "linguistic", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "until the end of the target's next turn", + "number": 1, + "unit": "turn" + }, + "entries": [ + "You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the {@condition fleeing} condition), release what it's holding, {@action Drop Prone}, or stand in place. It can't {@action Delay} or take any reactions until it has obeyed your command. The effects depend on the target's Will save.", + { + "type": "successDegree", + "entries": { + "Success": "The creature is unaffected.", + "Failure": "For the first action on its next turn, the creature must use a single action to do as you command.", + "Critical Failure": "The target must use all its actions on its next turn to obey your command." + } + } + ], + "heightened": { + "X": { + "5": [ + "You can target up to 10 creatures." + ] + } + } + }, + { + "name": "Confusion", + "source": "PC1", + "remaster": true, + "page": 321, + "level": 4, + "traits": [ + "concentrate", + "emotion", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can {@action Dismiss} the spell.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target babbles incoherently and is {@condition stunned 1}.", + "Failure": "The target is {@condition confused} for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.", + "Critical Failure": "The target is {@condition confused} for 1 minute, with no save to end early." + } + } + ], + "heightened": { + "X": { + "8": [ + "You can target up to 10 creatures." + ] + } + } + }, + { + "name": "Contingency", + "source": "PC1", + "remaster": true, + "page": 321, + "level": 7, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "You prepare a spell that will trigger later. While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than 3 actions. This companion spell must be one that can affect you. You must make any decisions for the spell when you cast {@spell contingency}, such as choosing a damage type for {@spell resist energy}. During the casting, choose a trigger under which the spell will be cast, using the same restrictions as for the trigger of a {@action Ready} action. Once contingency is cast, you can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail. If you cast {@spell contingency} again, the newer casting supersedes the older." + ], + "heightened": { + "X": { + "8": [ + "You can choose a spell of 5th level or lower." + ], + "9": [ + "You can choose a spell of 6th level or lower." + ], + "10": [ + "You can choose a spell of 7th level or lower." + ] + } + } + }, + { + "name": "Control Water", + "source": "PC1", + "remaster": true, + "page": 321, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "area": { + "types": [ + "Misc." + ], + "entry": "50 feet long by 50 feet wide" + }, + "savingThrow": { + "type": [ + "F" + ], + "entry": "(see text)" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Creatures that have the {@trait water} and that are in the area when you {@action Cast a Spell||Cast the Spell} must attempt a Fortitude save, with the effects of the of {@spell slow} spell." + ] + }, + { + "name": "Cozy Cabin", + "source": "PC1", + "remaster": true, + "page": 321, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "wood" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "dismiss": true, + "number": 12, + "unit": "hour" + }, + "entries": [ + "You shape a cabin 20 feet on each side and 10 feet high. This cabin has the {@trait structure} trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied.", + "The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the {@action Sustain a Spell||Sustain} action. The climate inside the hut is comfortable and allows creatures inside it to withstand most {@condition hostile} weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can {@action Dismiss} the spell." + ] + }, + { + "name": "Create Food", + "source": "PC1", + "remaster": true, + "page": 321, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 1, + "unit": "hour" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "entries": [ + "You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on)." + ], + "heightened": { + "X": { + "4": [ + "You can feed 12 Medium creatures." + ], + "6": [ + "You can feed 50 Medium creatures." + ], + "8": [ + "You can feed 200 Medium creatures." + ] + } + } + }, + { + "name": "Create Water", + "source": "PC1", + "remaster": true, + "page": 322, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 0, + "unit": "feet" + }, + "entries": [ + "As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day." + ] + }, + { + "name": "Creation", + "source": "PC1", + "remaster": true, + "page": 322, + "level": 4, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 0, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You conjure a temporary object from magical energy. It must consist of earthen or plant-derived matter (such as wood, paper, brick, or stone) and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never fulfills a cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. It is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item. The spell gains the appropriate trait for the item created, typically {@trait earth}, {@trait plant}, or {@trait wood}." + ], + "heightened": { + "X": { + "5": [ + "The item is metal and can include common minerals, like feldspar or quartz. The spell gains the {@trait metal} trait if used to create a metal object" + ] + } + } + }, + { + "name": "Crisis Of Faith", + "source": "PC1", + "remaster": true, + "page": 322, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "entries": [ + "You assault the target's faith, riddling the creature with doubt and mental turmoil that deal {@damage 6d6} mental damage, or {@damage 6d8} mental damage if it can cast divine spells. The effects are determined by its Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target takes half damage.", + "Failure": "The target takes full damage; if the target can cast divine spells, it's {@condition stupefied 1} for 1 round.", + "Critical Failure": "The target takes double damage, is {@condition stupefied 1} for 1 round, and can't cast divine spells for 1 round." + } + }, + "To many deities, casting this spell on a follower of your own deity without significant cause is anathema." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 6d6|3-10|2d6} (or by {@scaledamage 6d8|3-10|2d8} if the target is a divine spellcaster)." + ] + } + } + }, + { + "name": "Cursed Metamorphosis", + "source": "PC1", + "remaster": true, + "page": 322, + "level": 6, + "traits": [ + "concentrate", + "curse", + "incapacitation", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [] + ], + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target's body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be {@condition sickened 1}. When it recovers from the {@condition sickened} condition, its features revert to normal.", + "Failure": "The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately.", + "Critical Failure": "The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration." + } + } + ] + }, + { + "name": "Darkness", + "source": "PC1", + "remaster": true, + "page": 322, + "level": 2, + "traits": [ + "concentrate", + "darkness", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your {@spell darkness} spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness." + ], + "heightened": { + "X": { + "4": [ + "Even creatures with {@ability darkvision} (but not {@ability darkvision||greater darkvision}) can barely see through the darkness. They treat targets seen through the darkness as {@condition concealed}." + ] + } + } + }, + { + "name": "Darkvision", + "source": "PC1", + "remaster": true, + "page": 322, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You grant yourself supernatural sight in areas of darkness. You gain {@ability darkvision}." + ], + "heightened": { + "X": { + "3": [ + "The spell's range is touch and it targets 1 willing creature." + ], + "5": [ + "The spell's range is touch and it targets 1 willing creature. The duration is until your next daily preparations." + ] + } + } + }, + { + "name": "Daze", + "source": "PC1", + "remaster": true, + "page": 322, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "manipulate", + "mental", + "nonlethal" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 60, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "round" + }, + "entries": [ + "You push into the target's mind and daze it with a mental jolt. The jolt deals {@damage 1d6} mental damage, with a basic Will save. If the target critically fails the save, it is also {@condition stunned 1}." + ], + "heightened": { + "plusX": { + "2": [ + "The damage increases by {@scaledamage 1d6|1-10|1d6}." + ] + } + } + }, + { + "name": "Deafness", + "source": "PC1", + "remaster": true, + "page": 322, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "The target loses hearing; it must attempt a Fortitude save. The target is then temporarily immune for 1 minute.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition deafened} for 1 round.", + "Failure": "The target is {@condition deafened} for 10 minutes.", + "Critical Failure": "The target is {@condition deafened} permanently." + } + } + ] + }, + { + "name": "Desiccate", + "source": "PC1", + "remaster": true, + "page": 323, + "level": 8, + "traits": [ + "concentrate", + "manipulate", + "void" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "targets": "any number of living creatures", + "savingThrow": { + "type": [ + "F" + ], + "basic": true + }, + "entries": [ + "You pull the moisture from the targets' bodies, dealing {@damage 10d10} void damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to desiccate." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 10d10|8-10|1d10}." + ] + } + } + }, + { + "name": "Detect Magic", + "source": "PC1", + "remaster": true, + "page": 323, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "detection", + "manipulation" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Emanation" + ], + "entry": "30-foot emanation" + }, + "entries": [ + "You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.", + "You detect illusion magic only if that magic's effect has a lower rank than the rank of your {@spell detect magic} spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally." + ], + "heightened": { + "X": { + "3": [ + "You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM." + ], + "4": [ + "As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that)." + ] + } + } + }, + { + "name": "Detect Poison", + "source": "PC1", + "remaster": true, + "page": 323, + "level": 1, + "traits": [ + "uncommon", + "concentrate", + "detection", + "manipulate" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 object or creature", + "entries": [ + "You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons." + ], + "heightened": { + "X": { + "2": [ + "You learn the number and types of poison." + ] + } + } + }, + { + "name": "Detect Scrying", + "source": "PC1", + "remaster": true, + "page": 324, + "level": 4, + "traits": [ + "uncommon", + "concentrate", + "detection", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Emanation" + ], + "entry": "30-foot emanation" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "By reading trace auras, you detect the presence of {@trait scrying} effects in the area. If detect scrying is higher rank than a {@trait scrying} effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction." + ], + "heightened": { + "X": { + "6": [ + "The duration is until your next daily preparations." + ] + } + } + }, + { + "name": "Detonate Magic", + "source": "PC1", + "remaster": true, + "page": 324, + "level": 9, + "traits": [ + "uncommon", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 magic item or spell effect", + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "You cause the magic within the target to dissipate in a destructive explosion. You attempt to {@quickref counteract||3|counteracting} the target. If the attempt succeeds, an explosion of magical force deals {@damage 8d6} force damage with a basic Reflex save. If you successfully counteract the magic of an item, it's deactivated for 1 week (or destroyed on a critical success) and the explosion is a 5-foot emanation from the item. If you successfully counteract a spell, the effect ends and the explosion affects either all creatures in the spells' area or the target of the spell and all creatures in a 5-foot emanation around it." + ] + }, + { + "name": "Dinosaur Form", + "source": "PC1", + "remaster": true, + "page": 324, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the spell is lost.", + "When you {@action Cast a Spell||cast this spell}, choose a listed battle form. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the {@trait animal} and {@trait dinosaur} traits. You can {@action Dismiss} the spell.", + "You gain the following statistics and abilities regardless of which battle form you choose:", + { + "type": "list", + "items": [ + "AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.", + "15 temporary Hit Points.", + "{@ability Low-light vision} and imprecise {@ability scent} 30 feet.", + "One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. You're trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example). If your unarmed attack modifier is higher, you can use it instead.", + "{@skill Athletics} modifier of +18, unless your own modifier is higher." + ] + }, + "You also gain specific abilities based on the form you choose:", + { + "type": "list", + "items": [ + "{@bold Ankylosaurus} Speed 25 feet; {@b Melee} {@as 1} tail ({@trait backswing}, {@trait reach <10 feet>}), {@b Damage} {@damage 2d6} bludgeoning; {@b Melee} {@as 1} foot, {@b Damage} {@damage 2d6} bludgeoning.", + "{@bold Brontosaurus} Speed 25 feet; {@b Melee} {@as 1} tail ({@trait reach <15 feet>}), {@b Damage} {@damage 2d6} bludgeoning; {@b Melee} {@as 1} foot, {@b Damage} {@damage 2d8} bludgeoning.", + "{@bold Deinonychus} Speed 40 feet; {@b Melee} {@as 1} talon ({@trait agile}), {@b Damage} {@damage 2d4} piercing plus 1 {@condition persistent damage||persistent bleed}; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 1d10} piercing.", + "{@bold Stegosaurus} Speed 30 feet; {@b Melee} {@as 1} tail ({@trait reach <10 feet>}), {@b Damage} {@damage 2d8} piercing.", + "{@bold Triceratops} Speed 30 feet; {@b Melee} {@as 1} horn, {@b Damage} {@damage 2d8} piercing, plus {@damage 1d6} {@condition persistent damage||persistent bleed} on a critical hit; {@b Melee} {@as 1} foot, {@b Damage} {@damage 2d6} bludgeoning.", + "{@bold Tyrannosaurus} Speed 30 feet; {@b Melee} {@as 1} jaws ({@trait deadly }, {@trait reach <10 feet>}), {@b Damage} {@damage 1d12} piercing; {@b Melee} {@as 1} tail ({@trait reach <10 feet>}), {@b Damage} {@damage 1d10} bludgeoning." + ] + } + ], + "heightened": { + "X": { + "5": [ + "Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and {@skill Athletics} +21." + ], + "7": [ + "Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and {@skill Athletics} +25." + ] + } + }, + "miscTags": [ + "BF" + ] + }, + { + "name": "Disappearance", + "source": "PC1", + "remaster": true, + "page": 324, + "level": 8, + "traits": [ + "illusion", + "manipulate", + "subtle" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You shroud a creature from others' senses. The target becomes {@condition undetected}, not just to sight but to all senses, allowing the target to count as {@condition invisible} no matter what precise and imprecise senses an observer might have. It's still possible for a creature to find the target by {@action Seek||Seeking}, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature." + ] + }, + { + "name": "Disguise Magic", + "source": "PC1", + "remaster": true, + "page": 324, + "level": 1, + "traits": [ + "concentrate", + "illusion", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 item or spell effect", + "duration": { + "entry": "until your next daily preparations", + "unit": "special", + "dismiss": true + }, + "entries": [ + "You alter how an item's or spell's magical aura appears to effects like {@spell detect magic}. You can hide the auras entirely, have an item register as a {@trait common} item of lower level, or make a spell register as a common spell of the same or lower rank. You can {@action Dismiss} the spell.", + "A caster using {@spell detect magic} or {@spell read aura} of an equal or higher rank can attempt to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0} from magic aura using the skill matching the tradition of the spell ({@skill Arcana} for {@trait arcane}, {@skill Religion} for {@trait divine}, {@skill Occultism} for {@trait occult}, or {@skill Nature} for {@trait primal}). Further attempts by the same caster get the same result as the initial check to disbelieve." + ], + "heightened": { + "X": { + "2": [ + "You can {@action Cast a Spell||Cast this Spell} on a creature, disguising all items and spell effects on it." + ] + } + } + }, + { + "name": "Disintegrate", + "source": "PC1", + "remaster": true, + "page": 325, + "level": 6, + "traits": [ + "attack", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 creature, unattended object, or force construct", + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "A black tracer bolt flies toward your target, and upon making contact intensifies into a powerful destructive beam. Make a spell attack against the target. If you hit an object or {@trait force} construct (such as a {@spell wall of force}), it's destroyed with no save unless it's an {@trait artifact} or similarly powerful. A single casting can destroy no more than a 10-foot cube of matter.", + "If you hit a creature, it takes {@damage 12d10} damage (no damage type) with a basic Fortitude save. If you critically hit, the target gets a result one degree of success worse than the outcome of its Fortitude save. A creature reduced to 0 HP is blasted to fine powder; its gear remains." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 10d10|6-10|2d10}." + ] + } + } + }, + { + "name": "Dispel Magic", + "source": "PC1", + "remaster": true, + "page": 325, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 spell effect or unattended magic item", + "entries": [ + "You unravel the magic behind a spell or effect. Attempt a {@quickref counteract||3|counteracting} check against the target. If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an {@trait artifact} or similar item, you automatically fail." + ] + }, + { + "name": "Dispelling Globe", + "source": "PC1", + "remaster": true, + "page": 325, + "level": 4, + "traits": [ + "uncommon", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "10-foot burst centered on one corner of your space" + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You create an immobile globe around yourself. It attempts to {@quickref counteract||3|counteracting} any spell from outside the globe whose area or targets enter into it, as if the globe were a {@spell dispel magic} spell 1 rank lower than its actual spell rank. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area are affected normally). You must form the sphere in an unbroken open space, so its edges don't pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast)." + ] + }, + { + "name": "Divine Decree", + "source": "PC1", + "remaster": true, + "page": 325, + "level": 7, + "traits": [ + "concentrate", + "manipulate", + "sanctified", + "spirit" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 40, + "unit": "feet" + }, + "area": { + "types": [ + "Emanation" + ], + "entry": "40-foot emanation" + }, + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. You deal {@damage 7d10} spirit damage to your enemies in the area; each enemy must attempt a Fortitude 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 enfeebled 2} for 1 minute.", + "Critical Failure": "The creature takes double damage and is {@condition enfeebled 2} for 1 minute. On your home plane and the creature is not, the creature is sent back to its home plane. A creature of 10th-level or lower must attempt a Will save or be {@condition paralyzed} for 1 minute; if it critical fails, it dies." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 7d10|7-10|1d10}, and the level of creatures that must attempt a second save on a critical failure increases by 2." + ] + } + } + }, + { + "name": "Divine Immolation", + "source": "PC1", + "remaster": true, + "page": 325, + "level": 5, + "traits": [ + "concentrate", + "fire", + "manipulate", + "sanctified", + "spirit" + ], + "traditions": [ + "divine" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "entries": [ + "Divine flames scour creatures within the area. Creatures take {@damage 6d6} fire damage and {@damage 2d6} {@condition persistent damage|| persistent fire} damage. The divine power within the flames scorches the spirit as well; a creature takes spirit damage instead of fire damage from divine immolation if that would be more detrimental to the creature (as determined by the GM).", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature takes half damage and no {@condition persistent damage}.", + "Failure": "The creature takes full damage and {@condition persistent damage}.", + "Critical Failure": "The creature takes double damage and double {@condition persistent damage}." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 6d6|5-10|1d6} and {@condition persistent damage} increases by {@scaledamage 2d6|5-10|1d6}." + ] + } + } + }, + { + "name": "Divine Inspiration", + "source": "PC1", + "remaster": true, + "page": 325, + "level": 8, + "traits": [ + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "entries": [ + "You infuse a target with spiritual energy, refreshing its magic. If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots. If it has a focus pool, it regains its Focus Points, as if it had {@action Refocus||Refocused}." + ] + }, + { + "name": "Divine Lance", + "source": "PC1", + "remaster": true, + "page": 325, + "level": 1, + "traits": [ + "attack", + "cantrip", + "concentrate", + "manipulate", + "sanctified", + "spirit" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 60, + "unit": "feet" + }, + "targets": "1 creature", + "entries": [ + "You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes {@damage 2d4} spirit damage (double damage on a critical hit)." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 2d4|1-10|1d4}." + ] + } + } + }, + { + "name": "Divine Wrath", + "source": "PC1", + "remaster": true, + "page": 326, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "sanctified", + "spirit" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "You channel the fury of divinity against your foes. You deal {@damage 4d10} spirit damage to enemies in the area, depending on a Fortitude 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 sickened 1}.", + "Critical Failure": "The creature takes full damage and is {@condition sickened 2}; while it is {@condition sickened}, it is also {@condition slowed 1}." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 4d10|4-10|1d10}." + ] + } + } + }, + { + "name": "Dizzying Colors", + "source": "PC1", + "remaster": true, + "page": 326, + "level": 1, + "traits": [ + "concentrate", + "illusion", + "incapacitation", + "manipulate", + "visual" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Cone" + ], + "entry": "15-foot cone" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "1 or more rounds (see below)", + "number": 1, + "unit": "round" + }, + "entries": [ + "You unleash a swirling multitude of colors that overwhelms creatures based on their Will saves.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature is {@condition dazzled} for 1 round.", + "Failure": "The creature is {@condition stunned 1}, {@condition blinded} for 1 round, and {@condition dazzled} for 1 minute.", + "Critical Failure": "The creature is {@condition stunned} for 1 round and {@condition blinded} for 1 minute." + } + } + ] + }, + { + "name": "Dominate", + "source": "PC1", + "remaster": true, + "page": 326, + "level": 6, + "traits": [ + "uncommon", + "concentrate", + "incapacitation", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "You take command of the target, forcing it to obey your orders. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition stunned 1} as it fights off your commands.", + "Failure": "You control the target. It gains the {@condition controlled} condition, but it can attempt a Will save at the end of each of its turns. On a success, the spell ends.", + "Critical Failure": "As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies." + } + } + ], + "heightened": { + "X": { + "10": [ + "The duration is unlimited." + ] + } + } + }, + { + "name": "Dragon Form", + "source": "PC1", + "remaster": true, + "page": 326, + "level": 6, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "Calling upon powerful transformative magic, you gain a Large dragon battle form. When you cast this spell, choose one type of common dragon or another type to which your GM allows access. While in this form, you gain the {@trait dragon} trait. You have hands in this battle form and can take {@trait manipulate} actions. You can {@action Dismiss} the spell.", + "You gain the following statistics and abilities regardless of which battle form you choose:", + { + "type": "list", + "items": [ + "AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.", + "10 temporary Hit Points.", + "Speed 40 feet, fly Speed 100 feet. You gain any of the following Speeds the chosen dragon has, but with the listed amount: burrow 20 feet, climb 40 feet, swim 60 feet.", + "Resistance 10 against the damage type of your breath weapon (see below).", + "{@ability Darkvision} and imprecise {@ability scent} 60 feet.", + "The following unarmed melee attacks, which are the only attacks you can {@action Strike} with. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks. {@bold Melee} {@as 1} jaws, {@bold Damage} {@damage 2d12} piercing plus {@damage 2d6} damage of the same type as your Dragon Breath (see below); {@bold Melee} {@as 1} claw ({@trait agile}), {@bold Damage} {@damage 3d10} slashing; {@bold Melee} {@as 1} tail ({@trait reach} 10 feet), {@bold Damage} {@damage 3d10} bludgeoning.", + "{@skill Athletics} modifier of +23, unless your own modifier is higher.", + "{@bold Breath Weapon} {@as 2} You exhale deadly magical energy in an area, dealing {@damage 10d6} damage to each creature in the area with a basic save against your spell DC. The shape, damage type, and save type match that of your chosen dragon's breath. If the chosen dragon's breath can deal more than one type of damage, choose one when you cast dragon form. The shape is a 30-foot cone or a 100-foot line. Once activated, Dragon Breath can't be used again for {@dice 1d4} rounds. Dragon Breath has the tradition trait matching the type of dragon and the damage trait matching the type of damage it deals, if applicable.", + "{@bold Tradition Resistance} If the dragon's magical tradition matches that of your dragon form spell, you gain the listed ability. {@trait Arcane} resistance 5 against magic; {@trait divine} resistance 10 to {@trait spirit}, {@trait vitality}, and {@trait void}; {@trait occult} resistance 10 to {@trait mental}; {@trait primal} resistance 5 to physical damage." + ] + }, + "The dragons from Monster Core use the following specifications for dragon form:", + { + "type": "table", + "colSizes": [ + 1, + 1, + 1, + 1 + ], + "rows": [ + [ + "Dragon", + "Tradition", + "Speeds", + "Dragon Breath" + ], + [ + "Adamantine", + "Primal", + "Burrow", + "Cone of bludgeoning" + ], + [ + "Conspirator", + "Occult", + "Climb", + "Cone of poison" + ], + [ + "Diabolic", + "Divine", + "-", + "Cone of fire" + ], + [ + "Empyreal", + "Divine", + "-", + "Cone of spirit" + ], + [ + "Fortune", + "Arcane", + "-", + "Cone of force" + ], + [ + "Horned", + "Primal", + "Swim", + "Cone of poison" + ], + [ + "Mirage", + "Arcane", + "Climb", + "Cone of mental" + ], + [ + "Omen", + "Occult", + "-", + "Cone of mental" + ] + ] + } + ], + "heightened": { + "X": { + "8": [ + "Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, {@skill Athletics} +28. Your Dragon Breath deals an additional {@scaledamage 10d6|6,8|4d6} damage." + ] + } + }, + "miscTags": [ + "BF" + ] + }, + { + "name": "Dream Message", + "source": "PC1", + "remaster": true, + "page": 326, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "planetary" + }, + "targets": "1 creature you know by name and have met in person", + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent." + ], + "heightened": { + "X": { + "4": [ + "You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually." + ] + } + } + }, + { + "name": "Dreaming Potential", + "source": "PC1", + "remaster": true, + "page": 327, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing sleeping creature", + "duration": { + "number": 8, + "unit": "hour" + }, + "entries": [ + "You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can't use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can't access within the dream." + ] + }, + { + "name": "Duplicate Foe", + "source": "PC1", + "remaster": true, + "page": 327, + "level": 7, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 enemy of level 15 or lower", + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, {@skill Perception}, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.", + "The duplicate gains the minion trait, and it can only {@action Stride} and {@action Strike}. Its {@action Strike||Strikes} deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0.", + "The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you {@action Sustain a Spell||Sustain the Spell}, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command.", + "The duplicate is unstable, so each turn after it takes its actions, it loses {@dice 4d6} Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You fail to create a duplicate.", + "Success": "The duplicate deals half damage with its {@action Strike||Strikes} and the duration is reduced to a maximum of 2 rounds.", + "Failure": "The duplicate works as described." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The level of creature you can target increases by 2. The duplicate has 10 more HP." + ] + } + } + }, + { + "name": "Earthbind", + "source": "PC1", + "remaster": true, + "page": 327, + "level": 3, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 flying creature", + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "Using the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn't take falling damage.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target falls safely up to 120 feet.", + "Failure": "The target falls safely up to 120 feet. If it hits the ground, it can't {@action Fly}, levitate, or otherwise leave the ground for 1 round.", + "Critical Failure": "The target falls safely up to 120 feet. If it hits the ground, it can't {@action Fly}, levitate, or otherwise leave the ground for 1 minute." + } + } + ] + }, + { + "name": "Earthquake", + "source": "PC1", + "remaster": true, + "page": 327, + "level": 8, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "60-foot burst" + }, + "duration": { + "number": 1, + "unit": "round" + }, + "entries": [ + "You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.", + { + "type": "list", + "items": [ + "{@bold Shaking Ground} The ground is {@quickref difficult terrain||3|terrain}, and creatures on it take a \u20132 circumstance penalty to attack rolls, AC, and skill checks.", + "{@bold Fissures} Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require DC 15 {@skill Athletics} to {@action Climb}.", + "{@bold Collapse Structures} and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals {@damage 11d6} bludgeoning damage to each creature caught in it with a basic Reflex save. A creature falls {@condition prone} unless it critically succeeds and falls into a fissure if it critically fails." + ] + } + ], + "heightened": { + "X": { + "10": [ + "You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst." + ] + } + } + }, + { + "name": "Eclipse Burst", + "source": "PC1", + "remaster": true, + "page": 328, + "level": 7, + "traits": [ + "cold", + "concentrate", + "darkness", + "manipulate", + "void" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "60-foot burst" + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "entries": [ + "A globe of freezing darkness explodes in the area, dealing {@damage 8d10} cold damage to creatures in the area, plus {@damage 8d4} additional void damage to living creatures. Creatures in the area must attempt a Reflex save.", + "If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the {@trait light} effect.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature or object is unaffected.", + "Success": "The creature or object takes half damage.", + "Failure": "The creature or object takes full damage.", + "Critical Failure": "The creature or object takes double damage. If it's a creature, it becomes {@condition blinded} by the darkness for an unlimited duration." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The cold damage increases by {@scaledamage 8d10|7-10|1d10} and the void damage against the living increases by {@scaledamage 8d4|7-10|1d4}." + ] + } + } + }, + { + "name": "Electric Arc", + "source": "PC1", + "remaster": true, + "page": 328, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "electricity", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 or 2 creatures", + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "An arc of lightning leaps from one target to another. Each target takes {@damage 2d4} electricity damage with a basic Reflex save." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 2d4|1-10|1d4}." + ] + } + } + }, + { + "name": "Elemental Form", + "source": "PC1", + "remaster": true, + "page": 328, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose a listed element. While in this form, you gain the corresponding trait and the {@trait elemental} trait. You have hands in this battle form and can take {@trait manipulate} actions. You can {@action Dismiss} the spell.", + "You gain the following statistics and abilities regardless of which battle form you choose:", + { + "type": "list", + "items": [ + "AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.", + "10 temporary Hit Points.", + "{@ability Darkvision}.", + "One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based ({@trait air}, {@trait fire}, or {@trait metal}) or Strength based ({@trait earth}, {@trait water}, or {@trait wood}). If your corresponding unarmed attack modifier is higher, you can use it instead.", + "{@skill Acrobatics} ({@trait air}, {@trait fire}, or {@trait metal}) or {@skill Athletics} ({@trait earth}, {@trait water}, or {@trait wood}) modifier of +20; ignore this change if your own modifier is higher." + ] + }, + "You gain specific abilities based on the type of elemental you choose:", + { + "type": "list", + "items": [ + "{@bold Air} fly Speed 80 feet, movement doesn't trigger reactions; {@b Melee} {@as 1} gust, {@b Damage} {@damage 1d4} bludgeoning.", + "{@bold Earth} Speed 20 feet, burrow Speed 20 feet; {@b Melee} {@as 1} boulder, {@b Damage} {@damage 2d10} bludgeoning.", + "{@bold Fire} Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; {@b Melee} {@as 1} tendril, {@b Damage} {@damage 1d8} fire plus {@damage 1d4} {@condition persistent damage||persistent fire}.", + "{@bold Metal} Speed 40 feet, fly 20 feet; {@b Melee} {@as 1} blade ({@trait versatile} piercing), {@b Damage} {@damage 1d8} slashing plus {@damage 1d4} electricity.", + "{@bold Water} Speed 20 feet, swim Speed 60 feet; fire resistance 5; {@b Melee} {@as 1} wave, {@b Damage} {@damage 1d12} bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful {@action Shove}.", + "{@bold Wood} Speed 20 feet, climb 30 feet; {@b Melee} {@as 1} branch, {@b Damage} {@damage 2d10} bludgeoning." + ] + } + ], + "heightened": { + "X": { + "6": [ + "Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and {@skill Acrobatics} or {@skill Athletics} +23." + ], + "7": [ + "Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including {@condition persistent damage}), and {@skill Acrobatics} or {@skill Athletics} +25." + ] + } + }, + "miscTags": [ + "BF" + ] + }, + { + "name": "Embedded Message", + "source": "PC1", + "remaster": true, + "page": 328, + "level": 2, + "traits": [ + "concentrate", + "illusion", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 object or willing creature", + "duration": { + "unit": "unlimited" + }, + "entries": [ + "You specify a trigger and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, illusory text of your message circles the target accompanied by a disembodied voice. You can choose a language you know for the text and speech, and can choose what the voice sounds like. Once the message is completed, the spell ends." + ], + "heightened": { + "X": { + "4": [ + "You can add a simple sensory component to emphasize the message, such as an odor, visual effect, or physical sensation. This addition is obviously illusory and part of the message, lasting only while the message is being read." + ], + "6": [ + "As 4th rank, but you can choose how many times the spell repeats the message before it ends; there is no limit to the number of repetitions." + ] + } + } + }, + { + "name": "Energy Aegis", + "source": "PC1", + "remaster": true, + "page": 328, + "level": 7, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, void, vitality and sonic damage." + ], + "heightened": { + "X": { + "9": [ + "The resistances increase to 10." + ] + } + } + }, + { + "name": "Enfeeble", + "source": "PC1", + "remaster": true, + "page": 329, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You sap the target's strength, depending on its Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target becomes {@condition enfeebled 1} until the start of your next turn.", + "Failure": "The target becomes {@condition enfeebled 2} for 1 minute.", + "Critical Failure": "The target becomes {@condition enfeebled 3} for 1 minute." + } + } + ] + }, + { + "name": "Enlarge", + "source": "PC1", + "remaster": true, + "page": 329, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 willing creature", + "duration": { + "number": 5, + "unit": "minute" + }, + "entries": [ + "Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is {@condition clumsy 1}. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature." + ], + "heightened": { + "X": { + "4": [ + "The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature." + ], + "6": [ + "Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures." + ] + } + } + }, + { + "name": "Entangling Flora", + "source": "PC1", + "remaster": true, + "page": 329, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "all squares in a 20-foot burst that contain plants or fungi" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Plants or fungi burst out or quickly grow, entangling creatures. The surfaces in the area counts as {@quickref difficult terrain||3|terrain}. Each round that a creature starts its turn in the area, it must attempt a 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. Creatures can attempt to {@action Escape} to remove these effects." + ] + }, + { + "name": "Enthrall", + "source": "PC1", + "remaster": true, + "page": 329, + "level": 3, + "traits": [ + "auditory", + "concentrate", + "emotion", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "all creatures in range", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "unit": "unlimited", + "sustained": true + }, + "entries": [ + "Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying.", + "Each creature that comes within range has to attempt a save when you {@action Sustain a Spell||Sustain the Spell}. If you're speaking, enthrall gains the {@trait linguistic} trait.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected and notices that you tried to use magic.", + "Success": "The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled).", + "Failure": "The target is {@condition fascinated} with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer {@condition fascinated} and is temporarily immune for 1 hour. If the target is subject to a {@condition hostile} act, or if another creature succeeds at a {@skill Diplomacy} or {@skill Intimidation} check against it, the fascination ends immediately.", + "Critical Failure": "As failure, but the target can't attempt a save to end the fascination if it disagrees with you." + } + } + ] + }, + { + "name": "Environmental Endurance", + "source": "PC1", + "remaster": true, + "page": 329, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat)." + ], + "heightened": { + "X": { + "3": [ + "The target is protected from severe cold and heat." + ], + "5": [ + "The target is protected from severe cold, severe heat, extreme cold, and extreme heat." + ] + } + } + }, + { + "name": "Everlight", + "source": "PC1", + "remaster": true, + "page": 329, + "level": 2, + "traits": [ + "concentrate", + "light", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "a gemstone worth 6 gp or more", + "duration": { + "unit": "unlimited" + }, + "entries": [ + "The gemstone you touch glows, spreading {@quickref bright light|crb|3|light} with a color of your choice in a 20-foot radius (and {@quickref dim light|crb|3|light} for the next 20 feet). The spell ends immediately if the gemstone is broken." + ] + }, + { + "name": "Execute", + "source": "PC1", + "remaster": true, + "page": 329, + "level": 7, + "traits": [ + "concentrate", + "death", + "manipulate", + "void" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "F" + ], + "basic": true + }, + "entries": [ + "You point at a creature and invoke the demise of all things. The target takes 70 void damage with a basic Fortitude save. If the target is {@trait undead} or otherwise has {@trait void} healing, the spell loses the {@trait death} and void traits and gains the {@trait vitality} trait, and the target takes 70 vitality damage with a basic Fortitude save." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 70|7-10|10}." + ] + } + } + }, + { + "name": "Fabricated Truth", + "source": "PC1", + "remaster": true, + "page": 330, + "level": 10, + "traits": [ + "concentrate", + "incapacitation", + "manipulate", + "mental" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 100, + "unit": "feet" + }, + "targets": "up to 5 creatures", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "Choose a single statement you want the targets to believe. The fact could be narrow, such as \"a dragon is circling overhead and wants to kill me\"; wide-reaching, such as \"all humanoids are disguised abominations\"; or conceptual, such as \"if I don't live a kinder life, I'll be punished in the afterlife.\" The targets' experiences color how they react to this \"truth\" and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation.", + "The effect of the spell depends on the targets' Will saves. If a target is already subject to fabricated truth, your spell tries to counteract it. If the counteract check fails, the outcome of the target's saving throw can't be worse than a success.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target doesn't believe the statement, and it knows you tried to trick it.", + "Success": "The target doesn't believe the statement or realize you tried to trick it.", + "Failure": "The target believes the statement for a duration of 1 week.", + "Critical Failure": "The target believes the statement with unlimited duration." + } + } + ] + }, + { + "name": "Falling Stars", + "source": "PC1", + "remaster": true, + "page": 330, + "level": 9, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "4 40-foot bursts" + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "You reach into the skies and call down an array of falling stars that explode upon colliding with the ground. Choose for the falling stars to be airbursts ({@trait sonic}), asteroids ({@trait fire}), comets ({@trait cold}), or plasma ({@trait electricity}). The spell gains the trait of the falling star type you chose. The four stars' central 10-foot bursts can't overlap. Each falling star deals {@damage 6d10} bludgeoning damage to each creature in the 10-foot burst at the center of its area of effect before exploding, dealing {@damage 14d6} energy damage of the type you chose to each creature in its 40-foot burst. A creature in any of the areas attempts one basic Reflex save against the spell no matter how many overlapping explosions it's caught in and can take each type of damage only once." + ], + "heightened": { + "plusX": { + "1": [ + "The bludgeoning damage increases by {@scaledamage 6d10|9,10|1d10}, and the energy damage increases by {@scaledamage 14d6|9,10|2d6}." + ] + } + } + }, + { + "name": "False Vision", + "source": "PC1", + "remaster": true, + "page": 330, + "level": 5, + "traits": [ + "uncommon", + "concentrate", + "illusion", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "100-foot burst" + }, + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "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 {@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." + ] + }, + { + "name": "False Vitality", + "source": "PC1", + "remaster": true, + "page": 331, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 8, + "unit": "hour" + }, + "entries": [ + "You augment your flesh with the energies typically used to manipulate the undead. You gain 10 temporary Hit Points." + ], + "heightened": { + "plusX": { + "1": [ + "The temporary Hit Points increase by {@scaledamage 10|2-10|3}." + ] + } + }, + "miscTags": [ + "THP" + ] + }, + { + "name": "Fear", + "source": "PC1", + "remaster": true, + "page": 331, + "level": 1, + "traits": [ + "concentrate", + "emotion", + "fear", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You plant fear in the target; it must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition frightened 1}.", + "Failure": "The target is {@condition frightened 2}.", + "Critical Failure": "The target is {@condition frightened 3} and {@condition fleeing} for 1 round." + } + } + ], + "heightened": { + "X": { + "3": [ + "You can target up to five creatures." + ] + } + } + }, + { + "name": "Feet To Fins", + "source": "PC1", + "remaster": true, + "page": 331, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "morph" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet." + ], + "heightened": { + "X": { + "6": [ + "The spell lasts until your next daily preparations." + ] + } + } + }, + { + "name": "Field Of Life", + "source": "PC1", + "remaster": true, + "page": 331, + "level": 6, + "traits": [ + "concentrate", + "healing", + "manipulate", + "vitality" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "A field of vitality energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains {@dice 1d8} Hit Points, and any undead creature that starts its turn in the area takes {@damage 1d8} vitality damage." + ], + "heightened": { + "X": { + "8": [ + "The healing and damage increase to {@dice 1d10}." + ], + "9": [ + "The healing and damage increase to {@dice 1d12}." + ] + } + } + }, + { + "name": "Fiery Body", + "source": "PC1", + "remaster": true, + "page": 331, + "level": 7, + "traits": [ + "concentrate", + "fire", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes {@damage 3d6} fire damage.", + "Your unarmed attacks deal {@damage 1d4} additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast {@spell ignition} as an innate spell; the casting is reduced from 2 actions to 1.", + "In fire form, you have a fly Speed of 40 feet and don't need to breathe." + ], + "heightened": { + "X": { + "9": [ + "Creatures touching you take {@damage 4d6} fire damage instead of 3d6, your unarmed attacks deal {@scaledamage 1d4|7,9|2d4} additional fire damage, and you have a fly Speed of 60 feet." + ] + } + } + }, + { + "name": "Figment", + "source": "PC1", + "remaster": true, + "page": 331, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "illusion", + "manipulate", + "subtle" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "unit": "unlimited", + "sustained": true + }, + "entries": [ + "You create a simple illusory sound or vision. A sound adds the {@trait auditory} trait to the spell and the sound can't include intelligible words or elaborate music. A vision adds the {@trait visual} trait, can be no larger than a 5-foot cube, and is clearly crude and undetailed if viewed from within 15 feet. When you {@action Cast a Spell||Cast} or {@action Sustain a Spell||Sustain the Spell}, you can attempt to {@action Create a Diversion} with the illusion, gaining a +2 circumstance bonus to your {@skill Deception} check. If the attempt fails against a creature, that creature disbelieves the figment." + ] + }, + { + "name": "Fire Shield", + "source": "PC1", + "remaster": true, + "page": 331, + "level": 4, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You create a hovering shield made of fire. As long as the shield persists, its heat grants you cold resistance 5 and makes you immune to {@quickref mild and severe environmental cold||4|temperature}. You can {@action Raise a Shield} with the fire shield as a normal shield to gain a +1 circumstance bonus to AC. You can use the {@feat Shield Block} reaction with the fire shield, which has Hardness 10, is immune to fire, and has 40 HP (with no Broken Threshold), and its Hardness is halved against effects that have the {@trait water} trait. If you {@feat Shield Block} a melee attack that is either an unarmed attack or made by an adjacent attacker, the attacker takes {@damage 2d6} fire damage." + ], + "heightened": { + "plusX": { + "2": [ + "The cold resistance increases by {@scaledamage 5|4,6,8,10|5}, the HP increases by {@scaledamage 40|4,6,8,10|10}, and the fire damage increases by {@scaledamage 2d6|4,6,8,10|1d6}." + ] + } + } + }, + { + "name": "Fireball", + "source": "PC1", + "remaster": true, + "page": 331, + "level": 3, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "A roaring blast of fire appears at a spot you designate, dealing {@damage 6d6} fire damage." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 6d6|3-10|2d6}." + ] + } + } + }, + { + "name": "Fleet Step", + "source": "PC1", + "remaster": true, + "page": 338, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You gain a +30-foot status bonus to your Speed." + ] + }, + { + "name": "Flicker", + "source": "PC1", + "remaster": true, + "page": 332, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "teleportation" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You flicker quickly between your current plane and another. You gain resistance 5 to all damage, except force. At the end of each of your turns, you automatically teleport 10 feet in a random direction, as determined by the GM. You can {@action Sustain a Spell||Sustain the spell} to teleport in this way." + ], + "heightened": { + "plusX": { + "2": [ + "The resistance increases by 3." + ] + } + } + }, + { + "name": "Floating Flame", + "source": "PC1", + "remaster": true, + "page": 332, + "level": 2, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "area": { + "types": [ + "Misc." + ], + "entry": "1 5-foot square" + }, + "savingThrow": { + "basic": true, + "type": [ + "R" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You create a fire that burns without fuel and moves to your commands. The flame deals {@damage 3d6} fire damage to each creature in the square in which it appears, with a basic Reflex save. When you {@action Sustain a Spell||Sustain this spell}, you can levitate the flame up to 10 feet. It then deals damage to each creature whose space it shared at any point during its flight. This uses the same damage and save, and you roll the damage once each time you {@action Sustain a Spell||Sustain}. A given creature can take damage from floating flame only once per round." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 3d6|2-10|1d6}." + ] + } + } + }, + { + "name": "Fly", + "source": "PC1", + "remaster": true, + "page": 332, + "level": 4, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 5, + "unit": "minute" + }, + "entries": [ + "The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater." + ], + "heightened": { + "X": { + "7": [ + "The duration increases to 1 hour." + ] + } + } + }, + { + "name": "Forbidding Ward", + "source": "PC1", + "remaster": true, + "page": 332, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "manipulate" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 ally and 1 enemy", + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You ward an ally against the attacks and {@condition hostile} spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects." + ], + "heightened": { + "X": { + "6": [ + "The status bonus increases to +2." + ] + } + } + }, + { + "name": "Force Barrage", + "source": "PC1", + "remaster": true, + "page": 332, + "level": 1, + "traits": [ + "concentrate", + "force", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 1, + "unit": "varies", + "entry": "{@as 1} to {@as 3}" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 creature", + "entries": [ + "You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals {@damage 1d4+1} force damage. For each additional action you use when {@action Cast a Spell||Casting the Spell}, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth." + ], + "heightened": { + "plusX": { + "2": [ + "You fire one additional shard with each action you spend." + ] + } + } + }, + { + "name": "Foresight", + "source": "PC1", + "remaster": true, + "page": 332, + "level": 9, + "traits": [ + "concentrate", + "manipulate", + "mental", + "prediction" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a {@trait mental} effect. Due to the amount of information this spell requires you to process, you can't have more than one {@spell foresight} spell in effect at a time. Casting foresight again ends the previous foresight. While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn't {@condition flat-footed} against {@condition undetected} creatures or when flanked. In addition, you gain the following reaction.", + { + "type": "ability", + "style": "compact", + "name": "Foresight", + "activity": { + "number": 1, + "unit": "reaction" + }, + "trigger": "The target of foresight defends against a {@condition hostile} creature or other danger.", + "entries": [ + "If the {@condition hostile} creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the {@trait fortune} trait. But if the {@condition hostile} creature or danger is rolling against the target (an attack roll or skill check, for example), that {@condition hostile} creature or danger rolls twice and uses the lower result, and this spell gains the {@trait misfortune} trait." + ] + } + ] + }, + { + "name": "Freeze Time", + "source": "PC1", + "remaster": true, + "page": 332, + "level": 10, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "entries": [ + "You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond the time stop's duration, such as wall of fire, it immediately affects others again, but it doesn't have any of the effects that happen only when you first cast the spell." + ] + }, + { + "name": "Frostbite", + "source": "PC1", + "remaster": true, + "page": 332, + "level": 1, + "traits": [ + "attack", + "cantrip", + "cold", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 60, + "unit": "feet" + }, + "targets": "1 creature", + "entries": [ + "An orb of biting cold coalesces around your target, freezing its body. The target takes {@damage 2d4} cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 2d4|1-10|1d4} and the weakness on a critical failure increases by 1." + ] + } + } + }, + { + "name": "Gate", + "source": "PC1", + "remaster": true, + "page": 333, + "level": 10, + "traits": [ + "uncommon", + "concentrate", + "manipulate", + "teleportation" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You tear open a rift to another plane, creating a portal that creatures can travel through in either direction. This portal is vertical and circular, with a radius of 40 feet. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination's location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of a deity or another powerful being, that being can prevent the gate from forming." + ] + }, + { + "name": "Gecko Grip", + "source": "PC1", + "remaster": true, + "page": 333, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed." + ], + "heightened": { + "X": { + "5": [ + "The duration increases to 1 hour." + ] + } + } + }, + { + "name": "Gentle Landing", + "source": "PC1", + "remaster": true, + "page": 333, + "level": 1, + "traits": [ + "air", + "concentrate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "trigger": "A creature within range is falling.", + "range": { + "number": 60, + "unit": "feet" + }, + "targets": "1 falling creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You raise a magical updraft to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands." + ] + }, + { + "name": "Ghostly Carrier", + "source": "PC1", + "remaster": true, + "page": 333, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You create a Tiny, semi-corporeal figure with a form you choose. It hovers near you for the duration. When you {@action Cast a Spell} that has a range of touch, you can have the carrier move within range, deliver the spell to a creature there, and return to you. If the carrier must attempt a spell attack roll, it uses your normal bonuses. The carrier has your AC and saves, but it is destroyed by any damage." + ] + }, + { + "name": "Ghostly Weapon", + "source": "PC1", + "remaster": true, + "page": 333, + "level": 3, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 weapon that is either unattended or wielded by you or a willing ally", + "duration": { + "number": 5, + "unit": "minute" + }, + "entries": [ + "The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects of the {@item ghost touch} property rune (GM Core 238), meaning it is {@trait magical} if it wasn't already, is especially effective against {@trait incorporeal} creatures, and can be wielded by a corporeal or incorporeal creature." + ] + }, + { + "name": "Goblin Pox", + "source": "PC1", + "remaster": true, + "page": 333, + "level": 1, + "traits": [ + "disease", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition sickened 1}.", + "Failure": "The target is afflicted with goblin pox at stage 1.", + "Critical Failure": "The target is afflicted with goblin pox at stage 2." + } + }, + { + "type": "affliction", + "name": "Goblin Pox", + "traits": [ + "disease" + ], + "level": 1, + "note": "Goblins and goblin dogs are immune.", + "stages": [ + { + "stage": 1, + "entry": "{@condition sickened 1}", + "duration": "1 round" + }, + { + "stage": 2, + "entry": "{@condition sickened 1} and {@condition slowed 1}", + "duration": "1 round" + }, + { + "stage": 3, + "entry": "{@condition sickened 1} and the creature can't reduce its {@condition sickened} value below 1", + "duration": "1 day" + } + ] + } + ] + }, + { + "name": "Gouging Claw", + "source": "PC1", + "remaster": true, + "page": 333, + "level": 1, + "traits": [ + "attack", + "cantrip", + "concentrate", + "manipulate", + "morph" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "entries": [ + "You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of {@damage 2d6} slashing damage or {@damage 2d6} piercing damage, plus 2 {@condition persistent damage||persistent bleed} damage. On a critical success, you deal double damage and double bleed damage." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 2d6|1-10|1d6} and the {@condition persistent damage||persistent bleed damage} increases by 1." + ] + } + } + }, + { + "name": "Grease", + "source": "PC1", + "remaster": true, + "page": 333, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "area": { + "types": [ + "Misc." + ], + "entry": "4 contiguous 5-foot squares or" + }, + "targets": "1 object of 1 Bulk or less", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You conjure grease, choosing area or target.", + { + "type": "list", + "items": [ + "{@bold Area} All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an {@skill Acrobatics} check against your spell DC or fall {@condition prone}. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an {@skill Acrobatics} check to {@action Balance}. A creature that {@action Step||Steps} or Crawls doesn't have to attempt a check or save.", + "{@bold Target} If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an {@skill Acrobatics} check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an {@skill Acrobatics} check or Reflex save. On a failure, the holder or wielder takes a \u20132 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them." + ] + } + ] + }, + { + "name": "Grim Tendrils", + "source": "PC1", + "remaster": true, + "page": 334, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "void" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Line" + ], + "entry": "30-foot line" + }, + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "Tendrils of darkness curl out from your fingertips and race through the air. You deal {@damage 2d4} void damage and 1 {@condition persistent damage||persistent bleed damage} to living creatures in the line. Each living creature in the line must attempt a Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature takes half the void damage and no {@condition persistent damage||persistent bleed damage}.", + "Failure": "The creature takes full damage.", + "Critical Failure": "The creature takes double void damage and double {@condition persistent damage||persistent bleed damage}." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The void damage increases by {@scaledamage 2d4|1-10|2d4}, and the {@condition persistent damage||persistent bleed damage} increases by 1." + ] + } + } + }, + { + "name": "Guidance", + "source": "PC1", + "remaster": true, + "page": 334, + "level": 1, + "traits": [ + "cantrip", + "concentrate" + ], + "traditions": [ + "divine", + "occult", + "primal" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "duration": { + "entry": "until the start of your next turn", + "number": 1, + "unit": "round" + }, + "entries": [ + "You ask for divine guidance, granting the target a +1 status bonus to one attack roll, {@skill Perception} check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour." + ] + }, + { + "name": "Gust Of Wind", + "source": "PC1", + "remaster": true, + "page": 334, + "level": 1, + "traits": [ + "air", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Line" + ], + "entry": "60-foot line" + }, + "duration": { + "entry": "until the start of your next turn", + "number": 1, + "unit": "round" + }, + "entries": [ + "A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature can't move against the wind.", + "Failure": "The creature is knocked {@condition prone}. If it was flying, it suffers the effects of critical failure instead.", + "Critical Failure": "The creature is pushed 30 feet in the wind's direction, knocked {@condition prone}, and takes {@damage 2d6} bludgeoning damage." + } + } + ] + }, + { + "name": "Hallucination", + "source": "PC1", + "remaster": true, + "page": 334, + "level": 5, + "traits": [ + "illusion", + "incapacitation", + "manipulate", + "mental", + "subtle" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "duration": { + "number": 1, + "unit": "hour" + }, + "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 {@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": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature perceives what you chose until it disbelieves, but it knows what the hallucination is.", + "Failure": "The creature perceives what you chose until it disbelieves.", + "Critical Failure": "The creature perceives what you chose until it disbelieves, and it trusts its false senses, taking a \u20134 circumstance penalty to saves to disbelieve." + } + } + ], + "heightened": { + "X": { + "6": [ + "Choose to either target up to 10 creatures or change the spell's duration to until your next daily preparations." + ], + "8": [ + "Choose to either target any number of creatures or change the spell's duration to unlimited." + ] + } + } + }, + { + "name": "Harm", + "source": "PC1", + "remaster": true, + "page": 334, + "level": 1, + "traits": [ + "manipulate", + "void" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 1, + "unit": "varies", + "entry": "{@as 1} to {@as 3}" + }, + "range": { + "entry": "varies", + "unit": "unknown" + }, + "targets": "1 living creature or 1 willing undead creature", + "entries": [ + "You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal {@damage 1d8} void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when {@action Cast a Spell||Casting this Spell} determines its targets, range, area, and other parameters.", + "{@as 1} The spell has a range of touch.", + "{@b {@as 2} ({@trait concentrate})} The spell has a range of 30 feet. If you're healing an undead creature, increase the Hit Points restored by 8.", + "{@b {@as 3} ({@trait concentrate})} You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area." + ], + "heightened": { + "plusX": { + "1": [ + "The amount of healing or damage increases by {@scaledamage 1d8|1-10|1d8}, and the extra healing for the 2-action version increases by {@scaledamage 8|1-10|8}." + ] + } + } + }, + { + "name": "Haste", + "source": "PC1", + "remaster": true, + "page": 335, + "level": 3, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Magic empowers the target to act faster. It gains the {@condition quickened} condition and can use the extra action each round only for {@action Strike} and {@action Stride} actions." + ], + "heightened": { + "X": { + "7": [ + "You can target up to 6 creatures." + ] + } + } + }, + { + "name": "Heal", + "source": "PC1", + "remaster": true, + "page": 335, + "level": 1, + "traits": [ + "healing", + "manipulate", + "vitality" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 1, + "unit": "varies", + "entry": "{@as 1} to {@as 3}" + }, + "range": { + "entry": "varies", + "unit": "unknown" + }, + "targets": "1 willing living creature or 1 undead creature", + "entries": [ + "You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore {@damage 1d8} Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when {@action Cast a Spell||Casting this Spell} determines its targets, range, area, and other parameters.", + "{@as 1} The spell has a range of touch.", + "{@b {@as 2} ({@trait concentrate})} The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.", + "{@b {@as 3} ({@trait concentrate})} You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst." + ], + "heightened": { + "plusX": { + "1": [ + "The amount of healing or damage increases by {@scaledamage 1d8|1-10|1d8}, and the extra healing for the 2-action version increases by {@scaledamage 8|1-10|8}." + ] + } + } + }, + { + "name": "Heroism", + "source": "PC1", + "remaster": true, + "page": 335, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You unlock the target's inner heroism, granting it a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks." + ], + "heightened": { + "X": { + "6": [ + "The status bonus increases to +2." + ], + "9": [ + "The status bonus increases to +3." + ] + } + } + }, + { + "name": "Hidden Mind", + "source": "PC1", + "remaster": true, + "page": 335, + "level": 8, + "traits": [ + "uncommon", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against {@trait mental} effects. Hidden Mind attempts to counteract any detection, {@trait revelation}, and {@trait scrying} effects as if its spell level were 1 higher than its actual level. On a success, the {@trait divination} effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target." + ] + }, + { + "name": "Holy Light", + "source": "PC1", + "remaster": true, + "page": 335, + "level": 3, + "traits": [ + "attack", + "concentrate", + "fire", + "holy", + "light", + "manipulate" + ], + "traditions": [ + "divine", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 creature", + "entries": [ + "You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals {@damage 5d6} fire damage. If the target has the {@trait unholy}, you deal an extra {@damage 5d6} spirit damage.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target takes double damage.", + "Success": "The target takes full damage." + } + }, + "If the light passes through an area of magical darkness or targets a creature affected by magical darkness, holy light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target." + ], + "heightened": { + "plusX": { + "1": [ + "The fire damage increases by {@scaledamage 5d6|3-10|2d6}, and the spirit damage against unholy creatures increases by {@scaledamage 5d6|3-10|2d6}." + ] + } + } + }, + { + "name": "Honeyed Words", + "source": "PC1", + "remaster": true, + "page": 335, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus to {@skill Deception} checks to {@action Lie} and against {@skill Perception} checks to discern if you are telling the truth, and you add your level even if you're untrained. If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty or increase by half." + ] + }, + { + "name": "Howling Blizzard", + "source": "PC1", + "remaster": true, + "page": 335, + "level": 5, + "traits": [ + "air", + "cold", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "varies", + "entry": "{@as 1} to {@as 3}" + }, + "area": { + "types": [ + "Misc." + ], + "entry": "varies" + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "Freezing winds extend from your hands, pushing away from you with great force. If you {@action Cast a Spell||Cast this Spell} with 2 actions, it has an area of a 60-foot cone; if you Cast this Spell with 3 actions, it has a range of 500 feet and an area of a 30-foot burst. Each creature in the area takes {@damage 10d6} cold damage with a basic Reflex save. Snowdrifts and icy gales fill the area until the start of your next turn, making the area {@quickref difficult terrain||3|terrain}." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 10d6|5-10|2d6}." + ] + } + } + }, + { + "name": "Humanoid Form", + "source": "PC1", + "remaster": true, + "page": 335, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 10, + "unit": "minute" + }, + "entries": [ + "You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, or orc. You gain the {@trait humanoid} trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the {@spell shrink} spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size.", + "Humanoid form grants you a +4 status bonus to {@skill Deception} checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to {@action Impersonate} an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your {@skill Deception} check. You can {@action Dismiss} this spell." + ], + "heightened": { + "X": { + "3": [ + "You gain {@ability darkvision} or {@ability low-light vision} if the form you assume has that ability." + ], + "5": [ + "You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the {@spell enlarge} spell." + ] + } + } + }, + { + "name": "Hydraulic Push", + "source": "PC1", + "remaster": true, + "page": 336, + "level": 1, + "traits": [ + "attack", + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 60, + "unit": "feet" + }, + "targets": "1 creature or unattended object", + "entries": [ + "You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target takes {@damage 6d6} bludgeoning damage and is knocked back 10 feet.", + "Success": "The target takes {@damage 3d6} bludgeoning damage and is knocked back 5 feet." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 3d6|1-10|2d6}." + ] + } + } + }, + { + "name": "Hydraulic Torrent", + "source": "PC1", + "remaster": true, + "page": 336, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Line" + ], + "entry": "60-foot line" + }, + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "A swirling torrent of water manifests along a straight line, battering those that are its path and possibly pushing them away from you. The torrent deals {@damage 8d6} bludgeoning damage. Each creature in the area must attempt a basic Fortitude save. Creatures that fail the save are also knocked back 5 feet (10 feet on a critical failure)." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 8d6|4-10|2d6}." + ] + } + } + }, + { + "name": "Hypercognition", + "source": "PC1", + "remaster": true, + "page": 336, + "level": 3, + "traits": [ + "concentrate" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "entries": [ + "You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 {@action Recall Knowledge} actions as part of {@action Cast a Spell||Casting this Spell}. For these actions, you can't use any special abilities, reactions, or free actions that trigger when you {@action Recall Knowledge}." + ] + }, + { + "name": "Hypnotize", + "source": "PC1", + "remaster": true, + "page": 336, + "level": 3, + "traits": [ + "illusion", + "manipulate", + "subtle", + "visual" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "10-foot burst" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You create a cloud of mesmerizing patterns and colors that hovers in the air. Creatures are {@condition dazzled} while inside the cloud. In addition, a creature must attempt a Will saving throw if it is inside the cloud when you cast it, when it enters the cloud, when it ends its turn within the cloud, or if it uses a {@action Seek} or {@action Interact} action on the cloud. A creature currently {@condition fascinated} by hypnotize doesn't attempt new saves.", + { + "type": "successDegree", + "entries": { + "Success": "The target is unaffected.", + "Failure": "The target is {@condition fascinated} by the cloud.", + "Critical Failure": "The target is {@condition fascinated} by the cloud. While it remains {@condition fascinated}, it can't use reactions." + } + } + ] + }, + { + "name": "Ignition", + "source": "PC1", + "remaster": true, + "page": 336, + "level": 1, + "traits": [ + "attack", + "cantrip", + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "entries": [ + "You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing {@damage 2d4} ({@damage 2d6} if melee) fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target takes double damage and {@damage 1d4} ({@damage 1d6} if melee) persistent fire damage.", + "Success": "The target takes full damage." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "Increase the damage by {@scaledamage 2d4|1-10|2d4} ({@scaledamage 2d6|1-10|2d6} if melee) and the {@condition persistent damage} on a critical hit by {@scaledamage 1d4|1-10|1d4} ({@damage 1d6|1-10|1d6} if melee)." + ] + } + } + }, + { + "name": "Ill Omen", + "source": "PC1", + "remaster": true, + "page": 336, + "level": 1, + "traits": [ + "concentrate", + "curse", + "manipulate", + "misfortune" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "duration": { + "number": 1, + "unit": "round" + }, + "entries": [ + "The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Success": "The target is unaffected.", + "Failure": "The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.", + "Critical Failure": "Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result." + } + } + ] + }, + { + "name": "Illusory Creature", + "source": "PC1", + "remaster": true, + "page": 336, + "level": 2, + "traits": [ + "auditory", + "concentrate", + "illusion", + "manipulate", + "olfactory", + "visual" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "duration": { + "unit": "unlimited", + "sustained": true + }, + "entries": [ + "You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.", + "The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.", + "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 modifier 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 {@damage 3d4} mental damage. The illusion's Strikes are {@trait 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 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 {@quickref disbelieve your illusion||2|disbelieving illusions}. 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." + ], + "heightened": { + "plusX": { + "1": [ + "The damage of the image's {@action Strike||Strikes} increases by {@scaledamage 3d4|2-10|1d4}, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan)." + ] + } + } + }, + { + "name": "Illusory Disguise", + "source": "PC1", + "remaster": true, + "page": 337, + "level": 1, + "traits": [ + "concentrate", + "illusion", + "manipulate", + "visual" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "targets": "1 willing creature", + "duration": { + "dismiss": true, + "number": 1, + "unit": "hour" + }, + "entries": [ + "You create an illusion that causes the target to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise is typically good enough to hide their identity, but not to impersonate a specific individual. The spell changes their appearance and voice, but not mannerisms. You can change the appearance of its clothing and worn items, such as making its armor look like a dress. Held items are unaffected, and any worn item removed from the creature returns to its true appearance.", + "Casting illusory disguise counts as setting up a disguise for the {@action Impersonate} use of {@skill Deception}; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, gives you a +4 status bonus to {@skill Deception} checks to prevent others from seeing through your disguise, and lets the target add its level even if its untrained. You can {@action Dismiss} this spell." + ], + "heightened": { + "X": { + "3": [ + "The target can appear as any creature of the same size, even a specific individual. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice." + ], + "4": [ + "You can target up to 10 willing creatures. If you target multiple creatures, you can choose a different disguise for each target, but none can impersonate a specific individual. You can {@action Dismiss} each disguise individually or all collectively." + ], + "7": [ + "As 4th, but you can choose disguises that impersonate specific individuals. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice." + ] + } + } + }, + { + "name": "Illusory Object", + "source": "PC1", + "remaster": true, + "page": 337, + "level": 1, + "traits": [ + "concentrate", + "illusion", + "manipulate", + "visual" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "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 {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}." + ], + "heightened": { + "X": { + "2": [ + "Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the {@trait auditory} and {@trait olfactory} trait. The duration increases to 1 hour." + ], + "5": [ + "As the 2nd-level version, but the duration is unlimited." + ] + } + } + }, + { + "name": "Illusory Scene", + "source": "PC1", + "remaster": true, + "page": 337, + "level": 5, + "traits": [ + "auditory", + "concentrate", + "illusion", + "manipulate", + "olfactory", + "visual" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "30-foot burst" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "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 {@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": { + "X": { + "6": [ + "Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor." + ], + "8": [ + "As the 6th-level version, and the duration is unlimited." + ] + } + } + }, + { + "name": "Impaling Spike", + "source": "PC1", + "remaster": true, + "page": 221, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "metal" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "R" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals {@damage 8d6} piercing damage. The target must attempt a Reflex save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target dodges the spike and is unaffected.", + "Success": "The target is struck by the spike and takes half damage.", + "Failure": "The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes {@condition immobilized}. It can attempt to {@action Escape} (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns.", + "Critical Failure": "As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is {@condition off-guard} as long as it's impaled." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 8d6|5-10|2d6}." + ] + } + } + }, + { + "name": "Implosion", + "source": "PC1", + "remaster": true, + "page": 338, + "level": 9, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 corporeal creature", + "savingThrow": { + "type": [ + "F" + ], + "basic": true + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You crush the target by causing it to collapse in on itself, dealing 75 damage. The first time you {@action Sustain a Spell||Sustain the Spell}, you must choose a new target to be subject to the same effect; the same creature can never be targeted more than once with a single casting of this spell. You also can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or one that otherwise lacks a solid form." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 75|9,10|10}." + ] + } + } + }, + { + "name": "Indestructibility", + "source": "PC1", + "remaster": true, + "page": 338, + "level": 10, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "entry": "until the start of your next turn", + "number": 1, + "unit": "round" + }, + "entries": [ + "You sever yourself from cause and effect. For the duration of the spell, you are immune to any effect or damage that would harm you, excluding effects caused by artifacts, deific power, and similarly powerful sources. You can still be affected by anything you're willing to have affect you." + ] + }, + { + "name": "Infuse Vitality", + "source": "PC1", + "remaster": true, + "page": 338, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "vitality" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 1, + "unit": "varies", + "entry": "{@as 1} to {@as 3}" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 to 3 willing creatures", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You empower attacks with vital energy. The number of targets is equal to the number of actions you spent {@action Cast a Spell||casting this spell}. Each target's unarmed and weapon Strikes deal an extra {@damage 1d4} vitality damage. (This damage typically damages only undead, as explained on page 409). If you have the {@trait holy} trait, you can add that trait to this spell and to the Strikes affected by the spell." + ], + "heightened": { + "X": { + "3": [ + "The damage increases to {@dice 2d4} damage." + ], + "5": [ + "Target up to three weapons, and the damage increases to {@dice 3d4} damage." + ] + } + } + }, + { + "name": "Insect Form", + "source": "PC1", + "remaster": true, + "page": 338, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the {@trait animal} trait. You can {@action Dismiss} this spell.", + "You gain the following statistics and abilities regardless of which battle form you choose:", + { + "type": "list", + "items": [ + "AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.", + "10 temporary Hit Points.", + "Low-light vision.", + "One or more attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. You're trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition). If your unarmed attack modifier is higher, you can use it instead.", + "{@skill Athletics} modifier of +13, unless your own is higher. You also gain specific abilities based on the form you choose:", + "{@bold Ant} Speed 30 feet, climb Speed 30 feet; {@b Melee} {@as 1} mandibles, {@b Damage} {@damage 2d6} bludgeoning.", + "{@bold Beetle} Speed 25 feet; {@b Melee} {@as 1} mandibles, {@b Damage} {@damage 2d10} bludgeoning.", + "{@bold Centipede} Speed 25 feet, climb Speed 25 feet; {@ability darkvision}; {@b Melee} {@as 1} mandibles, {@b Damage} {@damage 1d8} piercing plus {@damage 1d4} {@condition persistent damage||persistent poison}.", + "{@bold Mantis} Speed 40 feet; imprecise {@ability scent} 30 feet; {@b Melee} {@as 1} foreleg, {@b Damage} {@damage 2d8} bludgeoning.", + "{@bold Scorpion} Speed 40 feet; {@ability darkvision}, imprecise {@ability tremorsense} 60 feet; {@b Melee} {@as 1} stinger, {@b Damage} {@damage 1d8} piercing plus {@damage 1d4} {@condition persistent damage||persistent poison}; {@b Melee} {@as 1} pincer ({@trait agile}), {@b Damage} {@damage 1d6} bludgeoning.", + "{@bold Spider} {@ability darkvision}; {@b Melee} {@as 1} fangs, {@b Damage} {@damage 1d6} piercing plus {@damage 1d4} {@condition persistent damage||persistent poison}; {@b Melee} {@as 1} Speed 25 feet, climb Speed 25 feet; {@b Ranged} {@as 1} web ({@range increment <20 feet>}), Damage entangles the target for 1 round." + ] + } + ], + "heightened": { + "X": { + "4": [ + "Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and {@skill Athletics} +16." + ], + "5": [ + "Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including {@condition persistent damage}), and {@skill Athletics} +20." + ] + } + }, + "miscTags": [ + "BF" + ] + }, + { + "name": "Interplanar Teleport", + "source": "PC1", + "remaster": true, + "page": 339, + "level": 7, + "traits": [ + "uncommon", + "concentrate", + "manipulate", + "teleportation" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 5, + "unit": "feet" + }, + "targets": "up to 8 willing creatures", + "entries": [ + "You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Netherworld, or the Outer Rifts. You must know the destination plane exists and use a magic planar key created from material from that plane as a locus for the spell. While the planar keys for most prominent planes are uncommon, just like the spell interplanar teleport, more obscure planes and demiplanes often have rare or possibly even unique planar keys.", + "The spell is highly imprecise, and you appear {@dice 1d20*25|1d20×25} miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Interplanar teleport doesn't provide a means of return travel, though casting interplanar teleport again allows you to return to your previous plane unless there are extenuating circumstances." + ] + }, + { + "name": "Invisibility", + "source": "PC1", + "remaster": true, + "page": 339, + "level": 2, + "traits": [ + "illusion", + "manipulate", + "subtle" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "Illusions bend light around the target, rendering it {@condition invisible}. This makes it {@condition undetected} to all creatures, though the creatures can attempt to find the target, making it {@condition hidden} to them instead. If the target uses a {@condition hostile} action, the spell ends after that hostile action is completed." + ], + "heightened": { + "X": { + "4": [ + "The spell lasts 1 minute, but it doesn't end if the target uses a {@condition hostile} action." + ] + } + } + }, + { + "name": "Invoke Spirits", + "source": "PC1", + "remaster": true, + "page": 340, + "level": 5, + "traits": [ + "concentrate", + "emotion", + "fear", + "manipulate", + "mental", + "void" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "10-foot burst" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "Ragged apparitions of the dead rise to stalk the living. They deal {@damage 2d4} mental damage and {@damage 2d4} void damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are {@condition frightened 2} and are {@condition fleeing} for 1 round.", + "On subsequent rounds, the first time you {@action Sustain a Spell||Sustain the Spell} each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn't make them flee." + ], + "heightened": { + "plusX": { + "2": [ + "The mental damage and void damage each increase by {@scaledamage 2d4|5,7,9|1d4}." + ] + } + } + }, + { + "name": "Item Facade", + "source": "PC1", + "remaster": true, + "page": 340, + "level": 1, + "traits": [ + "concentrate", + "illusion", + "manipulate", + "visual" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 object no more than 10 feet by 10 feet by 10 feet", + "duration": { + "number": 1, + "unit": "hour" + }, + "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 {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}." + ], + "heightened": { + "X": { + "2": [ + "The duration is 24 hours." + ], + "3": [ + "The duration is unlimited." + ] + } + } + }, + { + "name": "Jump", + "source": "PC1", + "remaster": true, + "page": 340, + "level": 1, + "traits": [ + "manipulate", + "move" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "entries": [ + "Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action." + ], + "heightened": { + "X": { + "3": [ + "The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the {@action Leap} action." + ] + } + } + }, + { + "name": "Knock", + "source": "PC1", + "remaster": true, + "page": 340, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 door, lock, or container", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an {@skill Athletics} or a {@skill Thievery} check. You can attempt a {@skill Thievery} check to open the target as part of casting knock, and you add your level even if you're untrained.", + "Knock counteracts lock." + ] + }, + { + "name": "Know The Way", + "source": "PC1", + "remaster": true, + "page": 340, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "detection", + "manipulate" + ], + "traditions": [ + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "entries": [ + "In your mind's eye, you magically reorient yourself. You immediately know which direction is north (if it exists at your current location), and you can choose a location you were at within the last 24 hours and learn what direction it lies." + ], + "heightened": { + "X": { + "3": [ + "You can choose a location you were at within the last week." + ], + "7": [ + "You can choose a location you were at regardless of how long ago you were there." + ] + } + } + }, + { + "name": "Laughing Fit", + "source": "PC1", + "remaster": true, + "page": 340, + "level": 2, + "traits": [ + "concentrate", + "emotion", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 living creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "unit": "unlimited", + "sustained": true + }, + "entries": [ + "The target is overtaken with uncontrollable laughter. It must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is plagued with uncontrollable laugher. It can't use reactions.", + "Failure": "The target is {@condition slowed 1} and can't use reactions.", + "Critical Failure": "The target falls {@condition prone} and can't use actions or reactions for 1 round. It then suffers the failure effects." + } + } + ] + }, + { + "name": "Levitate", + "source": "PC1", + "remaster": true, + "page": 340, + "level": 3, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 unattended object or willing creature", + "duration": { + "number": 5, + "unit": "minute" + }, + "entries": [ + "You defy gravity and levitate the target 5 feet off the ground. You can {@action Sustain a Spell||Sustain the Spell} to move the target up or down 10 feet. A creature floating in the air from levitate takes a \u20132 circumstance penalty to attack rolls. A floating creature can spend an {@action Interact} action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across." + ] + }, + { + "name": "Light", + "source": "PC1", + "remaster": true, + "page": 340, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "light", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "You create an orb of light that sheds {@quickref bright light||3|bright light} in a 20-foot radius (and {@quickref dim light||3|dim light} for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can {@action Sustain a Spell||Sustain the spell} to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.", + "You can {@action Dismiss||Dismiss the spell}. If you {@action Cast a Spell||Cast the Spell} while you already have four light spells active, you must choose one of the existing spells to end." + ], + "heightened": { + "X": { + "4": [ + "The orb sheds {@quickref bright light||3|bright light} in a 60-foot radius (and {@quickref dim light||3|dim light} for the next 60 feet)." + ] + } + } + }, + { + "name": "Lightning Bolt", + "source": "PC1", + "remaster": true, + "page": 341, + "level": 3, + "traits": [ + "concentrate", + "electricity", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Line" + ], + "entry": "120-foot line" + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "A bolt of lightning strikes outward from your hand, dealing {@damage 4d12} electricity damage." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 4d12|3-10|1d12}." + ] + } + } + }, + { + "name": "Liminal Doorway", + "source": "PC1", + "remaster": true, + "page": 341, + "level": 4, + "traits": [ + "uncommon", + "concentrate", + "extradimensional", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "duration": { + "number": 8, + "unit": "hour" + }, + "entries": [ + "You draw a chalk doorway on an unbroken surface, which opens into an {@trait extradimensional} space. Any creature treating the drawing as an actual door can Interact to touch the doorknob and pass through. The warped, chalk-drawn room beyond the door is 20 feet in width, depth, and height. The space is unadorned and empty, with chalk lines indicating the corners of the walls.", + "If the drawing is scrubbed away, the underlying surface is broken, or a creature attempts to enter the space that would put it over capacity, the space begins to collapse. The space ejects one creature at random each round, depositing it on the nearest open ground, until all creatures are returned outside." + ] + }, + { + "name": "Locate", + "source": "PC1", + "remaster": true, + "page": 341, + "level": 3, + "traits": [ + "uncommon", + "concentrate", + "detection", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "targets": "1 specific object or type of object", + "duration": { + "unit": "unlimited", + "sustained": true + }, + "entries": [ + "You learn the direction to the target (if you picked a specific object, such as \"my mother's sword\") or the nearest target (if you picked a type of object, such as \"swords\"). If the target is a specific object, you must have {@condition observed} it directly with your own senses. If it's a type of object, you still need to have an accurate mental image of the type of object. If there's lead or running water between you and the target, this spell can't locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water." + ], + "heightened": { + "X": { + "5": [ + "You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target." + ] + } + } + }, + { + "name": "Lock", + "source": "PC1", + "remaster": true, + "page": 341, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 lock, or a door or container with a latch", + "duration": { + "entry": "until your next daily preparations", + "dismiss": true, + "unit": "special" + }, + "entries": [ + "The target's latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an {@skill Athletics} and {@skill Thievery} DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.", + "If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an {@action Interact} action during which you touch the target. This does not end the spell. You can {@action Dismiss} this spell at any time and from any distance." + ], + "heightened": { + "X": { + "2": [ + "The duration increases to unlimited, but you must expend 6 gp worth of precious metals as an additional cost." + ] + } + } + }, + { + "name": "Mad Monkeys", + "source": "PC1", + "remaster": true, + "page": 341, + "level": 3, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "5-foot burst" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys.", + "Choose the kind of mischief your monkeys make when you {@action Cast a Spell||Cast the Spell}. They produce the effect listed for that mischief when you {@action Cast a Spell||Cast the Spell} and the first time each round you {@action Sustain a Spell||Sustain the Spell}. When you {@action Sustain a Spell||Sustain the Spell}, you can move the area of the monkeys by 5 feet.", + { + "type": "list", + "items": [ + "{@bold Flagrant Burglary} The monkeys try to {@action Steal} any one item from one creature in the area. Use your spell DC \u2013 10 as the monkeys' {@skill Thievery} modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys\u2014even for the caster\u2014requires {@action Steal||Stealing} it from them or {@action Disarm||Disarming} them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose.", + "{@bold Raucous Din} The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save." + ] + }, + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected and is temporarily immune for 10 minutes.", + "Success": "The creature is unaffected.", + "Failure": "The creature is {@condition deafened} for 1 round.", + "Critical Failure": "the creature is {@condition deafened} for 1 minute." + } + } + ] + }, + { + "name": "Magic Passage", + "source": "PC1", + "remaster": true, + "page": 342, + "level": 5, + "traits": [ + "uncommon", + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "area": { + "types": [ + "Misc." + ], + "entry": "5-foot-wide, 10-foot-tall, 10-foot-deep section of wooden, plaster, or stone wall" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You create a visible tunnel through the wall in the chosen area, replacing the area with empty space. If the wall is thicker than 10 feet, the tunnel ends 10 feet in. Even a small layer of metal in the wall prevents this spell from functioning. This spell doesn't reduce the integrity of the structure. When the spell ends, anyone inside the tunnel is shunted to the nearest exit." + ], + "heightened": { + "X": { + "7": [ + "The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel's entrance appear completely normal (unless viewed with true seeing or a similar effect), despite the tunnel's existence. The tunnel's entrance functions as a solid wall, but you can specify a password or a trigger (page 303), allowing creatures to enter the tunnel freely." + ] + } + } + }, + { + "name": "Manifestation", + "source": "PC1", + "remaster": true, + "page": 342, + "level": 10, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "entries": [ + "You spin secrets from the fundaments of magic, shaping them into a power with nearly unlimited potential. You duplicate a spell of 9th rank or lower of the tradition from which you cast manifestation, or a spell of 7th rank or lower from any tradition. Though you can normally choose only spells that are {@trait common} or to which you have access, the GM might allow broader options." + ] + }, + { + "name": "Mariner's Curse", + "source": "PC1", + "remaster": true, + "page": 342, + "level": 5, + "traits": [ + "concentrate", + "curse", + "manipulate" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "entries": [ + "You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target becomes {@condition sickened 1}. Reducing its {@condition sickened} condition to 0 ends the curse.", + "Failure": "The target becomes {@condition sickened 1} and can't reduce its {@condition sickened} condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is {@condition sickened} and on the water at least a mile from shore, it is also {@condition slowed 1}.", + "Critical Failure": "As failure, but the target becomes {@condition sickened 2}." + } + } + ] + }, + { + "name": "Marvelous Mount", + "source": "PC1", + "remaster": true, + "page": 342, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "one creature", + "duration": { + "number": 8, + "unit": "hour" + }, + "entries": [ + "You conjure a Large fantastical creature to serve as a mount for the target. The mount is the target's {@trait minion} (page 301), has a Speed of 40 feet, and can bear the target with any carried possessions. It can't carry any other creature. The mount uses the target's AC and saves, but it's destroyed if it takes more than 10 damage at one time, ending the spell." + ], + "heightened": { + "X": { + "3": [ + "The mount can walk on water, but it must end its turn on solid ground or sink." + ], + "4": [ + "The mount has a Speed of 60 feet and can walk on water." + ], + "5": [ + "The mount has a Speed of 60 feet and can walk on water. It also has a fly Speed of 60 feet, but it must end its turn on a surface or fall." + ], + "6": [ + "The mount has a Speed and a fly Speed of 80 feet." + ] + } + } + }, + { + "name": "Mask Of Terror", + "source": "PC1", + "remaster": true, + "page": 342, + "level": 7, + "traits": [ + "concentrate", + "emotion", + "fear", + "illusion", + "manipulate", + "mental", + "visual" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage.", + "When any creature attempts a {@condition hostile} action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn.", + { + "type": "successDegree", + "entries": { + "Success": "The creature is unaffected.", + "Failure": "The creature becomes {@condition frightened 2} before using its action.", + "Critical Failure": "The creature becomes {@condition frightened 2}, and its action fails and is wasted." + } + } + ], + "heightened": { + "X": { + "8": [ + "You can target up to 5 creatures. If a creature uses a {@condition hostile} action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror." + ] + } + } + }, + { + "name": "Massacre", + "source": "PC1", + "remaster": true, + "page": 342, + "level": 9, + "traits": [ + "concentrate", + "death", + "manipulate", + "void" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Line" + ], + "entry": "60-foot line" + }, + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "You unleash a wave of death to snuff out the life force of those in its path. Each creature of 17th level or lower in the line must attempt a Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly. If massacre doesn't kill even a single creature, the void energy violently explodes back toward you, dealing an additional 30 void damage to every creature in the line (even those above 17th level) and 30 void damage to you.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature takes {@damage 9d6} negative damage.", + "Failure": "The creature takes 100 negative damage.", + "Critical Failure": "The creature dies." + } + } + ], + "heightened": { + "X": { + "10": [ + "The spell can affect creatures up to 19th level. Increase the damage to {@damage 10d6} on a success, and to 115 on a failure." + ] + } + } + }, + { + "name": "Mending", + "source": "PC1", + "remaster": true, + "page": 343, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "non-magical object of light Bulk or less", + "entries": [ + "You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the {@condition broken} condition if this repairs it past the item's {@condition Broken} Threshold. You can't replace lost pieces or repair an object that's been completely destroyed." + ], + "heightened": { + "X": { + "2": [ + "You can target a non-magical object of 1 Bulk or less." + ], + "3": [ + "You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less." + ] + } + } + }, + { + "name": "Message", + "source": "PC1", + "remaster": true, + "page": 343, + "level": 1, + "traits": [ + "auditory", + "cantrip", + "concentrate", + "illusion", + "linguistic", + "mental", + "subtle" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 creature", + "duration": { + "entry": "see below", + "unit": "special" + }, + "entries": [ + "You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message." + ], + "heightened": { + "X": { + "3": [ + "The spell's range increases to 500 feet." + ] + } + } + }, + { + "name": "Metamorphosis", + "source": "PC1", + "remaster": true, + "page": 343, + "level": 9, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "Harnessing your mastery of transformative magic, you take on a mutable form. You transform yourself into any form you could choose with a {@trait polymorph} spell in your spell repertoire or that you could prepare of 8th level or lower (including any 8th-level or lower heightened versions of spells you know). You gain 40 temporary Hit Points rather than the amount normally granted by the form.", + "You can {@action Sustain a Spell|Sustain the spell} to enter a new form you haven't used during this metamorphosis. This replenishes your temporary Hit Points from this spell." + ] + }, + { + "name": "Migration", + "source": "PC1", + "remaster": true, + "page": 343, + "level": 8, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 20, + "unit": "feet" + }, + "targets": "you and up to five creatures", + "duration": { + "number": 8, + "unit": "hour" + }, + "entries": [ + "The targets naturally take on animal forms most fitting their movement and environment. Each target gains a land, burrow, climb, fly, and swim Speed of 40 feet, and can transform into a Tiny or Small animal most appropriate for a given movement and environment. It also gains immunity to mild, severe, and extreme cold and heat, along with any other immunities common to the local wildlife, at the GM's discretion. In exploration mode, a target can move much faster, at a travel Speed of 20 miles per hour.", + "A target can't {@action Strike}, {@action Cast a Spell||cast spells}, or use most {@trait manipulate} actions in animal form, but it can resume its normal shape by {@action Sustain a Spell||Sustaining the spell}. It can Sustain the spell again to resume animal form." + ] + }, + { + "name": "Mind Probe", + "source": "PC1", + "remaster": true, + "page": 343, + "level": 5, + "traits": [ + "uncommon", + "concentrate", + "linguistic", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save.", + { + "type": "successDegree", + "entries": { + "Success": "The target is unaffected.", + "Failure": "Each round of the spell's duration, you can {@action Sustain a Spell||Sustain the Spell} to ask a different question and attempt to uncover the answer. For each question, the target can attempt a {@skill Deception} check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result.", + "Critical Failure": "As failure, and the target takes a \u20134 circumstance penalty to {@skill Deception} checks against your questions." + } + } + ] + }, + { + "name": "Mind Reading", + "source": "PC1", + "remaster": true, + "page": 343, + "level": 3, + "traits": [ + "uncommon", + "concentrate", + "detection", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "1 round or sustained up to 1 minute", + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target perceives vague surface thoughts from you when you {@action Cast a Spell||Cast the Spell}.", + "Success": "You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours.", + "Failure": "You perceive vague surface thoughts from the target when you {@action Cast a Spell||Cast the Spell}, and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours.", + "Critical Failure": "As failure, and for the duration of the spell, you can {@action Sustain a Spell||Sustain the Spell} to detect the target's surface thoughts again. The target doesn't receive any additional saves." + } + } + ] + }, + { + "name": "Mindlink", + "source": "PC1", + "remaster": true, + "page": 344, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "entries": [ + "You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes." + ] + }, + { + "name": "Mirage", + "source": "PC1", + "remaster": true, + "page": 344, + "level": 4, + "traits": [ + "uncommon", + "concentrate", + "illusion", + "manipulate" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "50-foot burst" + }, + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "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 {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}." + ], + "heightened": { + "X": { + "5": [ + "Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures)." + ] + } + } + }, + { + "name": "Mislead", + "source": "PC1", + "remaster": true, + "page": 344, + "level": 6, + "traits": [ + "concentrate", + "illusion", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You turn yourself {@condition invisible} and create an illusory duplicate of yourself. When you {@action Sustain a Spell||Sustain the Spell}, you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment. Both the duplicate and your invisibility persist for the spell's duration. Performing a {@condition hostile} action doesn't end mislead's invisibility, just like a 4th-level {@spell invisibility} spell. A creature that determines the duplicate is an illusion doesn't necessarily know you're {@condition invisible}, and one that can see your {@condition invisible} form doesn't necessarily know your duplicate is an illusion.", + "If you {@action Cast a Spell}, {@trait attack}, or otherwise {@action interact} with another creature, as a part of that action you can attempt a {@skill Deception} check against observers' {@skill Perception} DCs to convince them your duplicate used that action. This doesn't fool anyone who's aware your duplicate is an illusion, nor does it work if the attack obviously couldn't have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your {@skill Deception} check would automatically fail." + ] + }, + { + "name": "Mist", + "source": "PC1", + "remaster": true, + "page": 344, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You call forth a cloud of mist. All creatures within the mist become {@condition concealed}, and all creatures outside the mist become {@condition concealed} to creatures within it. You can {@action Dismiss} the cloud." + ] + }, + { + "name": "Moment Of Renewal", + "source": "PC1", + "remaster": true, + "page": 344, + "level": 8, + "traits": [ + "concentrate", + "healing", + "manipulate" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "up to 6 creatures", + "entries": [ + "The targets experience a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day." + ] + }, + { + "name": "Monstrosity Form", + "source": "PC1", + "remaster": true, + "page": 344, + "level": 8, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the {@trait beast} trait (for phoenix) or the {@trait animal} trait (for purple worm or sea serpent). You can {@action Dismiss} the spell.", + "You gain the following statistics and abilities regardless of which battle form you choose:", + { + "type": "list", + "items": [ + "AC = 20 + your level. Ignore your armor's check penalty and Speed reduction.", + "20 temporary Hit Points.", + "{@ability Darkvision}.", + "One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. You're trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example). If your unarmed attack modifier is higher, you can use it instead.", + "{@skill Athletics} modifier of +30, unless your own modifier is higher." + ] + }, + "You also gain specific abilities based on the type of monster you choose:", + { + "type": "list", + "items": [ + "{@bold Cave Worm} Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; {@b Melee} {@as 1} jaws ({@trait reach <10 feet>}), {@b Damage} {@damage 2d12+20} piercing; {@b Melee} {@as 1} stinger ({@trait agile}, {@trait reach <10 feet>}), {@b Damage} {@damage 2d8+15} piercing plus {@damage 2d6} {@condition persistent damage||persistent poison}; {@b Melee} {@as 1} body ({@trait reach <10 feet>}) {@b Damage} {@damage 2d8+20} bludgeoning; Inexorable You automatically recover from the {@condition paralyzed}, {@condition slowed}, and {@condition stunned} conditions at the end of each of your turns. You're also immune to being {@condition immobilized} and ignore {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain}.", + "{@bold Phoenix} Speed 30 feet, fly Speed 90 feet; {@b Melee} {@as 1} beak ({@trait reach <15 feet>}), {@b Damage} {@damage 2d6+12} piercing plus {@damage 2d4} fire and {@damage 2d4} {@condition persistent damage||persistent fire}; {@b Melee} {@as 1} talon ({@trait agile}, {@trait reach <15 feet>}), {@b Damage} {@damage 2d8+12} slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes {@damage 2d6} fire damage. A creature can take this damage only once per turn. You can use a single action, which has the {@trait concentrate} trait, to activate or deactivate this aura.", + "{@bold Sea Serpent} Speed 20 feet, swim Speed 90 feet; {@b Melee} {@as 1} jaws ({@trait reach <15 feet>}), {@b Damage} {@damage 2d12+20} piercing; {@b Melee} {@as 1} tail ({@trait reach <25 feet>}), {@b Damage} {@damage 2d8+20} bludgeoning; Spine Rake {@as 2} ({@trait move}) You extend your spines and {@action Swim} or {@action Stride}. Each creature you're adjacent to at any point during your movement takes {@damage 4d8+10} slashing damage (basic Reflex against your spell DC)." + ] + } + ], + "heightened": { + "X": { + "9": [ + "You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and {@skill Athletics} +33." + ] + } + }, + "miscTags": [ + "BF" + ] + }, + { + "name": "Moon Frenzy", + "source": "PC1", + "remaster": true, + "page": 345, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "morph" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "up to 5 willing creatures", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal {@damage 2d8} piercing damage; the claws deal {@damage 2d6} slashing damage and have the {@trait agile} and {@trait finesse} traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes {@damage 1d4} {@condition persistent damage||persistent bleed damage}.", + "The targets can't use concentrate actions unless those actions also have the {@trait rage} trait, with the exception of {@action Seek}. A creature can attempt to end the spell's effect on itself by using a single action, which has the {@trait rage} trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself.", + "If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet." + ], + "heightened": { + "X": { + "6": [ + "The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice." + ], + "10": [ + "The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice." + ] + } + }, + "miscTags": [ + "THP" + ] + }, + { + "name": "Mountain Resilience", + "source": "PC1", + "remaster": true, + "page": 346, + "level": 4, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 20, + "unit": "minute" + }, + "entries": [ + "The target's skin hardens like the stone of a mountain face. It gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, mountain resilience's duration decreases by 1 minute." + ], + "heightened": { + "X": { + "6": [ + "The resistance increases to 10." + ], + "8": [ + "The resistance increases to 15." + ], + "10": [ + "The resistance increases to 20." + ] + } + } + }, + { + "name": "Mystic Armor", + "source": "PC1", + "remaster": true, + "page": 346, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC." + ], + "heightened": { + "X": { + "4": [ + "You gain a +1 item bonus to saving throws." + ], + "6": [ + "The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws." + ], + "8": [ + "The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws." + ], + "10": [ + "The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws." + ] + } + } + }, + { + "name": "Nature Incarnate", + "source": "PC1", + "remaster": true, + "page": 346, + "level": 10, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the {@trait plant} trait (for a green man) or the {@trait beast} trait (for a kaiju). You can {@action Dismiss} the spell.", + "You gain the following statistics and abilities regardless of which battle form you choose:", + { + "type": "list", + "items": [ + "AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.", + "30 temporary Hit Points.", + "{@ability Darkvision}.", + "One or more attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example). If your unarmed attack modifier is higher, you can use it instead.", + "{@skill Athletics} modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose:", + "{@bold Green Man} Speed 40 feet, climb Speed 40 feet; {@b Melee} {@as 1} vines ({@trait reach <30 feet>}, {@trait versatile

}), {@b Damage} {@damage 6d8+12} bludgeoning; {@b Ranged} {@as 1} thorns ({@trait range <100 feet>}), {@b Damage} {@damage 6d6+6} piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become {@condition clumsy 1} for 1 round ({@condition clumsy 2} on a critical failure).", + "{@bold Kaiju} Speed 50 feet; resistance 5 to physical damage; {@b Melee} {@as 1} jaws ({@trait reach <30 feet>}), {@b Damage} {@damage 6d10+10} piercing; {@b Melee} {@as 1} claws ({@trait agile}, {@trait reach <30 feet>}), {@b Damage} {@damage 6d8+8} slashing; {@b Melee} {@as 1} foot ({@trait agile}, {@trait reach <15 feet>}), {@b Damage} {@damage 6d6+10} bl!udgeoning; Unstoppable You are immune to being {@condition immobilized} and ignore {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain}; Trample {@as 3} You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC." + ] + } + ], + "miscTags": [ + "BF" + ] + }, + { + "name": "Nature's Pathway", + "source": "PC1", + "remaster": true, + "page": 346, + "level": 5, + "traits": [ + "uncommon", + "concentrate", + "manipulate", + "mental", + "plant", + "teleportation" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can exit from the original tree, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails." + ], + "heightened": { + "X": { + "6": [ + "The tree you exit can be up to 50 miles away." + ], + "8": [ + "The tree you exit can be up to 500 miles away." + ], + "9": [ + "The tree you exit can be anywhere on the same planet." + ] + } + } + }, + { + "name": "Never Mind", + "source": "PC1", + "remaster": true, + "page": 346, + "level": 6, + "traits": [ + "concentrate", + "curse", + "incapacitation", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You drastically reduce the target's mental faculties. The target must attempt a Will save. The effects of this curse can be removed only through effects that target curses.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition stupefied 2} for 1 round.", + "Failure": "The target is {@condition stupefied 4} with an unlimited duration.", + "Critical Failure": "The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as \u20135. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control." + } + } + ] + }, + { + "name": "Nightmare", + "source": "PC1", + "remaster": true, + "page": 346, + "level": 4, + "traits": [ + "concentrate", + "illusion", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "planetary" + }, + "targets": "1 creature you know by name", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "day" + }, + "entries": [ + "You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will save. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected and is temporarily immune for 1 week.", + "Success": "The target experiences the nightmares but suffers no adverse effects other than unpleasant memories.", + "Failure": "The target experiences the nightmares and awakens {@condition fatigued}.", + "Critical Failure": "The target experiences the nightmares, awakens {@condition fatigued}, and is {@condition drained 2} until it is no longer {@condition fatigued}." + } + } + ] + }, + { + "name": "Noise Blast", + "source": "PC1", + "remaster": true, + "page": 347, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "sonic" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "10-foot burst" + }, + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "A cacophonous noise blasts out, dealing {@damage 2d10} sonic damage.", + "Each creature must attempt a Fortitude 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 deafened} for 1 round.", + "Critical Failure": "The creature takes double damage, is {@condition deafened} for 1 minute, and is {@condition stunned 1}." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 1d10}." + ] + } + } + }, + { + "name": "Oaken Resilience", + "source": "PC1", + "remaster": true, + "page": 347, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "duration": { + "dismiss": true, + "number": 10, + "unit": "minute" + }, + "entries": [ + "The target's skin becomes tough, with a consistency like bark or wood. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can {@action dismiss} the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt." + ], + "heightened": { + "plusX": { + "2": [ + "The resistances increase by 2, and the weakness increases by 3." + ] + } + } + }, + { + "name": "One With Plants", + "source": "PC1", + "remaster": true, + "page": 347, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "plant", + "polymorph", + "wood" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "entry": "10 minutes or 8 hours", + "number": 8, + "unit": "hour" + }, + "entries": [ + "You can either transform into a plant or merge with plant matter. While transformed, you can't move or affect anything outside the plant, but you can {@action Cast a Spell||cast spells} as long as they don't require {@quickref line of effect||3|line of effect} beyond the plant. You can {@action Dismiss} this spell.", + { + "type": "list", + "items": [ + "{@b Merge with Plants} The spell's duration is 10 minutes. While {@action Cast a Spell||casting the spell}, you must touch a plant with enough volume to fit you and your possessions or the spell is disrupted. While merged, you can hear, but not see, what's going on outside the plant. If the plant takes damage while you're inside it, you're expelled from the plant and take {@damage 10d6} damage. {@spell Magic passage} expels you without dealing damage. The spell ends if you're ever outside the plant.", + "{@b Turn into a Plant} The spell's duration is 8 hours. You become a Large plant\u2014typically a tree. {@skill Perception} checks don't reveal your true nature, but a successful {@skill Nature} or {@skill Survival} check against your spell DC reveals that you appear to be a plant that is strangely new to the area. While in this form, you can observe everything around you, using your normal senses. As a plant, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures." + ] + } + ] + }, + { + "name": "One With Stone", + "source": "PC1", + "remaster": true, + "page": 347, + "level": 3, + "traits": [ + "concentrate", + "earth", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "entry": "10 minutes or 8 hours", + "number": 8, + "unit": "hour" + }, + "entries": [ + "You can either transform into a stone or merge with stone. This spell has the same effects as {@spell one with plants}, but lets you merge with or turn into stone. A stone you turn into has AC 23. You can {@action Dismiss} this spell." + ] + }, + { + "name": "Outcast's Curse", + "source": "PC1", + "remaster": true, + "page": 347, + "level": 4, + "traits": [ + "concentrate", + "curse", + "manipulate", + "mental", + "misfortune" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "entries": [ + "You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "For 10 minutes, the target must roll twice and use the worse result whenever attempting a {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, {@condition unfriendly} instead of {@condition indifferent}).", + "Failure": "As success, but the effect is permanent.", + "Critical Failure": "As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse." + } + } + ] + }, + { + "name": "Overwhelming Presence", + "source": "PC1", + "remaster": true, + "page": 347, + "level": 9, + "traits": [ + "auditory", + "concentrate", + "incapacitation", + "manipulate", + "mental", + "visual" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "40-foot burst" + }, + "targets": "any number of creatures", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "until full tribute is paid", + "unit": "special" + }, + "entries": [ + "You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being, with an appearance, regalia, and iconography of your choice. Targets must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target must pay tribute to you two times. Paying tribute requires that the target spend a single action, which has either the {@trait move} trait (as they bow) or {@trait manipulate} trait (as they offer up a token in their hands). They must pay tribute at least once on each of their turns, if possible.", + "Failure": "As success, but the target must pay tribute a total of six times.", + "Critical Failure": "As failure, but the target must spend all its actions paying tribute, and they cannot take other actions until the tribute is fully paid." + } + } + ] + }, + { + "name": "Paralyze", + "source": "PC1", + "remaster": true, + "page": 348, + "level": 3, + "traits": [ + "concentrate", + "incapacitation", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You block the target's motor impulses before they can leave its mind, freezing the target in place. The target must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition stunned 1}.", + "Failure": "The target is {@condition paralyzed} for 1 round.", + "Critical Failure": "The target is {@condition paralyzed} for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success." + } + } + ], + "heightened": { + "X": { + "7": [ + "You can target up to 10 creatures." + ] + } + } + }, + { + "name": "Paranoia", + "source": "PC1", + "remaster": true, + "page": 348, + "level": 2, + "traits": [ + "concentrate", + "illusion", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You cause the target to see all other creatures as dire threats. The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target believes everyone it sees is a potential threat. It becomes {@condition unfriendly} to all creatures to which it wasn't already {@condition hostile}, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round.", + "Failure": "As success, but the effect lasts 1 minute.", + "Critical Failure": "As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone." + } + } + ], + "heightened": { + "X": { + "6": [ + "You can target up to 5 creatures." + ] + } + } + }, + { + "name": "Peaceful Bubble", + "source": "PC1", + "remaster": true, + "page": 348, + "level": 4, + "traits": [ + "uncommon", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "100-foot burst" + }, + "duration": { + "number": 24, + "unit": "hour" + }, + "entries": [ + "An opaque shell of drifting, iridescent runes covers the area, creating a bubble. You can choose to make the burst smaller,n 10-foot increments. The runes don't block travel, but those inside the bubble can't perceive those outside it and vice versa. {@trait Detection} and {@trait scrying} effects are likewise blocked.", + "Creatures sleeping within the bubble are immune to dreams sent by spells. Those sleeping 8 hours reduce their {@condition doomed} condition by 2 instead of 1." + ] + }, + { + "name": "Peaceful Rest", + "source": "PC1", + "remaster": true, + "page": 348, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 corpse", + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, {@spell raise dead}), do not count the duration of peaceful rest against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body." + ], + "heightened": { + "X": { + "5": [ + "The spell's duration is unlimited, but the spell takes one more action to cast and requires a cost (embalming fluid worth 6 gp)." + ] + } + } + }, + { + "name": "Pest Form", + "source": "PC1", + "remaster": true, + "page": 348, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 10, + "unit": "minute" + }, + "entries": [ + "You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the {@trait animal} trait, and you can't make {@action Strike||Strikes}. You can {@action Dismiss} the spell.", + "You gain the following statistics and abilities:", + { + "type": "list", + "items": [ + "AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.", + "Speed 20 feet.", + "Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)", + "{@ability Low-light vision} and imprecise {@ability scent} 30 feet.", + "{@skill Acrobatics} and {@skill Stealth} modifiers of +10, unless your own modifier is higher; {@skill Athletics} modifier \u20134." + ] + } + ], + "heightened": { + "X": { + "4": [ + "You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet." + ] + } + }, + "miscTags": [ + "BF" + ] + }, + { + "name": "Pet Cache", + "source": "PC1", + "remaster": true, + "page": 348, + "level": 1, + "traits": [ + "extradimensional", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature that is your companion", + "duration": { + "dismiss": true, + "number": 8, + "unit": "hour" + }, + "entries": [ + "You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.", + "You can {@action Dismiss} the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered)." + ] + }, + { + "name": "Petrify", + "source": "PC1", + "remaster": true, + "page": 349, + "level": 6, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 creature made of organic material", + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "The target's body slowly turns into a stone statue. The target must attempt a Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition slowed 1} for 1 round as stone begins to form on their body.", + "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 increases by 1 (or 2 on a critical failure) as stone growths creep across their body. A successful save reduces the {@condition slowed} condition by 1. When a creature becomes fully unable to act due to the slowed condition from petrify, the spell then ends in a flash of gray light, leaving the target petrified permanently as they become a statue. The spell also ends if the {@condition slowed} condition is removed, which causes the stone to break off harmlessly.", + "Critical Failure": "As failure, but the target is initially {@condition slowed 2}." + } + } + ] + }, + { + "name": "Phantasmagoria", + "source": "PC1", + "remaster": true, + "page": 349, + "level": 9, + "traits": [ + "concentrate", + "illusion", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "any number of creatures", + "savingThrow": { + "type": [ + "W" + ] + }, + "entries": [ + "You fill the targets' minds with endless images, like countless dreams and lives colliding with each other. The onrushing information deals {@damage 16d6} mental damage to each target, depending on its Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target takes half damage and can't use reactions until the start of your next turn.", + "Failure": "The target takes full damage and is {@condition confused} until the start of your next turn.", + "Critical Failure": "The target takes double damage and is {@condition confused} for 1 minute." + } + } + ] + }, + { + "name": "Phantasmal Calamity", + "source": "PC1", + "remaster": true, + "page": 349, + "level": 6, + "traits": [ + "concentrate", + "illusion", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "30-foot burst" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "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 {@quickref disbelieves the illusion|CRB|2|disbelieving illusions|0} and recovers from the {@condition stunned} condition." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 11d6|6-10|2d6}." + ] + } + } + }, + { + "name": "Phantasmal Minion", + "source": "PC1", + "remaster": true, + "page": 349, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "summon" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 60, + "unit": "feet" + }, + "duration": { + "unit": "unlimited", + "sustained": true + }, + "entries": [ + "You summon a {@creature phantasmal minion|crb} (see below). The minion is roughly the shape of a humanoid. You can choose to have it be {@condition invisible} or have an ephemeral appearance, but it's obviously a {@trait magical} effect, not a real creature.", + { + "type": "pf2-sample-box", + "name": "", + "entries": [ + { + "type": "data", + "tag": "creature", + "name": "Phantasmal Minion", + "source": "PC1" + } + ] + } + ], + "miscTags": [ + "SM" + ] + }, + { + "name": "Phantom Pain", + "source": "PC1", + "remaster": true, + "page": 349, + "level": 1, + "traits": [ + "concentrate", + "illusion", + "manipulate", + "mental", + "nonlethal" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Illusory pain wracks the target, dealing {@damage 2d4} mental damage and {@damage 1d4} {@condition persistent damage||persistent mental damage} with a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target takes full initial damage but no {@condition persistent damage}, and the spell ends immediately.", + "Failure": "The target takes full initial and {@condition persistent damage}, and the target is {@condition sickened 1}. If the target recovers from being {@condition sickened}, the {@condition persistent damage} ends and the spell ends.", + "Critical Failure": "As failure, but the target is {@condition sickened 2}." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 2d4|1-10|2d4} and the {@condition persistent damage} by {@scaledamage 1d4|1-10|1d4}." + ] + } + } + }, + { + "name": "Pinpoint", + "source": "PC1", + "remaster": true, + "page": 349, + "level": 8, + "traits": [ + "uncommon", + "concentrate", + "detection", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "unlimited" + }, + "targets": "1 creature or object", + "entries": [ + "You learn the name of the target's exact location (including the building, community, and country) and plane of existence. You can target a creature only if you've seen it in person, have one of its significant belongings, or have a piece of its body. To target an object, you must have touched it or have a fragment of it. Pinpoint automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it." + ] + }, + { + "name": "Planar Palace", + "source": "PC1", + "remaster": true, + "page": 350, + "level": 7, + "traits": [ + "uncommon", + "concentrate", + "extradimensional", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you {@action Cast a Spell||Cast the Spell}, appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it {@condition invisible}. You and the creatures you designated can reopen the door at will, just like opening a physical door.", + "Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you {@action Cast a Spell||Cast the Spell}, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes.", + "A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the {@spell phantasmal minion} spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people." + ] + }, + { + "name": "Planar Seal", + "source": "PC1", + "remaster": true, + "page": 350, + "level": 7, + "traits": [ + "uncommon", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "60-foot burst" + }, + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "You create a visible magical barrier that attempts to {@quickref counteract|crb|3|counteracting} {@trait teleportation} effects and planar travel into or out of the area, including items that allow access to extradimensional spaces. Planar seal tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends." + ] + }, + { + "name": "Planar Tether", + "source": "PC1", + "remaster": true, + "page": 350, + "level": 4, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You stitch the target to its current plane. While the target is affected by planar tether, the spell attempts to {@quickref counteract|crb|3|counteracting} any {@trait teleportation} effect that would move the target, or any effect that would transport it to a different plane. Planar tether's duration is determined by the target's Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The duration is 1 minute.", + "Failure": "The duration is 10 minutes.", + "Critical Failure": "The duration is 1 hour." + } + } + ] + }, + { + "name": "Plant Form", + "source": "PC1", + "remaster": true, + "page": 350, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "plant", + "polymorph", + "wood" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you {@action Cast a Spell||cast this spell}, choose a listed battle form. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the {@trait plant} trait. You can {@action Dismiss} the spell.", + "You gain the following statistics and abilities regardless of which battle form you choose:", + { + "type": "list", + "items": [ + "AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.", + "12 temporary Hit Points.", + "Resistance 10 to poison.", + "Low-light vision.", + "One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can {@action Strike} with. You're trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the {@condition enfeebled} condition, for example). If your unarmed attack modifier is higher, you can use it instead.", + "{@skill Athletics} modifier of +19, unless your own modifier is higher. You also gain specific abilities based on the type of plant you choose:", + "{@bold Arboreal} Speed 30 feet; {@b Melee} {@as 1} branch (reach <15 feet>), {@b Damage} {@damage 2d10} bludgeoning; {@b Melee} {@as 1} foot, {@b Damage} {@damage 2d8} bludgeoning; you can speak in this form, but you still can't {@action Cast a Spell} or supply verbal components.", + "{@bold Flytrap} Speed 15 feet; resistance 10 to acid; {@b Melee} {@as 1} leaf (reach <10 feet>), {@b Damage} {@damage 2d8} piercing, and you can spend an action after a hit to Grab the target." + ] + } + ], + "heightened": { + "X": { + "6": [ + "Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and {@skill Athletics} +22." + ] + } + }, + "miscTags": [ + "BF" + ] + }, + { + "name": "Possession", + "source": "PC1", + "remaster": true, + "page": 350, + "level": 7, + "traits": [ + "uncommon", + "concentrate", + "incapacitation", + "manipulate", + "mental", + "possession" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 living creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You send your mind and soul into the target's body, attempting to take control. The target must attempt a Will save. If you want to exert less control over the target, you can choose to use the effects of any degree of success more favorable to the target.", + "While you're possessing a target, your own body is {@condition unconscious} and can't wake up normally. You can sense everything the possessed target does. You can {@action Dismiss} this spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be {@condition paralyzed} for 1 hour, or 24 hours on a critical failure. If the spell ends during an encounter, you act just before the possessed creature's initiative count.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "You possess the target but can't control it. You ride along in the body while the spell lasts.", + "Failure": "You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's {@condition controlled} by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.", + "Critical Failure": "You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is {@condition controlled} by you." + } + } + ], + "heightened": { + "X": { + "9": [ + "The duration is 10 minutes, and you can physically enter the creature's body, protecting your physical body while the spell lasts." + ] + } + } + }, + { + "name": "Prestidigitation", + "source": "PC1", + "remaster": true, + "page": 351, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 10, + "unit": "feet" + }, + "targets": "1 object (cook, lift, or tidy only)", + "duration": { + "unit": "unlimited", + "sustained": true + }, + "entries": [ + "The simplest magic does your bidding. You can perform simple {@trait magical} effects for as long as you {@action Sustain a Spell||Sustain the Spell}. Each time you {@action Sustain a Spell||Sustain the Spell}, you can choose one of four options.", + { + "type": "list", + "items": [ + "{@bold Cook} Cool, warm, or flavor 1 pound of nonliving material.", + "{@bold Lift} Slowly lift an unattended object of light Bulk or less 1 foot off the ground.", + "{@bold Make} Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile\u2014it can't be used as a tool, weapon, or spell component.", + "{@bold Tidy} Color, clean, or soil an object of light Bulk or less" + ] + }, + "You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.", + "Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you {@action Sustain a Spell||Sustain the Spell}." + ] + }, + { + "name": "Project Image", + "source": "PC1", + "remaster": true, + "page": 351, + "level": 7, + "traits": [ + "concentrate", + "illusion", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you {@action Cast a Spell} other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends." + ], + "heightened": { + "plusX": { + "2": [ + "The maximum duration you can {@action Sustain a Spell||Sustain the Spell} increases to 10 minutes." + ] + } + } + }, + { + "name": "Protection", + "source": "PC1", + "remaster": true, + "page": 351, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You ward a creature against harm. The target gains a +1 status bonus to Armor Class and saving throws." + ], + "heightened": { + "X": { + "3": [ + "You can choose to have the benefits also affect all your allies in a 10-foot emanation around the target." + ] + } + } + }, + { + "name": "Pummeling Rubble", + "source": "PC1", + "remaster": true, + "page": 351, + "level": 1, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Cone" + ], + "entry": "15-foot cone" + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "entries": [ + "A spray of heavy rocks flies through the air in front of you. The rubble deals {@damage 2d4} bludgeoning damage to each creature in the area. Each creature must 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 is pushed 5 feet away from you.", + "Critical Failure": "The creature takes double damage and is pushed 10 feet away from you." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "Increase the damage by {@scaledamage 2d4|1-10|2d4}." + ] + } + } + }, + { + "name": "Punishing Winds", + "source": "PC1", + "remaster": true, + "page": 351, + "level": 8, + "traits": [ + "air", + "concentrate", + "manipulate" + ], + "traditions": [ + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 100, + "unit": "feet" + }, + "area": { + "types": [ + "Cylinder" + ], + "entry": "30-foot radius, 100-foot-tall cylinder" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is {@quickref greater difficult terrain||3|terrain} for Flying creatures, and {@quickref difficult terrain||3|terrain} for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen.", + "The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are {@quickref greater difficult terrain||3|terrain}, and a creature attempting to push through must succeed at an {@skill Athletics} check or {@skill Acrobatics} check to {@action Maneuver in Flight} against your spell DC to get through. A creature that fails ends its current action but can try again." + ] + }, + { + "name": "Quandary", + "source": "PC1", + "remaster": true, + "page": 351, + "level": 8, + "traits": [ + "concentrate", + "extradimensional", + "manipulate", + "teleportation" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "duration": { + "unit": "unlimited", + "sustained": true + }, + "entries": [ + "You transport the target into an extraplanar puzzle room of mysterious origin, locking them there. Once each turn as a single action, the target can attempt an {@skill Occultism} check, {@skill Perception} check, or {@skill Thievery} check against your spell DC to solve the puzzle. {@trait Teleportation} effects can't carry the target outside the puzzle room unless they can also traverse the planes, such as {@spell interplanar teleport}. When the spell ends, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target solves the puzzle and escapes.", + "Success": "The target is on the right path to the solution. If the target was already on the right path, it solves the puzzle and escapes.", + "Failure": "The target makes no progress toward a solution.", + "Critical Failure": "The target makes no progress and, if it was on the right path, it no longer is." + } + } + ] + }, + { + "name": "Raise Dead", + "source": "PC1", + "remaster": true, + "page": 352, + "level": 6, + "traits": [ + "uncommon", + "concentrate", + "healing", + "manipulate" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "cost": "gemstones worth a total value of the target's level (minimum 1) × 200 gp", + "range": { + "number": 10, + "unit": "feet" + }, + "targets": "1 dead creature of 13th level or lower", + "entries": [ + "You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If {@deity Pharasma} has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the diamonds aren't consumed in the casting.", + "If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it {@condition clumsy 2}, {@condition drained 2}, and {@condition enfeebled 2} for 1 week; these conditions can't be removed or reduced by any means until the week has passed. The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark." + ], + "heightened": { + "X": { + "7": [ + "The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp." + ], + "8": [ + "The maximum level the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp." + ], + "9": [ + "The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp." + ], + "10": [ + "The maximum level the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp." + ] + } + } + }, + { + "name": "Read Aura", + "source": "PC1", + "remaster": true, + "page": 352, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "detection", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 object", + "entries": [ + "You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is {@trait magical}. You or anyone you advise about the aura gains a +2 circumstance bonus to {@action Identify Magic} on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell." + ], + "heightened": { + "X": { + "3": [ + "You can target up to 10 objects." + ], + "6": [ + "You can target any number of objects." + ] + } + } + }, + { + "name": "Read Omens", + "source": "PC1", + "remaster": true, + "page": 352, + "level": 4, + "traits": [ + "uncommon", + "concentrate", + "manipulate", + "prediction" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You peek into the future. Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen." + ] + }, + { + "name": "Regenerate", + "source": "PC1", + "remaster": true, + "page": 363, + "level": 7, + "traits": [ + "concentrate", + "healing", + "manipulate", + "vitality" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing living creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "An infusion of vitality energy grants a creature continuous healing. The target temporarily gains {@ability regeneration} 15, which restores 15 Hit Points to it at the start of each of its turns. While it has {@ability regeneration}, the target can't die from damage and its {@condition dying} condition can't increase to a value that would kill it (this stops most creatures from going beyond {@condition dying 3}), though if its {@condition wounded} value becomes 4 or higher, it stays {@condition unconscious} until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.", + "Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an {@action Interact} action to hold the body part to the area it was severed from." + ], + "heightened": { + "X": { + "9": [ + "The regeneration increases to 20." + ] + } + } + }, + { + "name": "Remake", + "source": "PC1", + "remaster": true, + "page": 352, + "level": 10, + "traits": [ + "uncommon", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 1, + "unit": "hour" + }, + "cost": "a remnant of the item", + "range": { + "number": 5, + "unit": "feet" + }, + "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 {@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." + ] + }, + { + "name": "Repulsion", + "source": "PC1", + "remaster": true, + "page": 353, + "level": 6, + "traits": [ + "aura", + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 40, + "unit": "feet" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You manifest an aura that prevents creatures from approaching you. When casting the spell, you can make the area any radius you choose, up to 40 feet. A creature must attempt a Will save if it's within the area when you cast the spell or as soon as it enters the area while the spell is in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature's movement apply only if it voluntarily moves toward you. For example, if you move closer to a creature, it doesn't then need to move away.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature's movement is not restricted.", + "Success": "The creature treats each square in the area as {@quickref difficult terrain||3|terrain} when moving closer to you.", + "Failure": "The creature can't move closer to you within the area." + } + } + ] + }, + { + "name": "Resist Energy", + "source": "PC1", + "remaster": true, + "page": 353, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose." + ], + "heightened": { + "X": { + "4": [ + "The resistance increases to 10, and you can target up to two creatures." + ], + "7": [ + "The resistance increases to 15, and you can target up to five creatures." + ] + } + } + }, + { + "name": "Retrocognition", + "source": "PC1", + "remaster": true, + "page": 353, + "level": 7, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "duration": { + "unit": "unlimited", + "sustained": true + }, + "entries": [ + "Opening your mind to mental echoes, you gain impressions from past events that occurred in your current location. Retrocognition reveals psychic impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute, and so on. These echoes don't play out like a vision but instead reveal impressions of emotions and metaphors that provide cryptic clues and details of the past. If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of at least 30 and possibly as much as 50, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC." + ], + "heightened": { + "X": { + "8": [ + "You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events." + ], + "9": [ + "You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events." + ] + } + } + }, + { + "name": "Revealing Light", + "source": "PC1", + "remaster": true, + "page": 353, + "level": 2, + "traits": [ + "concentrate", + "light", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "10-foot burst" + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "A wave of magical light washes over the area. You choose the appearance of the light, such as colorful, heatless flames or sparkling motes. A creature affected by revealing light is {@condition dazzled}. If the creature was {@condition invisible}, it becomes {@condition concealed} instead. If the creature was already {@condition concealed} for any other reason, it is no longer concealed.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The light affects the creature for 2 rounds.", + "Failure": "The light affects the creature for 1 minute.", + "Critical Failure": "The light affects the creature for 10 minutes." + } + } + ] + }, + { + "name": "Revival", + "source": "PC1", + "remaster": true, + "page": 353, + "level": 10, + "traits": [ + "concentrate", + "healing", + "manipulate", + "vitality" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "dead creatures and living creatures of your choice within range", + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "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 {@spell raise dead}. 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." + ], + "miscTags": [ + "THP" + ] + }, + { + "name": "Rewrite Memory", + "source": "PC1", + "remaster": true, + "page": 353, + "level": 4, + "traits": [ + "uncommon", + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "unit": "unlimited" + }, + "entries": [ + "You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected and realizes you tried to alter its memory.", + "Success": "The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell.", + "Failure": "During the first 5 minutes of the spell's duration, you can {@action Sustain a Spell||Sustain the Spell} to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory." + } + }, + "Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories." + ], + "heightened": { + "X": { + "6": [ + "You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze." + ] + } + } + }, + { + "name": "Ring Of Truth", + "source": "PC1", + "remaster": true, + "page": 354, + "level": 3, + "traits": [ + "uncommon", + "concentrate", + "detection", + "manipulate", + "mental" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You designate an area in which lies are revealed. Creatures in the area also take a \u20132 status penalty to {@skill Deception} checks. Each time a creature in the area speaks a true statement, the soft ring of a bell sounds in the area. Creatures are aware of the magic; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. If a creature is in the area when the spell is cast or later enters the area, that creature attempts a Will save. It uses the results of this initial save if it leaves and reenters the area.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is so convincing that the bell rings even if they lie.", + "Success": "If the target lies and succeeds at their {@skill Deception} check against all targets, the bell still rings.", + "Failure": "The bell accurately sees through their {@skill deception} and will never ring if they lie." + } + } + ] + }, + { + "name": "Runic Body", + "source": "PC1", + "remaster": true, + "page": 354, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Glowing runes appear on the target's body. All its unarmed attacks become {@item +1 weapon potency||+1} {@item striking} unarmed attacks, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two." + ], + "heightened": { + "X": { + "6": [ + "The unarmed attacks are {@item +2 weapon potency||+2} {@item greater striking}." + ], + "9": [ + "The unarmed attacks are {@item +3 weapon potency||+3} {@item major striking}." + ] + } + } + }, + { + "name": "Runic Weapon", + "source": "PC1", + "remaster": true, + "page": 354, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 weapon that is unattended or wielded by a willing creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "The weapon glimmers with magic and energy. The target becomes a {@item +1 weapon potency||+1} {@item striking} weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two." + ], + "heightened": { + "X": { + "6": [ + "The weapon is {@item +2 weapon potency||+2} {@item greater striking}." + ], + "9": [ + "The weapon is {@item +3 weapon potency||+3} {@item major striking}." + ] + } + } + }, + { + "name": "Safe Passage", + "source": "PC1", + "remaster": true, + "page": 355, + "level": 3, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "area": { + "types": [ + "Misc." + ], + "entry": "10-foot-wide, 10-foot-tall, 60-foot-long section of terrain" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You make passage through the area safe for a brief amount of time. Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including {@quickref environmental damage|CRB|4|environmental damage|0}, {@quickref hazardous terrain|CRB|3|hazardous terrain|0}, and {@quickref hazards||4|hazards} in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type.", + "Safe passage protects only against harm, not inconvenience, and it doesn't reduce {@quickref difficult terrain|CRB|3|difficult terrain|0}, remove the {@condition concealed} condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area." + ], + "heightened": { + "X": { + "5": [ + "The granted resistance increases to 10, and the area can be 120 feet long." + ], + "8": [ + "The granted resistance increases to 15, and the area can be 500 feet long." + ] + } + } + }, + { + "name": "Sanctuary", + "source": "PC1", + "remaster": true, + "page": 355, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a {@condition hostile} action, the spell ends.", + { + "type": "successDegree", + "entries": { + "Critical Success": "Sanctuary ends.", + "Success": "The creature can attempt its attack and any other attacks against the target this turn.", + "Failure": "The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn.", + "Critical Failure": "The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration." + } + } + ] + }, + { + "name": "Scouting Eye", + "source": "PC1", + "remaster": true, + "page": 355, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "scrying" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "entry": "see text", + "unit": "unknown" + }, + "duration": { + "unit": "unlimited", + "sustained": true + }, + "entries": [ + "You create an {@condition invisible}, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you.", + "The first time you {@action Sustain a Spell||Sustain the Spell} each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt {@action Seek} actions through the eye if you want to attempt {@skill Perception} checks with it. Any damage dealt to the eye destroys it and ends the spell." + ] + }, + { + "name": "Scrying", + "source": "PC1", + "remaster": true, + "page": 355, + "level": 6, + "traits": [ + "uncommon", + "concentrate", + "manipulate", + "scrying" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "planetary" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 10, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You magically spy on a creature of your choice. Scrying works like clairvoyance (page 324), except that the image you receive is less precise, insufficient for teleport and similar spells. Instead of creating an eye in a set location within 500 feet, you instead create an eye that manifests just above the target. You can choose a target either by name or by touching one of its possessions or a piece of its body. If you haven't met the target in person, scrying's DC is 2 lower, and if you are unaware of the target's identity (perhaps because you found an unknown creature's fang at a crime scene), the DC is instead 10 lower.", + "The effect of scrying depends on the target's Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The spell fails and the target is temporarily immune for 1 week. The target also gains a glimpse of you and learns its rough distance and direction from you.", + "Success": "The spell fails and the target is temporarily immune for 1 day.", + "Failure": "The spell succeeds.", + "Critical Failure": "The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round." + } + } + ] + }, + { + "name": "See The Unseen", + "source": "PC1", + "remaster": true, + "page": 355, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "revelation" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "Your gaze pierces through {@trait illusion||illusions} and finds {@condition invisible} creatures and spirits. You can see invisible creatures as though they weren't invisible, although their features are blurred, making them {@condition concealed} and difficult to {@action Recall Knowledge||identify}. You can also see {@trait incorporeal} creatures, like {@trait ghost||ghosts}, phased through an object from within 10 feet of an object's surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to {@quickref disbelieve illusions|CRB|2|disbelieving illusions|0}." + ], + "heightened": { + "X": { + "5": [ + "The spell has a duration of 8 hours." + ] + } + } + }, + { + "name": "Seize Soul", + "source": "PC1", + "remaster": true, + "page": 355, + "level": 9, + "traits": [ + "uncommon", + "concentrate", + "manipulate", + "unholy" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "requirements": "Item worth at least the target's level × 100 gp", + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature that died within the last minute", + "duration": { + "unit": "unlimited" + }, + "entries": [ + "You trap the target's soul in the item before the soul can pass on to the afterlife. The item used to contain the soul can be anything as long as it's of the appropriate value. The item has AC 16 and its normal Hardness and HP. Destroying (not just breaking) an item or counteracting seize soul releases the soul to the afterlife.", + "While the soul is in the item, the target can't be returned to life through any means, even powerful magic such as a {@ritual wish} ritual. If the item is destroyed or seize soul is counteracted on the item, the soul is freed. An item can't hold more than one soul, and any attempt wastes the spell.", + "You can also target an item that has had a soul trapped it in with a second casting of seize soul, which destroys the item and either releases the soul or relocates it to a different item, whichever you choose. This fails if the target is an artifact or the trapped soul is a creature of 19th level or higher." + ] + }, + { + "name": "Sending", + "source": "PC1", + "remaster": true, + "page": 356, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "planetary" + }, + "targets": "1 creature you know well", + "entries": [ + "You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer." + ] + }, + { + "name": "Shadow Blast", + "source": "PC1", + "remaster": true, + "page": 356, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "shadow" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "entry": "varies", + "unit": "unknown" + }, + "area": { + "types": [ + "Misc." + ], + "entry": "varies" + }, + "savingThrow": { + "type": [ + "R", + "W" + ], + "basic": true + }, + "entries": [ + "You shape the shadow substance of the Netherworld into a blast. Choose {@trait acid}, {@quickref bludgeoning|CRB|1|damage|0}, {@trait cold}, {@trait electricity}, {@trait fire}, {@trait force}, {@quickref piercing|CRB|1|damage|0}, {@quickref slashing|CRB|1|damage|0}, {@trait sonic}, or {@trait spirit} damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals {@damage 6d8} damage of the type you chose to each creature in the area." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 6d8|5-10|1d8}." + ] + } + } + }, + { + "name": "Shape Stone", + "source": "PC1", + "remaster": true, + "page": 356, + "level": 4, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "cube of stone 10 feet across or smaller", + "entries": [ + "You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or {@skill Acrobatics} check.", + { + "type": "successDegree", + "entries": { + "Success": "The creature is unaffected.", + "Failure": "The creature falls {@condition prone} atop the stone.", + "Critical Failure": "The creature falls off the stone (if applicable) and lands {@condition prone}." + } + } + ] + }, + { + "name": "Shape Wood", + "source": "PC1", + "remaster": true, + "page": 356, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "plant" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "an unworked piece of wood up to 20 cubic feet in volume", + "entries": [ + "You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping." + ] + }, + { + "name": "Share Life", + "source": "PC1", + "remaster": true, + "page": 356, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage. The spell ends if the target is ever more than 30 feet away from you. If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends." + ] + }, + { + "name": "Shatter", + "source": "PC1", + "remaster": true, + "page": 356, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "sonic" + ], + "traditions": [ + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 unattended object", + "entries": [ + "A high-frequency sonic attack shatters a nearby object. You deal {@damage 2d10} sonic damage to the object, ignoring the object's Hardness if it is 4 or lower." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 2d10|2-10|1d10}, and the Hardness the spell ignores increases by 2." + ] + } + } + }, + { + "name": "Shield", + "source": "PC1", + "remaster": true, + "page": 356, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "force" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "duration": { + "entry": "until the start of your next turn", + "number": 1, + "unit": "round" + }, + "entries": [ + "You raise a magical shield of force. This counts as using the {@action Raise a Shield} action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.", + "While the spell is in effect, you can use the {@feat Shield Block} reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use {@feat Shield Block}, the spell ends and you can't cast it again for 10 minutes." + ], + "heightened": { + "plusX": { + "2": [ + "The shield Hardness increases by {@scaledamage 5|3,5,7,9|5}." + ] + } + } + }, + { + "name": "Shrink", + "source": "PC1", + "remaster": true, + "page": 356, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 willing creature", + "duration": { + "number": 5, + "unit": "minute" + }, + "entries": [ + "You warp space to make a creature smaller. The target shrinks to become Tiny in size. Its equipment shrinks with it but returns to its original size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature." + ], + "heightened": { + "X": { + "6": [ + "The spell can target up to 10 creatures." + ] + } + } + }, + { + "name": "Sigil", + "source": "PC1", + "remaster": true, + "page": 357, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature or object", + "duration": { + "entry": "unlimited (see below)", + "unit": "unlimited" + }, + "entries": [ + "You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or {@condition invisible}, and you can change it from one state to another by using an {@action Interact} action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level." + ], + "heightened": { + "X": { + "3": [ + "The sigil instead fades after 1 month." + ], + "5": [ + "The sigil instead fades after 1 year." + ], + "7": [ + "The sigil never fades." + ] + } + } + }, + { + "name": "Silence", + "source": "PC1", + "remaster": true, + "page": 357, + "level": 2, + "traits": [ + "illusion", + "manipulate", + "subtle" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "The target makes no sound, preventing creatures from noticing it using hearing alone. The target can't use {@trait sonic} attacks, nor can it use {@trait auditory} actions. This also prevents the target from casting spells due to the magical words involved in casting, with the exception of {@trait subtle} spells." + ], + "heightened": { + "X": { + "4": [ + "The spell creates an {@trait aura} in a 10-foot emanation around the touched creature, silencing all sound in or passing through it. While within the aura, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example)." + ] + } + } + }, + { + "name": "Sleep", + "source": "PC1", + "remaster": true, + "page": 357, + "level": 1, + "traits": [ + "concentrate", + "incapacitation", + "manipulate", + "mental", + "sleep" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "5-foot burst" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "entries": [ + "Each creature in the area becomes drowsy, possibly nodding off. A creature that falls {@condition unconscious} from this spell doesn't fall {@condition prone} or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful {@skill Perception} check, limiting its utility in combat.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature takes a \u20131 status penalty to {@skill Perception} checks for 1 round.", + "Failure": "The creature falls {@condition unconscious}. If it's still {@condition unconscious} after 1 minute, it wakes up automatically.", + "Critical Failure": "The creature falls {@condition unconscious}. If it's still {@condition unconscious} after 1 hour, it wakes up automatically." + } + } + ], + "heightened": { + "X": { + "4": [ + "The creatures fall {@condition unconscious} for 1 round on a failure or 1 minute on a critical failure. They fall {@condition prone} and release what they're holding, and they can't attempt {@skill Perception} checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up." + ] + } + } + }, + { + "name": "Slither", + "source": "PC1", + "remaster": true, + "page": 357, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "shadow" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "A mass of snakes made of shadow rise up to capture creatures in the area. Each creature in the area when you {@action Cast a Spell||Cast the Spell} takes {@damage 3d6} piercing damage and {@damage 1d6} {@condition persistent damage||persistent poison damage} from a biting snake, and it's {@condition grabbed} or {@condition restrained} depending on its Reflex save. A creature that ends its turn in the area must also attempt this save, even if it's already {@condition grabbed} or {@condition restrained} by the snakes. You can {@action dismiss} the spell.", + { + "type": "successDegree", + "entries": { + "Success": "The target is unaffected.", + "Failure": "The creature takes full damage and is {@condition grabbed} by a snake. The snakes' {@action Escape} DC is equal to your spell DC. A creature can attack a snake to release the creature. A snake's AC is equal to your spell DC, and it's destroyed if it takes 12 or more damage at once. New snakes continually regrow as long as the spell lasts, so destroying snakes doesn't prevent slither from capturing more creatures.", + "Critical Failure": "As failure, but the creature takes double damage and is {@condition restrained} by a snake." + } + } + ], + "heightened": { + "plusX": { + "2": [ + "The {@condition persistent damage||persistent poison damage} increases by {@scaledamage 1d6|5,7,9|1d6} and snake HP increases by 6." + ] + } + } + }, + { + "name": "Slow", + "source": "PC1", + "remaster": true, + "page": 357, + "level": 3, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "entry": "varies", + "number": 1, + "unit": "minute" + }, + "entries": [ + "You dilate the flow of time around the target, slowing its actions.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is {@condition slowed 1} for 1 round.", + "Failure": "The target is {@condition slowed 1} for 1 minute.", + "Critical Failure": "The target is {@condition slowed 2} for 1 minute." + } + } + ], + "heightened": { + "X": { + "6": [ + "You can target up to 10 creatures." + ] + } + } + }, + { + "name": "Soothe", + "source": "PC1", + "remaster": true, + "page": 357, + "level": 1, + "traits": [ + "concentrate", + "emotion", + "healing", + "manipulate", + "mental" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 willing creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains {@dice 1d10+4} Hit Points when you {@action Cast a Spell||Cast the Spell} and gains a +2 status bonus to saves against {@trait mental} effects for the duration." + ], + "heightened": { + "plusX": { + "1": [ + "The amount of healing increases by {@scaledice 1d10+4|1-10|1d10+4}." + ] + } + } + }, + { + "name": "Sound Body", + "source": "PC1", + "remaster": true, + "page": 357, + "level": 2, + "traits": [ + "concentrate", + "healing", + "manipulate", + "vitality" + ], + "traditions": [ + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "entries": [ + "You send a surge of healing energy to restore the target's body. Attempt to {@quickref counteract||3|counteracting} an effect of your choice imposing one of these conditions on the target: {@condition blinded}, {@condition dazzled}, {@condition deafened}, {@condition enfeebled}, or {@condition sickened}. If you didn't counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect's duration doesn't elapse while it's suppressed.", + "This spell can't counteract or suppress curses, diseases, or conditions that are part of the target's normal state." + ], + "heightened": { + "X": { + "4": [ + "Add {@condition drained} and {@condition slowed} to the list of conditions." + ], + "6": [ + "Add {@condition stunned} to the list of conditions." + ] + } + } + }, + { + "name": "Speak With Animals", + "source": "PC1", + "remaster": true, + "page": 358, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You can ask questions of, receive answers from, and use the {@skill Diplomacy} skill with animals. The spell doesn't make them more {@condition friendly} than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments." + ] + }, + { + "name": "Speak With Plants", + "source": "PC1", + "remaster": true, + "page": 358, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more {@condition friendly} or intelligent than normal. Most normal plants and fungi have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. Cunning plant monsters are likely to be terse and evasive, while less intelligent ones often make inane comments." + ], + "heightened": { + "X": { + "4": [ + "The duration is 8 hours." + ] + } + } + }, + { + "name": "Speak With Stone", + "source": "PC1", + "remaster": true, + "page": 358, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "earth" + ], + "traditions": [ + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them." + ], + "heightened": { + "X": { + "6": [ + "The duration is 8 hours." + ] + } + } + }, + { + "name": "Spellwrack", + "source": "PC1", + "remaster": true, + "page": 358, + "level": 6, + "traits": [ + "concentrate", + "curse", + "force", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "entries": [ + "You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "Whenever the target becomes affected by a spell with a duration, the target takes {@damage 2d12} {@condition persistent damage||persistent force damage}. Each time it takes {@condition persistent damage||persistent force damage} from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful {@skill Arcana} check against your spell DC can help the target recover from the {@condition persistent damage}; the curse and the {@condition persistent damage} end after 1 minute.", + "Failure": "As success, but the curse and {@condition persistent damage} do not end on their own.", + "Critical Failure": "As failure, but the {@condition persistent damage||persistent force damage} is {@dice 4d12}." + } + } + ] + }, + { + "name": "Spider Sting", + "source": "PC1", + "remaster": true, + "page": 358, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "poison" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "You magically duplicate a spider's venomous sting. You deal {@damage 1d4} piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target takes {@damage 1d4} poison damage.", + "Failure": "The target is afflicted with spider venom at stage 1.", + "Critical Failure": "The target is afflicted with spider venom at stage 2." + } + }, + { + "type": "affliction", + "name": "Spider Venom", + "traits": [ + "poison" + ], + "level": 1, + "maxDuration": "4 rounds", + "stages": [ + { + "stage": 1, + "entry": "{@damage 1d4} poison damage and {@condition enfeebled 1}", + "duration": "1 round" + }, + { + "stage": 2, + "entry": "{@damage 1d4} poison damage and {@condition enfeebled 2}", + "duration": "1 round" + } + ] + } + ] + }, + { + "name": "Spirit Blast", + "source": "PC1", + "remaster": true, + "page": 358, + "level": 6, + "traits": [ + "concentrate", + "manipulate", + "spirit" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "F" + ], + "basic": true + }, + "entries": [ + "You concentrate ethereal energy and attack a creature's spirit, dealing {@damage 16d6} spirit damage with a basic Fortitude save." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 16d6|6-10|2d6}." + ] + } + } + }, + { + "name": "Spirit Link", + "source": "PC1", + "remaster": true, + "page": 358, + "level": 1, + "traits": [ + "concentrate", + "healing", + "manipulate", + "spirit" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 willing creature", + "duration": { + "dismiss": true, + "number": 10, + "unit": "minute" + }, + "entries": [ + "You form a spiritual link with another creature, allowing you to take in its pain. When you {@action Cast a Spell||Cast this Spell} and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.", + "This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve vitality or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can {@action Dismiss} this spell, and if you're ever at 0 Hit Points, spirit link ends automatically." + ], + "heightened": { + "plusX": { + "1": [ + "The number of Hit Points transferred each time increases by 2." + ] + } + } + }, + { + "name": "Spiritual Armament", + "source": "PC1", + "remaster": true, + "page": 359, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "sanctified", + "spirit" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You create a ghostly, magical echo of one weapon you're wielding or wearing and fling it. Attempt a spell attack roll against the target's AC, dealing {@damage 2d8} damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals {@trait spirit} damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty. After the attack, the weapon returns to your side. If you {@trait sanctified||sanctify} the spell, the attacks are sanctified as well.", + "Each time you {@action Sustain a Spell||Sustain the spell}, you can repeat the attack against any creature within 120 feet." + ], + "heightened": { + "plusX": { + "2": [ + "The weapon's damage increases by {@scaledamage 1d8|2,4,6,8,10|1d8}." + ] + } + } + }, + { + "name": "Spiritual Guardian", + "source": "PC1", + "remaster": true, + "page": 359, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "sanctified", + "spirit" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "A Medium guardian made of magical force appears in an unoccupied space in range. The spiritual guardian is translucent and wields a ghostly echo of one weapon you're wielding or wearing. If you have a deity, the guardian takes the form of one of your deity's attendants or servitors. If you {@trait sanctified||sanctify} the spell, the guardian's attacks are sanctified as well. Creatures can move through the guardian's space but can't end their movement in it. You and your allies can flank with the guardian. The guardian doesn't have any other attributes a creature would normally have, aside from 50 Hit Points that it can't recover by any means and that it can lose only when protecting a creature (see below).", + "When you {@action Cast a Spell||Cast the Spell} and each time you {@action Sustain a Spell||Sustain} it, you can have the guardian move to any unoccupied space within 120 feet of you and either attack or protect.", + { + "type": "list", + "items": [ + "{@b Attack} The guardian makes a melee spell attack against an adjacent creature, dealing {@damage 3d8} damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals {@trait spirit} damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty.", + "{@b Protect} The guardian protects a creature of your choice. Each time the chosen creature would take damage and the guardian is adjacent to it, the guardian takes the first 10 damage instead of the ally. This protection lasts until you command the guardian to attack or to protect a different creature, or the guardian is destroyed." + ] + } + ], + "heightened": { + "plusX": { + "2": [ + "The guardian's damage increases by {@scaledamage 2d8|5,7,9|1d8}, and its Hit Points increase by {@scaledice 50|5,7,9|20}." + ] + } + } + }, + { + "name": "Stabilize", + "source": "PC1", + "remaster": true, + "page": 359, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "healing", + "manipulate", + "vitality" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 {@condition dying} creature", + "entries": [ + "Life energy shuts death's door. The target loses the {@condition dying} condition, though it remains {@condition unconscious} at 0 Hit Points." + ] + }, + { + "name": "Status", + "source": "PC1", + "remaster": true, + "page": 359, + "level": 2, + "traits": [ + "concentrate", + "detection", + "manipulate" + ], + "traditions": [ + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing living creature", + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target's direction from you, distance from you, and any conditions affecting it." + ], + "heightened": { + "X": { + "4": [ + "The spell's range increases to 30 feet, and you can target up to 10 creatures." + ] + } + } + }, + { + "name": "Stupefy", + "source": "PC1", + "remaster": true, + "page": 359, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "varies", + "number": 1, + "unit": "minute" + }, + "entries": [ + "You dull the target's mind, depending on its Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target is stupefied 1 until the start of your next turn.", + "Failure": "The target is {@condition stupefied 2} for 1 minute.", + "Critical Failure": "The target is {@condition stupefied 3} for 1 minute." + } + } + ] + }, + { + "name": "Subconscious Suggestion", + "source": "PC1", + "remaster": true, + "page": 359, + "level": 5, + "traits": [ + "concentrate", + "incapacitation", + "linguistic", + "manipulate", + "mental", + "subtle" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "You implant a subconscious suggestion deep within the target's mind for them to follow when a trigger you specify occurs (as described on page 305). You suggest a course of action to the target. Your directive must be phrased in such a way as to seem like a logical course of action to the target, and it can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected and knows you tried to control it.", + "Success": "The target is unaffected and thinks you were talking to them normally, not casting a spell on them.", + "Failure": "The suggestion remains in the target's subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.", + "Critical Failure": "As failure, but the duration is 1 hour." + } + } + ], + "heightened": { + "X": { + "9": [ + "You can target up to 10 creatures." + ] + } + } + }, + { + "name": "Suggestion", + "source": "PC1", + "remaster": true, + "page": 374, + "level": 4, + "traits": [ + "concentrate", + "incapacitation", + "linguistic", + "manipulate", + "mental", + "subtle" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected and knows you tried to control it.", + "Success": "The target is unaffected.", + "Failure": "The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.", + "Critical Failure": "As failure, but the base duration is 1 hour." + } + } + ], + "heightened": { + "X": { + "8": [ + "You can target up to 10 creatures." + ] + } + } + }, + { + "name": "Summon Animal", + "source": "PC1", + "remaster": true, + "page": 360, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "summon" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait animal} trait and whose level is \u20131 to fight for you." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Summon Celestial", + "source": "PC1", + "remaster": true, + "page": 360, + "level": 5, + "traits": [ + "concentrate", + "holy", + "manipulate", + "summon" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait celestial} trait and whose level is 5 to fight for you. The GM might determine your deity restricts the specific types of celestials you can summon in certain cases. For instance, Calistria doesn't typically allow her followers to summon aeons." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Summon Construct", + "source": "PC1", + "remaster": true, + "page": 360, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "summon" + ], + "traditions": [ + "arcane" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait construct} trait and whose level is \u20131 to fight for you." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Summon Dragon", + "source": "PC1", + "remaster": true, + "page": 360, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "summon" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait dragon} trait and whose level is 5 to fight for you. If the dragon has a magical tradition trait (arcane, divine, occult, or primal), you can summon it only if you're using that tradition to cast summon dragon." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Summon Elemental", + "source": "PC1", + "remaster": true, + "page": 360, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "summon" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait elemental} trait and whose level is 1 to fight for you." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Summon Entity", + "source": "PC1", + "remaster": true, + "page": 360, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "summon" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait aberration} trait and whose level is 5 to fight for you." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Summon Fey", + "source": "PC1", + "remaster": true, + "page": 360, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "summon" + ], + "traditions": [ + "occult", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait fey} trait and whose level is \u20131 to fight for you." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Summon Fiend", + "source": "PC1", + "remaster": true, + "page": 361, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "summon", + "unholy" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait fiend} trait and whose level is 5 to fight for you. The GM might determine your deity restricts the specific types of fiends you can summon in certain cases. For instance, archdevils typically allow their followers to summon devils, but not other fiends." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Summon Giant", + "source": "PC1", + "remaster": true, + "page": 361, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "summon" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait giant} trait and whose level is 5 to fight for you." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Summon Instrument", + "source": "PC1", + "remaster": true, + "page": 361, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You materialize a {@item handheld musical instrument} in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears." + ], + "heightened": { + "X": { + "5": [ + "The instrument is instead a {@item virtuoso handheld musical instrument||virtuoso handheld instrument}." + ] + } + } + }, + { + "name": "Summon Monitor", + "source": "PC1", + "remaster": true, + "page": 361, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "summon" + ], + "traditions": [ + "divine" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait monitor} trait and whose level is 5 to fight for you. The GM might determine your deity restricts the specific types of monitors you can summon in certain cases. For instance, Urgathoa typically doesn't allow her followers to summon psychopomps." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Summon Plant Or Fungus", + "source": "PC1", + "remaster": true, + "page": 361, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "summon" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait plant} or {@trait fungus} trait and whose level is \u20131 to fight for you." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Summon Undead", + "source": "PC1", + "remaster": true, + "page": 361, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "summon" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You summon a creature that has the {@trait undead} trait and whose level is \u20131 to fight for you." + ], + "heightened": { + "plusX": { + "1": [ + "As listed on the {@trait summon} trait." + ] + } + }, + "miscTags": [ + "SM" + ] + }, + { + "name": "Sunburst", + "source": "PC1", + "remaster": true, + "page": 361, + "level": 7, + "traits": [ + "concentrate", + "fire", + "light", + "manipulate", + "vitality" + ], + "traditions": [ + "divine", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "60-foot burst" + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "entries": [ + "A powerful globe of searing sunlight explodes in the area, dealing {@damage 8d10} fire damage to creatures in the area, plus {@damage 8d10} additional vitality damage to undead creatures. Each creature in the area must 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.", + "Critical Failure": "The creature takes full damage and becomes {@condition blinded} permanently." + } + }, + "If the globe overlaps with an area of magical darkness, sunburst attempts to {@quickref counteract||3|counteracting} the {@trait darkness} effect." + ], + "heightened": { + "plusX": { + "1": [ + "The fire damage increases by {@scaledamage 8d10|7-10|1d10}, and the vitality damage against undead increases by {@scaledamage 8d10|7-10|1d10}." + ] + } + } + }, + { + "name": "Sure Footing", + "source": "PC1", + "remaster": true, + "page": 361, + "level": 2, + "traits": [ + "concentrate", + "healing", + "manipulate" + ], + "traditions": [ + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "entries": [ + "You free the target's limbs from ailments that impede mobility. Attempt to {@quickref counteract||3|counteracting} an effect of your choice imposing one of these conditions on the target: {@condition clumsy}, {@condition grabbed}, or {@condition paralyzed}. If you didn't counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect's duration doesn't elapse while it's suppressed.", + "This spell can't counteract or suppress curses, diseases, or conditions that are part of the target's normal state." + ], + "heightened": { + "X": { + "4": [ + "Add {@condition immobilized}, {@condition slowed}, and {@condition restrained} to the list of conditions." + ], + "6": [ + "Add {@condition petrified} to the list of conditions." + ], + "8": [ + "Add stunned to the list of conditions." + ] + } + } + }, + { + "name": "Sure Strike", + "source": "PC1", + "remaster": true, + "page": 361, + "level": 1, + "traits": [ + "concentrate", + "fortune" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "duration": { + "entry": "until the end of your turn", + "number": 1, + "unit": "turn" + }, + "entries": [ + "A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being {@condition concealed} or {@condition hidden}." + ] + }, + { + "name": "Synaptic Pulse", + "source": "PC1", + "remaster": true, + "page": 362, + "level": 5, + "traits": [ + "concentrate", + "incapacitation", + "manipulate", + "mental" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Emanation" + ], + "entry": "30-foot emanation" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "round" + }, + "entries": [ + "You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature is {@condition stunned 1}.", + "Failure": "The creature is {@condition stunned 2}.", + "Critical Failure": "The creature is {@condition stunned} for 1 round." + } + } + ] + }, + { + "name": "Tailwind", + "source": "PC1", + "remaster": true, + "page": 362, + "level": 1, + "traits": [ + "air", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "The wind at your back pushes you to find new horizons. You gain a +10-foot status bonus to your Speed." + ], + "heightened": { + "X": { + "2": [ + "The duration increases to 8 hours." + ] + } + } + }, + { + "name": "Talking Corpse", + "source": "PC1", + "remaster": true, + "page": 362, + "level": 4, + "traits": [ + "uncommon", + "concentrate", + "manipulate" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 corpse", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather than summoning back the deceased's spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target can lie or refuse to answer your questions, and the target's spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time.", + "Success": "The target can provide false information or refuse to answer your questions.", + "Failure": "The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions.", + "Critical Failure": "As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a \u20132 status penalty to {@skill Deception} checks to deceive or mislead you." + } + } + ] + }, + { + "name": "Tangle Vine", + "source": "PC1", + "remaster": true, + "page": 362, + "level": 1, + "traits": [ + "attack", + "cantrip", + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "entries": [ + "A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target gains the {@condition immobilized} condition and takes a \u201310-foot circumstance penalty to its Speeds for 1 round. It can attempt to {@action Escape} against your spell DC to remove the penalty and the {@condition immobilized} condition.", + "Success": "The target takes a \u201310-foot circumstance penalty to its Speeds for 1 round. It can attempt to {@action Escape} against your spell DC to remove the penalty.", + "Failure": "The target is unaffected." + } + } + ], + "heightened": { + "X": { + "2": [ + "The effects last for 2 rounds." + ], + "4": [ + "The effects last for 1 minute." + ] + } + } + }, + { + "name": "Tangling Creepers", + "source": "PC1", + "remaster": true, + "page": 362, + "level": 6, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 500, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "40-foot burst" + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a \u201310-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the {@trait concentrate} trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target. If the attack succeeds, the vine pulls the target into the creepers and makes it {@condition immobilized} for 1 round or until the creature {@action Escape||Escapes} (against your spell DC), whichever comes first." + ] + }, + { + "name": "Telekinetic Hand", + "source": "PC1", + "remaster": true, + "page": 362, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 unattended object of light Bulk or less", + "duration": { + "unit": "unlimited", + "sustained": true + }, + "entries": [ + "You create a floating, magical hand, either {@condition invisible} or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you {@action Sustain a Spell||Sustain the Spell}, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls." + ], + "heightened": { + "X": { + "3": [ + "You can target an unattended object with a Bulk of 1 or less." + ], + "5": [ + "The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less." + ], + "7": [ + "The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less." + ] + } + } + }, + { + "name": "Telekinetic Haul", + "source": "PC1", + "remaster": true, + "page": 362, + "level": 5, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 unattended object of up to 80 Bulk with no dimension longer than 20 feet", + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You move the target up to 20 feet, potentially suspending it in midair. When you {@action Sustain a Spell||Sustain the Spell}, you can do so again, or you can choose a different eligible target to move." + ] + }, + { + "name": "Telekinetic Maneuver", + "source": "PC1", + "remaster": true, + "page": 363, + "level": 2, + "traits": [ + "attack", + "concentrate", + "force", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 60, + "unit": "feet" + }, + "targets": "1 creature", + "entries": [ + "With a rush of telekinetic power, you move a foe or something they carry. You can attempt to {@action Disarm}, {@action Shove}, or {@action Trip} the target using a spell attack roll instead of an {@skill Athletics} check." + ] + }, + { + "name": "Telekinetic Projectile", + "source": "PC1", + "remaster": true, + "page": 363, + "level": 1, + "traits": [ + "attack", + "cantrip", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "entries": [ + "You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target's AC. If you hit, you deal {@damage 2d6} bludgeoning, piercing, or slashing damage\u2014as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You deal double damage.", + "Success": "You deal full damage." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 2d6|1-10|1d6}." + ] + } + } + }, + { + "name": "Telepathy", + "source": "PC1", + "remaster": true, + "page": 363, + "level": 4, + "traits": [ + "concentrate", + "linguistic", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate only with creatures that share a language with you." + ], + "heightened": { + "X": { + "6": [ + "You can communicate telepathically with creatures using shared mental imagery even if you don't share a language. Telepathy loses the {@trait linguistic} trait." + ] + } + } + }, + { + "name": "Teleport", + "source": "PC1", + "remaster": true, + "page": 363, + "level": 6, + "traits": [ + "uncommon", + "concentrate", + "manipulate", + "teleportation" + ], + "traditions": [ + "arcane", + "occult" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 100, + "unit": "mile" + }, + "targets": "you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature.", + "entries": [ + "You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile." + ], + "heightened": { + "X": { + "7": [ + "You and the other targets can travel to any location within 1,000 miles." + ], + "8": [ + "You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target." + ], + "9": [ + "You and the other targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target." + ], + "10": [ + "As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy." + ] + } + } + }, + { + "name": "Thunderstrike", + "source": "PC1", + "remaster": true, + "page": 363, + "level": 1, + "traits": [ + "concentrate", + "electricity", + "manipulate", + "sonic" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "You call down a tendril of lightning that cracks with thunder, dealing {@damage 1d12} electricity damage and {@damage 1d4} sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a \u20131 circumstance bonus to its save, and if damaged by the spell is {@condition clumsy 1} for 1 round." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 1d12|2-10|1d12} electricity, and {@scaledamage 1d4|2-10|1d4} sonic." + ] + } + } + }, + { + "name": "Toxic Cloud", + "source": "PC1", + "remaster": true, + "page": 363, + "level": 5, + "traits": [ + "concentrate", + "death", + "manipulate", + "poison" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "savingThrow": { + "type": [ + "F" + ], + "basic": true + }, + "duration": { + "dismiss": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You conjure a poisonous fog. This functions as {@spell mist}, except the area moves 10 feet away from you each round. A breathing creature that starts its turn in the area takes {@damage 6d8} poison damage with a basic Fortitude save. You can {@action Dismiss} the spell." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 6d8|5-10|1d8}." + ] + } + } + }, + { + "name": "Translate", + "source": "PC1", + "remaster": true, + "page": 363, + "level": 2, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature", + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "The target can understand the meaning of a single language it is hearing or reading when you {@action Cast a Spell||cast the spell}. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly." + ], + "heightened": { + "X": { + "3": [ + "The target can also speak the language." + ], + "4": [ + "You can target up to 10 creatures, and targets can also speak the language." + ] + } + } + }, + { + "name": "Translocate", + "source": "PC1", + "remaster": true, + "page": 363, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "teleportation" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "entries": [ + "You instantly transport yourself and any items you're wearing and holding from your current space to an unoccupied space within range you can see. If this would bring another creature with you\u2014even if you're carrying it in an extradimensional container\u2014the spell is lost." + ], + "heightened": { + "X": { + "5": [ + "The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour." + ] + } + } + }, + { + "name": "Tree Of Seasons", + "source": "PC1", + "remaster": true, + "page": 364, + "level": 6, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You cause a Small tree to instantly sprout in an unoccupied space on the ground. Four seedpods grow from the tree, each filled with the magic of a different one of the four seasons. A creature can Interact to pluck one of the pods, and can then either throw it up to 30 feet as part of the same action or do so with a separate {@action Interact} action later. When thrown, a pod explodes in a 5-foot burst, dealing {@damage 6d6} damage with a basic Reflex save against your spell DC. The damage type depends on the season of the pod: {@trait electricity} for spring, {@trait fire} for summer, {@trait poison} for autumn, or {@trait cold} for winter. When the spell ends, the tree withers away and any remaining pods rot, leaving behind non-magical seeds." + ], + "heightened": { + "plusX": { + "1": [ + "The burst's damage increases to {@scaledamage 6d6|6-10|1d6}." + ] + } + } + }, + { + "name": "True Target", + "source": "PC1", + "remaster": true, + "page": 364, + "level": 7, + "traits": [ + "concentrate", + "fortune", + "prediction" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "range": { + "number": 60, + "unit": "feet" + }, + "targets": "4 creatures", + "duration": { + "entry": "until the start of your next turn", + "number": 1, + "unit": "round" + }, + "entries": [ + "You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being {@condition concealed} or {@condition hidden}." + ] + }, + { + "name": "Truesight", + "source": "PC1", + "remaster": true, + "page": 364, + "level": 6, + "traits": [ + "concentrate", + "manipulate", + "revelation" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell)." + ] + }, + { + "name": "Truespeech", + "source": "PC1", + "remaster": true, + "page": 364, + "level": 5, + "traits": [ + "uncommon", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn't know what language that is." + ], + "heightened": { + "X": { + "7": [ + "The duration is 8 hours." + ] + } + } + }, + { + "name": "Umbral Journey", + "source": "PC1", + "remaster": true, + "page": 364, + "level": 5, + "traits": [ + "uncommon", + "concentrate", + "manipulate", + "shadow", + "teleportation" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "you and up to 10 willing creatures touched", + "duration": { + "dismiss": true, + "number": 8, + "unit": "hour" + }, + "entries": [ + "You move partially into the Netherworld, using its warped nature to speed your travels. Each hour, you cover roughly as much ground as you normally would in 3 days. The landmarks are vague and symbolic rather than concrete, leaving you within a mile of your intended destination when you {@action Dismiss} the spell or its duration ends." + ] + }, + { + "name": "Uncontrollable Dance", + "source": "PC1", + "remaster": true, + "page": 364, + "level": 8, + "traits": [ + "concentrate", + "incapacitation", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is {@condition off-guard} and can't use reactions. While affected, the creature can't use actions with the {@trait move} trait except to dance, using the {@action Stride} action to move up to half its Speed.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing.", + "Failure": "The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing.", + "Critical Failure": "The spell's duration is 1 minute, and the target must spend all its actions each turn dancing." + } + } + ] + }, + { + "name": "Unfathomable Song", + "source": "PC1", + "remaster": true, + "page": 364, + "level": 9, + "traits": [ + "auditory", + "concentrate", + "emotion", + "fear", + "incapacitation", + "manipulate", + "mental" + ], + "traditions": [ + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "up to 5 creatures", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again the first time you {@action Sustain a Spell||Sustain this Spell} each round. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you {@action Sustain a Spell||Sustain the Spell}.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute.", + "Success": "The target is unaffected this round, but it can be affected on subsequent rounds.", + "Failure": "Roll {@dice 1d4|||onTable} on the table below.", + "Critical Failure": "Roll {@dice 1d4+1|||onTable} on the table below." + } + }, + { + "type": "table", + "colSizes": [ + 1, + 4 + ], + "rollable": true, + "rows": [ + [ + "Result", + "Effect" + ], + [ + "1", + "The target is {@condition frightened||frightened 2}." + ], + [ + "2", + "The target is {@condition confused} for 1 round." + ], + [ + "3", + "The target is {@condition stupefied||stupefied 4} for 1 round." + ], + [ + "4", + "The target is {@condition blinded} for 1 round." + ], + [ + "5", + "The target is {@condition stunned} for 1 round and {@condition stupefied||stupefied 1} for an unlimited duration." + ] + ] + } + ] + }, + { + "name": "Unfettered Movement", + "source": "PC1", + "remaster": true, + "page": 365, + "level": 4, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature touched", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You repel hindrances that would affect a creature. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to {@action Escape} an effect that has them {@condition immobilized}, {@condition grabbed}, or {@condition restrained}, they automatically succeed unless the effect is magical and of a higher rank than the unfettered movement spell." + ] + }, + { + "name": "Unfettered Pack", + "source": "PC1", + "remaster": true, + "page": 365, + "level": 7, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "up to 10 creatures", + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You free those who travel alongside you from environmental hindrances. Targets don't take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical, and they ignore {@quickref difficult terrain||3|terrain} from such environmental properties." + ], + "heightened": { + "X": { + "9": [ + "The targets also ignore {@quickref greater difficult terrain||3|terrain} from environmental properties." + ] + } + } + }, + { + "name": "Unrelenting Observation", + "source": "PC1", + "remaster": true, + "page": 365, + "level": 8, + "traits": [ + "concentrate", + "manipulate", + "scrying" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 100, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "20-foot burst" + }, + "targets": "1 creature or object tracked and up to 5 other willing creatures", + "duration": { + "entry": "varies", + "unit": "special" + }, + "entries": [ + "This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the {@condition concealed} or {@condition invisible} condition, though physical barriers still provide cover.", + "The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn't matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don't see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person.", + "If the target to be tracked is willing, the duration is 1 hour. If you try to track an unwilling creature, the target must attempt a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature or object is unaffected.", + "Success": "As described, and the duration is 1 minute.", + "Failure": "As described, and the duration is 1 hour." + } + } + ] + }, + { + "name": "Vampiric Exsanguination", + "source": "PC1", + "remaster": true, + "page": 365, + "level": 6, + "traits": [ + "concentrate", + "death", + "manipulate", + "void" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Cone" + ], + "entry": "30-foot cone" + }, + "savingThrow": { + "type": [ + "F" + ], + "basic": true + }, + "entries": [ + "You draw in the blood and life force of other creatures through your outstretched arms. You deal {@damage 12d6} void damage to living creatures in the area.", + "You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 12d6|6-10|2d6}." + ] + } + }, + "miscTags": [ + "THP" + ] + }, + { + "name": "Vampiric Feast", + "source": "PC1", + "remaster": true, + "page": 365, + "level": 3, + "traits": [ + "concentrate", + "death", + "manipulate", + "void" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 living creature", + "savingThrow": { + "type": [ + "F" + ], + "basic": true + }, + "entries": [ + "Your touch leeches the lifeblood out of a target to empower yourself. You deal {@damage 6d6} void damage to the target. You gain temporary Hit Points equal to half the void damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 6d6|3-10|2d6}." + ] + } + }, + "miscTags": [ + "THP" + ] + }, + { + "name": "Vanishing Tracks", + "source": "PC1", + "remaster": true, + "page": 365, + "level": 1, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to {@action Track} you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC." + ], + "heightened": { + "X": { + "2": [ + "The duration increases to 8 hours." + ], + "4": [ + "The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area." + ] + } + } + }, + { + "name": "Vapor Form", + "source": "PC1", + "remaster": true, + "page": 365, + "level": 4, + "traits": [ + "air", + "concentrate", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 willing creature", + "duration": { + "dismiss": true, + "number": 5, + "unit": "minute" + }, + "entries": [ + "The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor, and it uses its proficiency modifier for unarmored defense. It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the {@trait attack} or {@trait manipulate} trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can {@action Dismiss||Dismiss the spell}." + ] + }, + { + "name": "Veil Of Privacy", + "source": "PC1", + "remaster": true, + "page": 366, + "level": 3, + "traits": [ + "uncommon", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 10, + "unit": "minute" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature or object", + "duration": { + "number": 8, + "unit": "hour" + }, + "entries": [ + "You erect protective wards that make the target difficult to detect via magic. Veil of Privacy attempts to counteract all detection, revelation, and scrying divinations made against the target or the target's gear throughout the duration, counting cantrips as 1st-level spells for this purpose. Successfully counteracting a divination that targets an area or multiple targets negates the effects only for veil of privacy's target." + ] + }, + { + "name": "Ventriloquism", + "source": "PC1", + "remaster": true, + "page": 366, + "level": 1, + "traits": [ + "auditory", + "concentrate", + "illusion", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "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 {@quickref disbelieve your illusion|CRB|2|disbelieving illusions|0}." + ], + "heightened": { + "X": { + "2": [ + "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." + ] + } + } + }, + { + "name": "Vibrant Pattern", + "source": "PC1", + "remaster": true, + "page": 366, + "level": 6, + "traits": [ + "illusion", + "incapacitation", + "manipulate", + "subtle", + "visual" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "10-foot burst" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You create a pattern of lights that pulses with intensity. Creatures are {@condition dazzled} while inside the pattern.", + "In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a {@action Seek} or {@action Interact} action on the pattern. A creature currently {@condition blinded} by the pattern doesn't need to attempt new saving throws.", + { + "type": "successDegree", + "entries": { + "Success": "The creature is unaffected.", + "Failure": "The creature is {@condition blinded} by the pattern. If it exits the pattern, it can attempt a new save to recover from the {@condition blinded} condition at the end of each of its turns, to a maximum duration of 1 minute.", + "Critical Failure": "The creature is {@condition blinded} for 1 minute." + } + } + ] + }, + { + "name": "Vision Of Death", + "source": "PC1", + "remaster": true, + "page": 366, + "level": 4, + "traits": [ + "concentrate", + "death", + "emotion", + "fear", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 living creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "entries": [ + "You force the target to see a vision of its own {@trait death}. It takes {@damage 8d6} mental damage with a Will save. If the target is reduced to 0 HP by this spell, its vision becomes reality and kills it instantly.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target takes half damage and is {@condition frightened 1}.", + "Failure": "The target takes full damage and is {@condition frightened 2}.", + "Critical Failure": "The target double damage, is {@condition frightened 4} and is {@condition fleeing} for as long as it is {@condition frightened}." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 8d6|4-10|2d6}." + ] + } + } + }, + { + "name": "Vital Beacon", + "source": "PC1", + "remaster": true, + "page": 366, + "level": 4, + "traits": [ + "concentrate", + "healing", + "manipulate", + "vitality" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "duration": { + "entry": "until your next daily preparations", + "unit": "special" + }, + "entries": [ + "Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an {@action Interact} action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores {@dice 4d10} Hit Points to the first creature, {@dice 4d8} Hit Points to the second, {@dice 4d6} Hit Points to the third, and {@dice 4d4} Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time." + ], + "heightened": { + "plusX": { + "1": [ + "The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step." + ] + } + } + }, + { + "name": "Vitality Lash", + "source": "PC1", + "remaster": true, + "page": 366, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "manipulate", + "vitality" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 creature that is undead or otherwise has {@trait void} healing", + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "You demolish the target's corrupted essence with energy from Creation's Forge. You deal {@damage 2d6} vitality damage with a basic Fortitude save. If the creature critically fails the save, it is also {@condition enfeebled} 1 until the start of your next turn." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 2d6|1-10|1d6}." + ] + } + } + }, + { + "name": "Void Warp", + "source": "PC1", + "remaster": true, + "page": 366, + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "manipulate", + "void" + ], + "traditions": [ + "arcane", + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "1 living creature", + "savingThrow": { + "basic": true, + "type": [ + "F" + ] + }, + "entries": [ + "You call upon the Void to harm life force. The target takes {@damage 2d4} void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@scaledamage 2d4|1-10|1d4}." + ] + } + } + }, + { + "name": "Volcanic Eruption", + "source": "PC1", + "remaster": true, + "page": 366, + "level": 7, + "traits": [ + "concentrate", + "manipulate", + "fire" + ], + "traditions": [ + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "area": { + "types": [ + "Cylinder" + ], + "entry": "5-foot radius, 80-foot-tall cylinder" + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "entries": [ + "The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing {@damage 14d6} fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is {@condition clumsy 1} and takes a \u201310-foot status penalty to its Speeds. All normal terrain is {@quickref difficult terrain||3|terrain} to a flying creature, and such creatures immediately descend 20 feet the moment they're encased, but they don't take damage from this fall. A creature encased in rock can attempt to {@action Escape} against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock.", + "Additionally, creatures in the area and those within 5 feet of the lava column automatically take {@damage 3d6} fire damage from the intense heat, regardless of the results of their saving throws.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The creature takes half damage.", + "Failure": "The creature takes full damage and is encased.", + "Critical Failure": "The creature takes double damage and is encased." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage in the area increases by {@scaledamage 14d6|7-10|2d6}, and the damage from the intense heat increases by {@scaledamage 3d6|7-10|1d6}." + ] + } + } + }, + { + "name": "Wails Of The Damned", + "source": "PC1", + "remaster": true, + "page": 367, + "level": 9, + "traits": [ + "auditory", + "concentrate", + "death", + "manipulate", + "void" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Emanation" + ], + "entry": "40-foot emanation" + }, + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "You howl the lament of damned souls. Each living enemy in the area takes {@damage 8d10} void damage depending on its Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target takes full damage.", + "Failure": "The target takes full damage and is {@condition drained} {@dice 1d4}.", + "Critical Failure": "The target takes double damage and is {@condition drained 4}." + } + } + ] + }, + { + "name": "Wall Of Fire", + "source": "PC1", + "remaster": true, + "page": 367, + "level": 4, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is {@condition concealed} from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes {@damage 4d6} fire damage." + ], + "heightened": { + "plusX": { + "1": [ + "The fire damage increases by {@scaledamage 4d6|4-10|1d6}." + ] + } + } + }, + { + "name": "Wall Of Force", + "source": "PC1", + "remaster": true, + "page": 367, + "level": 6, + "traits": [ + "concentrate", + "force", + "manipulate" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You form an {@condition invisible} wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. {@trait Teleportation} effects can pass through the barrier, as can {@trait visual} effects (since the wall is {@condition invisible})", + "Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a {@spell disintegrate} spell of any level or by contact with a rod of cancellation or sphere of annihilation." + ], + "heightened": { + "plusX": { + "2": [ + "The Hit Points of the wall increases by 20." + ] + } + } + }, + { + "name": "Wall Of Ice", + "source": "PC1", + "remaster": true, + "page": 367, + "level": 5, + "traits": [ + "cold", + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You sculpt a barrier of ice that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost.", + "Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is {@quickref difficult terrain||3|terrain} and deals {@damage 2d6} cold damage to any creature passing through it." + ], + "heightened": { + "plusX": { + "2": [ + "The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by {@scaledamage 2d6|5,7,9|1d6}." + ] + } + } + }, + { + "name": "Wall Of Stone", + "source": "PC1", + "remaster": true, + "page": 367, + "level": 5, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "entries": [ + "You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost.", + "Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is {@quickref difficult terrain||3|terrain}." + ], + "heightened": { + "plusX": { + "2": [ + "The Hit Points of each section of the wall increase by 15." + ] + } + } + }, + { + "name": "Wall Of Thorns", + "source": "PC1", + "remaster": true, + "page": 367, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 60, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-footthick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are {@quickref difficult terrain||3|terrain}. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes {@damage 3d4} piercing damage.", + "Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely." + ], + "heightened": { + "plusX": { + "1": [ + "The Hit Points of each section of the wall increase by 5, and the piercing damage increases by {@scaledamage 3d4|3-10|1d4}." + ] + } + } + }, + { + "name": "Wall Of Wind", + "source": "PC1", + "remaster": true, + "page": 368, + "level": 3, + "traits": [ + "air", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects.", + { + "type": "list", + "items": [ + "Ammunition from physical ranged attacks\u2014such as arrows, bolts, sling bullets, and other objects of similar size\u2014can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a \u20132 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty.", + "The wall is {@quickref difficult terrain||3|terrain} to creatures attempting to move overland through it. Gases, including creatures in gaseous form, can't pass through the wall.", + "A creature that attempts to fly through the wall using a move action must attempt a Fortitude save." + ] + }, + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature can move through the wall normally this turn.", + "Success": "The flying creature can move through the wall this turn, but the wall is {@quickref difficult terrain||3|terrain}.", + "Failure": "The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted.", + "Critical Failure": "As failure, and the creature is pushed 10 feet away from the wall." + } + } + ] + }, + { + "name": "Warp Mind", + "source": "PC1", + "remaster": true, + "page": 368, + "level": 7, + "traits": [ + "concentrate", + "emotion", + "incapacitation", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 120, + "unit": "feet" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "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 {@spell dispel magic} and other effects that counteract spells can't counteract them. However, {@ritual wish} rituals and abilities that can remove non-magical effects can still counteract the effects.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The target is unaffected.", + "Success": "The target spends the first action on its next turn with the {@condition confused} condition.", + "Failure": "The target is {@condition confused} for 1 minute.", + "Critical Failure": "The target is {@condition confused} permanently." + } + } + ] + }, + { + "name": "Water Breathing", + "source": "PC1", + "remaster": true, + "page": 369, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "up to 5 creatures", + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "The targets can breathe underwater." + ], + "heightened": { + "X": { + "3": [ + "The duration increases to 8 hours." + ], + "4": [ + "The duration increases to until your next daily preparations." + ] + } + } + }, + { + "name": "Water Walk", + "source": "PC1", + "remaster": true, + "page": 369, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 1, + "unit": "touch" + }, + "targets": "1 creature", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must {@action Swim} normally. This spell doesn't grant the ability to breathe underwater." + ], + "heightened": { + "X": { + "4": [ + "The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures." + ] + } + } + }, + { + "name": "Wave of Despair", + "source": "PC1", + "remaster": true, + "page": 369, + "level": 5, + "traits": [ + "concentrate", + "emotion", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Cone" + ], + "entry": "30-foot cone" + }, + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "entry": "1 or more rounds", + "number": 1, + "unit": "round" + }, + "entries": [ + "You inflict despair on creatures in the area. The effects for each creature are determined by its Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is {@condition slowed 1} for that turn as it sobs uncontrollably.", + "Failure": "As success, but the {@condition slowed 1} duration is 1 minute.", + "Critical Failure": "As failure, and the creature is automatically {@condition slowed 1} for 1 minute." + } + } + ], + "heightened": { + "X": { + "7": [ + "The area increases to a 60-foot cone." + ] + } + } + }, + { + "name": "Weapon Storm", + "source": "PC1", + "remaster": true, + "page": 369, + "level": 4, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "area": { + "types": [ + "Cone", + "Emanation" + ], + "entry": "30-foot cone or 10-foot emanation" + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "entries": [ + "You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The creature is unaffected.", + "Success": "The target takes half damage.", + "Failure": "The target takes full damage.", + "Critical Failure": "The target takes double damage and is subject to the weapon's critical specialization effect." + } + } + ], + "heightened": { + "plusX": { + "1": [ + "Add another damage die." + ] + } + } + }, + { + "name": "Wrathful Storm", + "source": "PC1", + "remaster": true, + "page": 369, + "level": 9, + "traits": [ + "air", + "cold", + "concentrate", + "electricity", + "manipulate" + ], + "traditions": [ + "primal" + ], + "spellLists": [ + "Elemental" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "range": { + "number": 800, + "unit": "feet" + }, + "area": { + "types": [ + "Burst" + ], + "entry": "400-foot burst" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "A massive storm cloud forms in the air above the area, spreading rain and gales. The wind imposes a \u20134 circumstance penalty to physical ranged attacks. The air in the area is greater difficult terrain for flying creatures. When you {@action Cast a Spell||Cast this Spell} and the first time each round you {@action Sustain a Spell||Sustain} it on subsequent rounds, you can choose one of the following storm effects. You can't choose the same effect twice in a row.", + { + "type": "list", + "items": [ + "{@bold Blizzard} The driving snow deals {@damage 4d8} cold damage to each creature in or below the storm with no save. Everything in or beneath the cloud is concealed by driving snow and any ground is {@quickref difficult terrain||3|terrain}.", + "{@bold Hail} The storm deals {@damage 4d10} bludgeoning damage to creatures beneath it with a basic Fortitude save.", + "{@bold Lightning} Choose up to 10 creatures in or below the storm to be struck by lightning. Each of them takes {@damage 7d6} electricity damage with a basic Reflex save.", + "{@bold Tornado} A roughly cylindrical whirlwind appears in or below the cloud in a 30-foot radius. Each creature in the whirlwind is thrown 40 feet upward." + ] + } + ], + "heightened": { + "X": { + "10": [ + "The range increases to 2,000 feet, and the cloud is a 1,000-foot burst." + ] + } + } + }, + { + "name": "Zealous Conviction", + "source": "PC1", + "remaster": true, + "page": 369, + "level": 6, + "traits": [ + "concentrate", + "emotion", + "manipulate", + "mental" + ], + "traditions": [ + "divine", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "range": { + "number": 30, + "unit": "feet" + }, + "targets": "up to 10 willing creatures", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against {@trait mental} effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely." + ], + "heightened": { + "X": { + "9": [ + "The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3." + ] + } + }, + "miscTags": [ + "THP" + ] + } + ] +} diff --git a/data/spells/spells-roe.json b/data/spells/spells-roe.json new file mode 100644 index 0000000000..b6abcf4712 --- /dev/null +++ b/data/spells/spells-roe.json @@ -0,0 +1,5610 @@ +{ + "spell": [ + { + "name": "Airlift", + "source": "RoE", + "remaster": true, + "page": 70, + "level": 4, + "traits": [ + "air", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "10-foot emanation", + "types": [ + "Emanation" + ] + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "entries": [ + "A massive rush of wind lifts, briefly carrying you and everything around you to a nearby destination. You, each creature in the area, and each item of 10 Bulk or lighter are lifted by this powerful gale. You and all affected creatures and objects {@action Fly} up to 60 feet and land on a solid surface, arriving in the same relative position to each other. If there wouldn't be enough room at the destination for everything you're bringing, the spell fails, though the GM might allow you to rearrange the group slightly to accommodate the spell.", + "Any unwilling participant can attempt a Reflex save to avoid being carried along. The airlift doesn't carry items that are secured in place (such as a hinged door or a person manacled to a wall)." + ], + "heightened": { + "X": { + "6": [ + "The distance you {@action Fly} increases to 120 feet, and the Bulk limit of an item you can airlift increases to 20." + ] + } + } + }, + { + "name": "Blastback", + "source": "RoE", + "remaster": true, + "page": 70, + "level": 3, + "traits": [ + "air", + "concentrate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "S", + "V" + ] + ], + "trigger": [ + "You fall more than 10 feet" + ], + "area": { + "entry": "20-foot emanation", + "types": [ + "Emanation" + ] + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "You hit the ground with a shuddering boom, propelling the force of your fall out in a wave. You take no damage from the fall as the displaced air allows you to land gently, but all other creatures in the spell's area take {@damage 6d4} bludgeoning damage. Creatures that fail their save are also pushed back 5 feet." + ], + "heightened": { + "plusX": { + "2": [ + "The emanation increases by 10 feet, and the damage increases by {@damage 1d4}." + ] + } + } + }, + { + "name": "Cleanse Air", + "source": "RoE", + "remaster": true, + "page": 70, + "level": 2, + "traits": [ + "air", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "area": { + "entry": "30-foot burst", + "types": [ + "Burst" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You purify the air in the area, making it clean and breathable. This removes inhaled poisons, pollution, and similar contaminants from the air but doesn't prevent future contamination. This effect is immediate; for the remaining duration, the spell prevents any further contamination from altering air in the area, including keeping toxic air bordering the area from coming inside. This spell doesn't create air, 70 so casting it underwater wouldn't create breathable air, nor would it affect any toxins within air suspended in the water." + ], + "heightened": { + "X": { + "3": [ + "The area increases to 60 feet." + ], + "4": [ + "The area increases to 120 feet." + ], + "6": [ + "The area increases to 500 feet." + ], + "9": [ + "The area increases to 1 mile." + ] + } + } + }, + { + "name": "Cloud Dragon's Cloak", + "source": "RoE", + "remaster": true, + "page": 70, + "level": 3, + "traits": [ + "air", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "trigger": [ + "You or an ally in range is targeted by a ranged attack" + ], + "targets": "the creature targeted by the attack", + "duration": { + "number": 1, + "unit": "round" + }, + "entries": [ + "A cloud of mist enshrouds the target, appearing much like the deflecting clouds created by cloud dragons. The target is treated as {@condition hidden} for the purposes of resolving the triggering attack (so normally the attacker must succeed at a DC {@flatDC 11} flat check to target it) and all ranged attacks against it for the duration." + ] + }, + { + "name": "Deep Breath", + "source": "RoE", + "remaster": true, + "page": 70, + "type": "Cantrip", + "level": 1, + "traits": [ + "air", + "cantrip", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You take an incredibly deep breath and can hold it for the spell's duration. You don't lose breath when hit, but you do lose all the air you inhaled if you speak (including to {@action Cast a Spell}). This spell doesn't create air; if you don't have air to breathe when you cast it, you get no benefit." + ], + "heightened": { + "X": { + "2": [ + "The duration increases to 1 hour, and you lose only 10 minutes of breath if you speak." + ], + "4": [ + "The duration increases to 8 hours, and you lose only 10 minutes of breath if you speak." + ] + } + } + }, + { + "name": "Gentle Breeze", + "source": "RoE", + "remaster": true, + "page": 70, + "level": 2, + "traits": [ + "air", + "concentrate", + "healing", + "manipulate", + "vitality" + ], + "traditions": [ + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "area": { + "entry": "40-foot burst", + "types": [ + "Burst" + ] + }, + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "A light, soothing breeze flows through the area, making it easier to rest and recover. {@skill Medicine} checks attempted to benefit living creatures in the area get a +2 status bonus. Any living creature in the area also gets a +2 status bonus to saving throws against afflictions and, if it remains within the area for the full duration, regains 10 Hit Points. In addition, the cool breeze reduces the temperature effects of heat by one step for any creature in the area." + ], + "heightened": { + "plusX": { + "2": [ + "The healing increases by 10 Hit Points." + ] + } + } + }, + { + "name": "Phantom Orchestra", + "source": "RoE", + "remaster": true, + "page": 71, + "level": 6, + "traits": [ + "air", + "concentrate", + "manipulate", + "sonic" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "savingThrow": { + "type": [ + "F" + ], + "basic": true + }, + "duration": { + "sustained": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You orchestrate an {@condition invisible} ensemble of lost sounds captured inside errant breezes across the {@plane Plane of Air|GMG}, and you can direct this symphony to attack foes within range. The sounds materialize and manifest as directed, appearing as silhouetted instruments and musicians that dance and bob in the wind.", + "When you {@action Cast a spell||Cast the Spell}, a captured breath of ephemeral music explodes in a great crescendo, appearing in a space you choose within range. On subsequent rounds, the first time you {@action Sustain a spell||Sustain the Spell} each round, you can move your conjured melody to a space within range (if needed) and create another explosion of music.", + "Each explosion of sound from the phantom orchestra deals {@damage 8d6} sonic damage to all creatures in a 10-foot burst (basic Fortitude save). The phantom orchestra doesn't take up space, grant flanking, or have any other attributes a creature would." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 1d6}." + ] + } + } + }, + { + "name": "Pressure Zone", + "source": "RoE", + "remaster": true, + "page": 71, + "level": 5, + "traits": [ + "air", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 500 + }, + "area": { + "entry": "20-foot burst", + "types": [ + "Burst" + ] + }, + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Air pressure drops precipitously, causing pain and debilitation in creatures' inner ears and joints. Each living creature in the area of the spell when you cast it or that enters the area during the spell's duration must attempt a Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The creature is unaffected." + ], + "Success": [ + "The creature is {@condition deafened} and {@condition clumsy||clumsy 1} until the end of its next turn, after which it's temporarily immune for 1 hour." + ], + "Failure": [ + "The creature is {@condition deafened} and {@condition clumsy||clumsy 2}. At the end of each of its turns, it can attempt a new save if it's no longer in the pressure zone. On a success, it ends the effects and is temporarily immune for 1 hour." + ], + "Critical Failure": [ + "The creature is {@condition deafened} and {@condition clumsy||clumsy 2} for the duration of the spell." + ] + } + }, + "A creature {@condition deafened} by this spell can attempt to end the condition by popping its ears. It can use a single action to attempt a new Fortitude save, losing the {@condition deafened} condition from this spell on a success. Some creatures with anatomies that lack inner ears or joints might be immune to these effects, as determined by the GM." + ] + }, + { + "name": "Propulsive Breeze", + "source": "RoE", + "remaster": true, + "page": 71, + "level": 2, + "traits": [ + "air", + "manipulate", + "move" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "S", + "V" + ] + ], + "trigger": "An ally in range {@action Stride||Strides} or {@action Leap||Leaps}", + "range": { + "unit": "feet", + "number": 60 + }, + "targets": "the triggering creature", + "entries": [ + "You create a current of wind at your ally's back, propelling their movement. When your ally's {@action Stride} or {@action Leap} ends, the current propels them an additional 15 feet in the same direction as the last 5 feet of their {@action Stride} or {@action Leap}." + ] + }, + { + "name": "Shock to the System", + "source": "RoE", + "remaster": true, + "page": 71, + "level": 7, + "traits": [ + "air", + "concentrate", + "electricity", + "healing", + "manipulate", + "vitality" + ], + "traditions": [ + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "targets": "1 living creature or 1 corpse that died within the last round", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "A dense lightning cloud descends to fill the target's space, then fires a jolt of revitalizing lightning into the target. If the target is a corpse that died within the last round, the creature comes back to life with 0 Hit Points, and {@trait any} effects and conditions it had when it died, with the exception of {@condition dying}, and its {@condition wounded} condition increases by 1. The creature's initiative is right before yours.", + "Regardless of whether the creature came back to life or was already alive, it regains {@dice 8d8} Hit Points, and the bolt wakes it up if it was {@condition unconscious}. For the duration of the spell, the target is supercharged. It becomes {@condition quickened} and can use the extra action to {@action Stand}, {@action Stride}, {@action Strike}, or {@action Fly} (if it has a fly Speed). In addition, it can cast 5th-rank thunderstrike as an innate spell at will, using your spell DC.", + "The cloud that covered the creature remains until the end of the target's next turn. Any creature in the cloud is {@condition hidden}, and anything outside the cloud is {@condition hidden} to any creature inside the cloud." + ], + "heightened": { + "plusX": { + "1": [ + "The healing increases by {@dice 2d8}, and the thunderstrike rank increases by 1." + ] + } + } + }, + { + "name": "Slashing Gust", + "source": "RoE", + "remaster": true, + "page": 71, + "type": "Cantrip", + "level": 1, + "traits": [ + "air", + "attack", + "cantrip", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "requirements": "You have at least one free hand.", + "range": { + "unit": "feet", + "number": 60 + }, + "targets": "1 or 2 creatures", + "entries": [ + "You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.", + "Make a spell attack roll against each target's AC. This deals {@damage 2d4} slashing damage. On a critical success, a target also takes {@damage 1d4} {@condition persistent damage||persistent bleed damage}. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The target takes double damage and {@damage 1d4} {@condition persistent damage||persistent bleed damage}." + ], + "Success": [ + "The target takes full damage." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 1d4}, and the {@condition persistent damage} on a critical hit increases by {@dice 1d4}." + ] + } + } + }, + { + "name": "Stifling Stillness", + "source": "RoE", + "remaster": true, + "page": 71, + "level": 4, + "traits": [ + "air", + "concentrate", + "manipulate", + "poison" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "area": { + "entry": "20-foot burst", + "types": [ + "Burst" + ] + }, + "savingThrow": { + "type": [ + "F" + ], + "basic": true + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You make all air in the target area unnaturally still and unyielding, creating a shimmering haze. The stagnant, heavy air becomes an area of difficult terrain. Creatures in the area that breathe air and aren't holding their breath must spend a single action on their turn straining to breathe the stagnant air; once they do, they still mostly breathe their own exhaled air, taking {@damage 3d6} poison damage (basic Fortitude save) and becoming {@condition fatigued}." + ], + "heightened": { + "plusX": { + "2": [ + "The damage increases by {@damage 3d6}." + ] + } + } + }, + { + "name": "Tempest Cloak", + "source": "RoE", + "remaster": true, + "page": 72, + "level": 3, + "traits": [ + "air", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "targets": "1 willing creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You shroud one creature in a cloak of fierce, howling winds, shielding it from attacks and making it difficult to approach. The twisting shield of wind creates difficult terrain in a 5-foot burst surrounding the target. The target also gains a +2 circumstance bonus to its AC against physical ranged attacks, such as attacks made with bows, javelins, or slings. In addition, the sound of the swirling storms makes it easier for the target to ignore anything it doesn't want to hear, granting the target a +2 circumstance bonus to all defenses against {@trait auditory} effects." + ] + }, + { + "name": "Vacuum", + "source": "RoE", + "remaster": true, + "page": 72, + "level": 7, + "traits": [ + "air", + "concentrate", + "incapacitation", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "15-foot emanation", + "types": [ + "Emanation" + ] + }, + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "unit": "minute", + "number": 1, + "sustained": true + }, + "entries": [ + "During vacuum's duration, you take a \u20131 circumstance penalty against inhaled threats, such as inhaled poisons. If you cast vacuum in an environment where you can't breathe, the spell fails and you immediately begin to suffocate. Creatures in the area must attempt a Fortitude save. A creature that's holding its breath gets a result one degree of success better than it rolled, and creatures that don't need to breathe air are immune to the spell. A creature that later enters the area or ceases holding its breath must attempt a save against the effect. On subsequent rounds, the first time each round you {@action Sustain a spell||Sustain the spell}, you can force each creature in the area to save against the effect.", + { + "type": "successDegree", + "entries": { + "Success": [ + "The creature begins holding its breath." + ], + "Failure": [ + "The creature wheezes and gasps as its breath is stolen, becoming {@condition stunned||stunned 1}. The creature then begins holding its breath but has only half its normal number of rounds of remaining air." + ], + "Critical Failure": [ + "The creature has all the air sucked out from its lungs and immediately starts to suffocate." + ] + } + } + ] + }, + { + "name": "Voice on the Breeze", + "source": "RoE", + "remaster": true, + "page": 73, + "level": 2, + "traits": [ + "air", + "concentrate" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "mile", + "number": 10 + }, + "area": { + "entry": "10-foot burst", + "types": [ + "Burst" + ] + }, + "entries": [ + "You whisper a secret message or sound into the wind, which carries it to a designated spot. The message travels to a specific 10-foot burst within range that's familiar to you, provided there's a path for the wind to follow between you and the area. The gentle breeze goes all but unnoticed until it reaches its destination, where it delivers its whisper-quiet message. The message is delivered regardless of who or what is present to hear it, even if no one receives it at all. Once the message is delivered, the spell ends.", + "Your message can contain no more than 25 words, 1 round's worth of other sounds, or a simple rustling in the air at the target location. It moves at a speed of your choosing between 1 mile per hour and 1 mile per 10 minutes; when it arrives, the wind swirls around the area and whispers the full message. A voice on the breeze can't activate magical effects triggered by voices." + ], + "heightened": { + "X": { + "4": [ + "The range increases to 1,000 miles, and the message can contain up to 100 words." + ] + } + } + }, + { + "name": "Wisdom of the Wind", + "source": "RoE", + "remaster": true, + "page": 73, + "level": 5, + "traits": [ + "uncommon", + "air", + "manipulate", + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "duration": { + "unit": "unknown", + "entry": "varies" + }, + "entries": [ + "You ask a question of the spirits of air, imploring them to send signals through the winds to help you find your way. You might be guided by air elementals, anemoi, or even the Lords of Air themselves. You receive guidance as either words of wisdom or a rustling wind that guides you to a {@condition helpful} destination\u2014whichever the spirits think will be most beneficial. The spirits don't give guidance you can't follow, such as winds that lead somewhere you can't reach, nor do they give advice that will help their causes at the expense of your own. If you've upset all the spirits of air, they don't mislead you but do refuse to guide you.", + { + "type": "list", + "items": [ + "Guiding Gale (detection) A noticeable wind flows continuously toward a destination the spirits think will be valuable for you to find. Though you can't ask for a specific destination, the spirits understand your current circumstances and urgent priorities. They won't lead you to a location you're already aware of or can currently see, unless this might lead you to a fruitful destination you've already dismissed as an option. The spell has a duration of 8 hours or until you reach the destination, whichever comes first. When you arrive, the winds swirl in playful circles and then disperse to make it clear you're in the right place.", + "Voice of the Sky (auditory, linguistic, prediction) A voice on the wind, clearly audible to you, gives you advice on a course of action that holds positive potential for you. This advice is rarely more than two or three sentences long, typically spoken in Sussuran if you understand it, and Common if not. If you can't hear, the spirits blow small objects around to mimic written words or sign language. If following the advice poses great danger, the spirits typically note this risk but rarely go into detail. The advice is instant, so the spell doesn't have a duration." + ] + } + ] + }, + { + "name": "Zephyr Slip", + "source": "RoE", + "remaster": true, + "page": 73, + "level": 4, + "traits": [ + "air", + "manipulate", + "move" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "S", + "V" + ] + ], + "trigger": "A creature enters a space within 5 feet of you", + "entries": [ + "An arresting breeze sweeps you up in an instant and moves you to safety. You {@action Fly} 15 feet directly away from the triggering creature." + ], + "heightened": { + "X": { + "6": [ + "You and one adjacent ally {@action Fly} up to 25 feet directly away from the triggering creature." + ], + "8": [ + "You and up to 5 allies within 30 feet {@action Fly} up to 25 feet directly away from the triggering creature." + ] + } + } + }, + { + "name": "Burrow Ward", + "source": "RoE", + "remaster": true, + "page": 94, + "level": 2, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "15-foot emanation", + "types": [ + "Emanation" + ] + }, + "duration": { + "sustained": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You solidify the earth around you, hindering burrowing creatures. Creatures that can't burrow through stone can't burrow through the area. Such creatures already underground within the area must succeed at a Fortitude save or be ejected from the area toward the surface. Those who succeed are forced out of the area but can remain underground. Creatures that can burrow through stone treat the area as difficult terrain." + ], + "heightened": { + "X": { + "5": [ + "You create a 30-foot emanation." + ] + } + } + }, + { + "name": "Cave Fangs", + "source": "RoE", + "remaster": true, + "page": 94, + "level": 3, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "area": { + "entry": "20-foot burst", + "types": [ + "Burst" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "Sharp flowstone formations protrude from the ground and ceiling, dealing {@damage 6d6} piercing damage to creatures in the area with a basic Reflex save. Densely packed with protrusions, the area becomes difficult terrain for the duration. The protrusions turn to dust when the spell ends. You can {@action Dismiss} the spell." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 2d6}." + ] + } + } + }, + { + "name": "Engrave Memory", + "source": "RoE", + "remaster": true, + "page": 94, + "level": 5, + "traits": [ + "uncommon", + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "unit": "touch" + }, + "targets": "1 stone of at least 1 Bulk", + "duration": { + "unit": "unknown", + "entry": "unlimited" + }, + "entries": [ + "You store memories inside a stone. This memory can convey up to 10 minutes of material. When you Cast this Spell, choose a command word. Doing so creates a carved symbol on the stone that hints at the word. Any creature can access the memories stored within the stone by using an action to speak the command word.", + "As it imparts the memories, the stone crumbles to dust, but the memory is infallibly available to the creature that activated the stone for the next 24 hours. After that time, the creature's normal capacity for memory must be relied upon to recall the stone's imparted memory. It's up to the GM what benefit the imparted memory grants, from circumstance bonuses to checks related to the memory or clear information on subjects the memory covers." + ] + }, + { + "name": "Exploding Earth", + "source": "RoE", + "remaster": true, + "page": 94, + "level": 2, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "targets": "1 creature", + "entries": [ + "You throw a hard-packed ball of earth and stone at a creature, and the projectile explodes upon impact. Attempt a spell attack against the target's AC. If you hit, you deal {@damage 4d6} bludgeoning damage plus {@damage 1d6} bludgeoning splash damage. On a critical hit, double the initial damage, but not the splash damage, and the target you hit must succeed at a Fortitude saving throw or fall {@condition prone}." + ], + "heightened": { + "plusX": { + "2": [ + "The damage increases by {@damage 2d6}, and the splash damage increases by {@damage 1d6}." + ] + } + } + }, + { + "name": "Glass Form", + "source": "RoE", + "remaster": true, + "page": 94, + "level": 4, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "targets": "1 willing creature", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You grant the target properties of dull, transparent glass. The target becomes {@condition concealed}, has no scent, and can't bleed. They gain resistance 5 to acid, cold, electricity, and piercing damage and weakness 5 to sonic and bludgeoning damage. A creature in this form is affected by the {@spell shatter} spell as though the creature were an unattended object. Each time the target takes damage to which the spell grants resistance or weakness, reduce the duration by 1 minute." + ], + "heightened": { + "plusX": { + "2": [ + "The resistances and weaknesses increase by 5." + ] + } + } + }, + { + "name": "Glass Shield", + "source": "RoE", + "remaster": true, + "page": 94, + "type": "Cantrip", + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "earth" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "duration": { + "unit": "turn" + }, + "entries": [ + "You summon a layer of clear glass to keep you from harm. This cantrip functions as the {@spell shield} spell, except it has Hardness 2 and 4 Hit Points. If this shield breaks, provided the breaker is within 5 feet, they must succeed at a basic Reflex save or take {@damage 1d4} piercing damage from the glass shards." + ], + "heightened": { + "X": { + "3": [ + "The shield has Hardness 4 and 8 Hit Points, and the damage increases to {@dice 1d4} + your spellcasting attribute modifier." + ], + "5": [ + "The shield has Hardness 7 and 16 Hit Points, and the damage increases to {@dice 2d4} + your spellcasting attribute modifier." + ], + "7": [ + "The shield has Hardness 10 and 24 Hit Points, and the damage increases to {@dice 3d4} + your spellcasting attribute modifier." + ], + "9": [ + "The shield has Hardness 12 and 32 Hit Points, and the damage increases to {@dice 4d4} + your spellcasting attribute modifier." + ] + } + } + }, + { + "name": "Grasping Earth", + "source": "RoE", + "remaster": true, + "page": 95, + "level": 4, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "area": { + "entry": "10-foot burst on the ground", + "types": [ + "Burst" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "savingThrow": { + "type": [ + "F", + "F" + ] + }, + "entries": [ + "Handlike protrusions of rock and soil grab and bury creatures. Each creature in the area when you cast the spell, and each creature that ends its turn in the area during the spell's duration, must attempt a Fortitude save. The first time each round you {@action Sustain a spell||Sustain this spell}, each creature still {@condition grabbed} by the earth takes {@damage 1d6} bludgeoning damage, and each creature {@condition restrained} by the earth takes {@damage 2d6} bludgeoning damage. A creature can attempt to {@action Escape}, rolling against your spell DC.", + { + "type": "successDegree", + "entries": { + "Success": [ + "The creature is unaffected." + ], + "Failure": [ + "The creature is {@condition grabbed} by the earth." + ], + "Critical Failure": [ + "The creature is {@condition restrained} by the earth." + ] + } + } + ], + "heightened": { + "plusX": { + "2": [ + "The bludgeoning damage dealt when you {@action Sustain a spell||Sustain this spell} increases by {@dice 1d6} for {@condition grabbed} creatures and {@dice 2d6} for {@condition restrained} creatures." + ] + } + } + }, + { + "name": "Heaving Earth", + "source": "RoE", + "remaster": true, + "page": 95, + "level": 7, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "targets": "1 creature or object on the ground", + "savingThrow": { + "type": [ + "R" + ] + }, + "entries": [ + "You strike the ground, and unleash a wave that travels through the struck surface to the target. The effect ends as soon as it can't travel through a solid surface, such as a stone floor. Each creature in a line between you and the target is shaken by tremors and must attempt a Reflex saving throw against your spell DC. A creature that fails this save is pushed 10 feet away from you. The wave explodes once it reaches the target, showering the target with earth and stone and dealing {@damage 12d10} bludgeoning damage with a basic Reflex save. A target that fails its save against this explosion is also pushed back 10 feet and knocked {@condition prone}. A creature subject to the explosion doesn't need to save against the tremors." + ], + "heightened": { + "X": { + "9": [ + "The wave explodes on one additional target of your choice in the line to the final target." + ] + } + } + }, + { + "name": "Instant Potter", + "source": "RoE", + "remaster": true, + "page": 95, + "level": 1, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "unit": "feet", + "number": 10 + }, + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You pull earthen material out of the environment, then shape it into one or more earthenware objects that, in combination, can be up to light Bulk. Alternatively, you can cast this spell on objects previously created with this spell, extending their duration. No object can have intricate artistry or complex moving parts, can fulfill a cost or the like, or is made of anything more than clay or earth. Each object is obviously the product of temporary magic and thus can't be sold or passed off as a valuable item." + ], + "heightened": { + "X": { + "2": [ + "You can create objects of up to 1 Bulk. They last 8 hours." + ], + "3": [ + "You can create objects of up to 2 Bulk. They last 24 hours." + ] + } + } + }, + { + "name": "Interposing Earth", + "source": "RoE", + "remaster": true, + "page": 95, + "level": 1, + "traits": [ + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "S", + "V" + ] + ], + "trigger": "You are the target of a {@action Strike} or would attempt a Reflex save against a damaging area effect.", + "duration": { + "number": 3, + "unit": "round" + }, + "entries": [ + "You raise a flimsy barrier of earth to shield you from harm. This barrier is 1 inch thick, 5 feet long, 5 feet high, and must be placed on the border between two squares. This barrier appears between you and the source of the triggering effect and grants you standard cover against the triggering effect. If you would be damaged by the triggering effect despite this barrier, the barrier is destroyed, and the damage dealt to you is reduced by 2. The barrier remains in place for 3 rounds (or until destroyed). It has AC 5, 2 Hardness, and 5 Hit Points." + ], + "heightened": { + "X": { + "4": [ + "The damage reduced increases to 8, the barrier's hardness increases to 8, and the barrier's Hit Points increases to 20." + ] + } + } + }, + { + "name": "Pave Ground", + "source": "RoE", + "remaster": true, + "page": 95, + "level": 2, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "60-foot line along the ground", + "types": [ + "Line" + ] + }, + "duration": { + "sustained": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "You even out the ground and push aside low obstacles. Non-magical difficult terrain or greater difficult terrain composed of earth, rubble, sand, and the like in the area becomes normal terrain. You can attempt a counteract check against magical difficult terrain and greater difficult terrain composed of earthen materials in the area, too, making it normal terrain for the duration if you succeed. The ground doesn't change quickly enough to cause anyone to lose footing, and it doesn't clear concealing features enough to make them non-concealing. At the GM's discretion, if you use this spell on \"ground\" that has no underlying surface to flatten and clear, such as ice on the surface of a lake, the spell fails." + ], + "heightened": { + "X": { + "4": [ + "The area increases to a 120-foot line along the ground." + ], + "6": [ + "The area increases to a 500-foot line along the ground." + ] + } + } + }, + { + "name": "Rubble Step", + "source": "RoE", + "remaster": true, + "page": 96, + "level": 2, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "targets": "1 willing creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "The target leaves behind a trail of shifting rubble that typically consists of stones, but you could choose another earthen material, such as loose sand or soil. For 2 rounds, when the target willingly moves out of a space, and if the target is in contact with the ground, the ground in that space becomes difficult terrain. The difficult terrain remains for the spell's duration." + ], + "heightened": { + "X": { + "4": [ + "The target leaves difficult terrain behind for 1 minute instead of two rounds, and the spell's duration is 10 minutes." + ] + } + } + }, + { + "name": "Sand Form", + "source": "RoE", + "remaster": true, + "page": 96, + "level": 3, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "targets": "1 willing creature", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You grant the target's body and gear aspects of sand. The target gains resistance 5 to piercing and slashing damage, has no scent, and can't bleed. In sandy terrain, even when out in the open, the target has enough concealment to attempt to {@action Hide}. Each time the target takes damage to which sand form grants resistance, reduce the duration of the spell by 1 minute." + ], + "heightened": { + "X": { + "5": [ + "The resistance is 10." + ], + "7": [ + "The resistance is 15." + ] + } + } + }, + { + "name": "Sliding Blocks", + "source": "RoE", + "remaster": true, + "page": 96, + "level": 4, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "duration": { + "sustained": true, + "number": 10, + "unit": "minute" + }, + "entries": [ + "You conjure up to six 5-foot stone cubes you can gently move with a gesture. Each cube appears in any space within range, and they're capable of levitating. If you conjure a cube in an occupied space or in a space that can't accommodate it, it fails to appear. Each 5-foot cube can be Climbed with a successful DC 10 {@skill Athletics} check and has AC 10, Hardness 10, and 40 Hit Points. If any of the cubes is ever farther away from you than the range of this spell, it immediately crumbles into dust.", + "Each time you {@action Sustain a spell||Sustain this spell}, you can move up to two of the conjured cubes up to 10 feet each in any direction, including vertically. You can choose different cubes to move each time you {@action Sustain a spell||Sustain}." + ], + "heightened": { + "plusX": { + "2": [ + "The cubes have 10 additional Hit Points, and you can move the chosen cubes an additional 5 feet each time you {@action Sustain a spell||Sustain this Spell}." + ] + } + } + }, + { + "name": "Tremor Signs", + "source": "RoE", + "remaster": true, + "page": 97, + "type": "Cantrip", + "level": 1, + "traits": [ + "cantrip", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "targets": "1 creature", + "entries": [ + "You send a series of tremors, no longer than a short sentence of speech, toward your target. If the target is within range and connected to the same body of earth as you, the vibrations reach the target through the ground. You need neither line of sight nor line of effect, so a target on another floor of a building is a valid target.", + "The target can give a brief, vibrational response as a reaction, or as a free action on their next turn, but they must be within range to do so. If they respond, their response is delivered to you through tremors you feel, as with the original message. The tremors impart a clear meaning only if you and the target know that meaning, such as three tremors for a specific warning, two for another. Neither of you can impart a nuanced or new meaning using this spell.", + "A creature that has tremorsense can feel the vibrations from this spell if the creature is within range of the vibrations at any point during their journey to any target." + ], + "heightened": { + "X": { + "4": [ + "The spell can target up to 5 creatures." + ] + } + } + }, + { + "name": "Tremorsense", + "source": "RoE", + "remaster": true, + "page": 97, + "level": 2, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You become aware of vibrations in the ground around you. You gain tremorsense as an imprecise sense with a range of 30 feet. As normal for tremorsense, you can detect a creature only if it's on the same surface as you and only if the subject is moving along (or burrowing through) the surface." + ], + "heightened": { + "X": { + "3": [ + "The spell's duration is 1 hour." + ], + "5": [ + "The spell's duration is 8 hours." + ] + } + } + }, + { + "name": "Vitrifying Blast", + "source": "RoE", + "remaster": true, + "page": 97, + "level": 6, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "area": { + "entry": "15-foot cone", + "types": [ + "Cone" + ] + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "duration": { + "unit": "unknown", + "entry": "varies" + }, + "entries": [ + "You launch a cone of glass shards, which embed in creatures to turn them partially to glass. The shards deal {@damage 8d6} piercing damage to creatures in the area, based on each creature's saving throw.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The target is unaffected." + ], + "Success": [ + "The target takes half damage and gains weakness 3 to sonic and bludgeoning damage for 1 round." + ], + "Failure": [ + "The target takes full damage, is {@condition slowed||slowed 1}, and gains weakness to sonic and bludgeoning damage. The weakness is equal to 3 × the {@condition slowed} value it has from this spell. The target 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 creature's {@condition slowed} value increases by 1 (or by 2 on a critical failure), to a maximum of {@condition slowed||slowed 3}. A successful save reduces the creature's {@condition slowed} value by 1 (or by 2 on a critical success). If the creature ends its turn with a {@condition slowed} value of 0, the effect ends." + ], + "Critical Failure": [ + "As failure, but the target is initially {@condition slowed||slowed 2}." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 1d6}." + ] + } + } + }, + { + "name": "Weaken Earth", + "source": "RoE", + "remaster": true, + "page": 97, + "level": 1, + "traits": [ + "concentrate", + "earth", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "targets": "1 creature, unattended object, or hazard or structure made of stone or earth", + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "If your target has Hardness, you can affect one contiguous object, up to a 5-foot cube, or one creature, decreasing the Hardness by 5, to a minimum of 0. If the target lacks Hardness, it gains weakness 3 to physical damage. A target with a Fortitude modifier can attempt a Fortitude saving throw, negating the effect on a success." + ], + "heightened": { + "plusX": { + "2": [ + "Hardness decreases by 5, the size of a contiguous object increases by one 5-foot cube, and the weakness increases by 3." + ] + } + } + }, + { + "name": "Practice Makes Perfect", + "source": "RoE", + "remaster": true, + "page": 97, + "type": "Focus", + "level": 1, + "traits": [ + "uncommon", + "focus", + "manipulate" + ], + "domains": [ + "Toil" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "S", + "V" + ] + ], + "trigger": "You are an ally within range fails a skill check for a skill in which you or they are trained.", + "range": { + "unit": "feet", + "number": 30 + }, + "targets": "the triggering creature", + "entries": [ + "The target gains a +2 status bonus to the triggering check, or a +3 bonus if the target has master or better proficiency in the skill. This bonus can change the outcome of the target's check." + ] + }, + { + "name": "Tireless Worker", + "source": "RoE", + "remaster": true, + "page": 97, + "type": "Focus", + "level": 4, + "traits": [ + "concentrate", + "focus", + "healing", + "manipulate" + ], + "domains": [ + "Toil" + ], + "range": { + "number": 30, + "unit": "feet" + }, + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "targets": "the triggering creature", + "entries": [ + "You suppress your choice of one of the following conditions that's affecting the target: {@condition clumsy}, {@condition encumbered}, {@condition enfeebled}, or {@condition fatigued}. If you don't remove the effect that caused the condition, the condition returns after the spell's duration expires." + ] + }, + { + "name": "Blazing Armory", + "source": "RoE", + "remaster": true, + "page": 118, + "level": 2, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "targets": "1 willing creature", + "duration": { + "number": 5, + "unit": "minute" + }, + "entries": [ + "As long as you have magic, you're never unarmed. You materialize a flaming simulacrum of any common simple or martial weapon into the target's grasp. The target must have a free hand to hold the weapon, or else the weapon falls to the ground in the target's space. The blazing weapon functions as a +1 striking weapon, and its damage type changes to fire. The damage type can't be changed using the {@trait versatile} trait, {@trait modular} trait, or similar methods.", + "A thrown weapon rematerializes in the target's hand after the {@action Strike} is complete. If you choose a ranged weapon that uses ammunition, the wielder must still reload the weapon using the normal number of actions, though this generates ammunition automatically; this functions as normal ammunition, and the blazing weapon can't use other types of ammunition.", + "Any creature other than you or the target that attempts to touch, make a {@action Strike} with, or {@action Disarm} the weapon takes {@damage 1d6} fire damage each time." + ], + "heightened": { + "X": { + "4": [ + "You can target up to 5 willing creatures and can choose a different weapon for each target. The weapons function as +1 striking flaming weapons." + ], + "6": [ + "As 4th, but the weapons function as +2 greater striking flaming weapons." + ], + "8": [ + "As 4th, but the weapons function as +3 greater striking greater flaming weapons." + ], + "10": [ + "As 4th, but the weapons function as +3 superior striking greater flaming weapons." + ] + } + } + }, + { + "name": "Cauterize Wounds", + "source": "RoE", + "remaster": true, + "page": 118, + "level": 2, + "traits": [ + "concentrate", + "fire", + "healing", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "targets": "up to 5 willing creatures", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You seal bleeding wounds with fire. Any target that has {@condition persistent damage||persistent bleed damage} can choose to take 1 fire damage. If it does, it can attempt to recover from its {@condition persistent damage||persistent bleed damage}, with the lower DC for particularly effective assistance. During the spell's duration, you can use a single action, which has the {@trait concentrate} trait, to repeat this effect for one target of the spell." + ] + }, + { + "name": "Cinder Swarm", + "source": "RoE", + "remaster": true, + "page": 118, + "level": 4, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "F", + "R" + ], + "entry": "Fortidue or basic Reflex (see text)" + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You breathe life into a mass of fiery critters. They swarm the target and create an aura around it in a 5-foot emanation. The target and enemies in the aura are subject to an effect depending on the insects you choose. On subsequent rounds, the first time you minute {@action Sustain a spell||Sustain this spell} each round, you repeat the effect on the target and all your enemies in the insect aura. Pick a type of insect to determine the effects.", + "{@b Fire Ants} You create fiery flying ants that deal {@damage 3d6} piercing damage plus {@damage 2d6} {@condition persistent damage||persistent fire damage} with a basic Reflex save. A creature that fails its save must move 5 feet in a direction of your choice as it tries to escape the biting ants; this happens after all the creatures attempt their saves and can't add new creatures to the aura if the main target moves.", + "{@b Fireflies} (incapacitation) You create a flurry of fireflies that deal {@damage 3d6} fire damage and can dazzle or blind, depending on the target's Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The creature takes no damage." + ], + "Success": [ + "The creature takes half damage and is {@condition dazzled} for 1 round." + ], + "Failure": [ + "The creature takes full damage and is {@condition blinded} for 1 round. It's then temporarily immune to being {@condition blinded} by cinder swarm for 24 hours." + ], + "Critical Failure": [ + "As failure, but double damage and {@condition blinded} for 1 minute." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "Increase the ants' piercing damage and fireflies' fire damage by {@dice 2d6}." + ] + } + } + }, + { + "name": "Dehydrate", + "source": "RoE", + "remaster": true, + "page": 118, + "level": 1, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "area": { + "entry": "5-foot burst", + "types": [ + "Burst" + ] + }, + "savingThrow": { + "type": [ + "F" + ], + "entry": "Fortidue (see text)" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You stir the inner fire of all things within the area, driving out moisture. All creatures in the area take {@damage 1d6} {@condition persistent damage||persistent fire damage} with a basic Fortitude save; creatures with the {@trait water} or {@trait plant} traits get a result one degree of success worse than they rolled. The spell ends for a creature when its {@condition persistent damage} ends.", + "A creature affected by dehydrate attempts an additional Fortitude save at the end of each of its turns, before rolling to recover from the {@condition persistent damage}. It can forgo this additional save if it consumed water or a similar hydrating liquid within the last round (drinking typically requires a single action).", + { + "type": "successDegree", + "entries": { + "Success": [ + "The creature takes no additional effect." + ], + "Failure": [ + "The creature is {@condition enfeebled||enfeebled 1} until the end of its next turn." + ], + "Critical Failure": [ + "The creature is {@condition enfeebled||enfeebled 2} until the end of its next turn." + ] + } + } + ], + "heightened": { + "plusX": { + "2": [ + "The range increases by 10 feet, the burst increases by 5 feet, and the {@condition persistent damage||persistent fire damage} increases by {@damage 3d6}." + ] + } + } + }, + { + "name": "Eat Fire", + "source": "RoE", + "remaster": true, + "page": 119, + "type": "Cantrip", + "level": 1, + "traits": [ + "cantrip", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "S", + "V" + ] + ], + "trigger": "You would take fire damage", + "duration": { + "unit": "turn", + "entry": "until the end of your next turn" + }, + "entries": [ + "You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall {@condition unconscious}, inhale, or exhale (this includes speaking).", + "{@b Belch Smoke} {@as 1} You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are {@condition concealed}, and all other creatures are {@condition concealed} to them. The smoke lasts for 1 minute or until dispersed by a strong wind." + ], + "heightened": { + "plusX": { + "3": [ + "The resistance increases by 5." + ] + } + } + }, + { + "name": "Falsify Heat", + "source": "RoE", + "remaster": true, + "page": 119, + "level": 2, + "traits": [ + "concentrate", + "fire", + "illusion", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "targets": "1 willing creature or object", + "duration": { + "number": 8, + "unit": "hour" + }, + "entries": [ + "You veil the signs of the fires of vitality, altering the target's apparent body temperature. This illusion applies to all senses, and a creature that touches the target can attempt to disbelieve the illusion. You can {@action Dismiss} the spell. Choose an illusory body temperature when you cast the spell.", + { + "type": "list", + "items": [ + "Moderate The target's body temperature appears the same as the surrounding environment, giving the target a +2 circumstance bonus to {@skill Deception} checks to {@action Impersonate} an undead, a cold-blooded creature, or an inanimate object (such as a corpse). The target is also {@condition invisible} to {@spell heatvision|RoE} and other abilities that sense heat similarly.", + "Warm The target appears to emit substantial body heat, gaining a +2 circumstance bonus to {@skill Deception} checks to {@action Impersonate} a warm-blooded creature." + ] + } + ], + "heightened": { + "X": { + "4": [ + "You can target up to 10 creatures, and you can choose a different body temperature for each of them." + ] + } + } + }, + { + "name": "Fire's Pathway", + "source": "RoE", + "remaster": true, + "page": 119, + "level": 5, + "traits": [ + "uncommon", + "concentrate", + "fire", + "manipulate", + "teleportation" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You step into a blazing fire that's big enough for you to fit inside and instantly teleport to any other fire within 5 miles that also has a sufficiently large size. Once you enter the first fire, you instantly know the rough locations of other sufficiently large fires within range and can exit from the original fire, if you prefer. You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails." + ], + "heightened": { + "X": { + "6": [ + "The fire you exit can be up to 50 miles away." + ], + "8": [ + "The fire you exit can be up to 500 miles away." + ], + "9": [ + "The fire you exit can be anywhere on the same planet." + ] + } + } + }, + { + "name": "Fireproof", + "source": "RoE", + "remaster": true, + "page": 119, + "level": 2, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "unit": "touch" + }, + "targets": "1 objectup to 10 Bulk", + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You prevent the target item from conducting heat or catching fire for the spell's duration. The item gains fire resistance 10. In addition, effects with the {@trait fire} trait that target the item must first succeed at a counteract check against your spell DC." + ], + "heightened": { + "X": { + "4": [ + "The duration is 24 hours." + ], + "6": [ + "The duration is unlimited." + ] + } + } + }, + { + "name": "Flame Dancer", + "source": "RoE", + "remaster": true, + "page": 119, + "level": 5, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "targets": "1 willing creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Fire encircles the target's hands and feet, and its eyes and hair catch ablaze. The target's unarmed Strikes deal an additional {@damage 2d6} fire damage. Critical hits with these Strikes also deal {@damage 2d4} {@condition persistent damage||persistent fire damage}. Additionally, when the target attempts to {@action Demoralize} a foe, they can use {@skill Performance} instead of {@skill Intimidation}; when using {@skill Performance} to {@action Demoralize}, the action loses the {@trait auditory} trait but gains the {@trait visual} trait, and the target doesn't take a penalty when attempting to {@action Demoralize} a creature that doesn't understand its language." + ], + "heightened": { + "X": { + "7": [ + "The fire damage increases to {@dice 3d6}, and the {@condition persistent damage||persistent fire damage} increases to {@dice 3d4}. If the target gets a critical success on a {@action Demoralize} check using {@skill Performance}, the target of the {@action Demoralize} check becomes {@condition fleeing} from the target of flame dancer for 1 round." + ] + } + } + }, + { + "name": "Flames of Ego", + "source": "RoE", + "remaster": true, + "page": 119, + "level": 5, + "traits": [ + "concentrate", + "fire", + "incapacitation", + "light", + "manipulate", + "mental" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "unit": "unknown", + "entry": "varies" + }, + "entries": [ + "Elegant flames of incredible beauty coruscate across the target's body, creating overconfidence and carelessness. The target attempts a Will save.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The target is unaffected." + ], + "Success": [ + "The target sheds bright light in a 20-foot emanation (and dim light to the next 40 feet) and becomes {@condition fascinated} with itself for 1 round. It must spend at least 1 action on its turn on a taunting display of arrogance or overconfidence. Using actions that include such a display\u2014such as using {@action Perform} to show off\u2014count toward this requirement." + ], + "Failure": [ + "As success, but the duration is 1 minute and the target can't act {@condition hostile} toward a creature until that creature acts {@condition hostile} toward the target." + ], + "Critical Failure": [ + "As failure, except the target must spend at least 2 actions on its turn on a taunting display of arrogance or overconfidence." + ] + } + } + ] + }, + { + "name": "Heatvision", + "source": "RoE", + "remaster": true, + "page": 120, + "level": 3, + "traits": [ + "uncommon", + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "targets": "1 willing creature", + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "The target visually senses the heat energy emitted by the creatures and objects around it, gaining infrared vision at a range of 60 feet as a precise sense. This vision can detect any warm-blooded creature or source of heat not completely covered behind a solid object, such as a wall; this bypasses any concealment granted by smoke or darkness. It can similarly detect especially cold creatures and sources of cold. Almost all creatures with the {@trait cold} or {@trait fire} trait can be detected with heatvision. Undead and constructs are typically the same temperature as their environment and can't be detected with heatvision. The GM decides in other cases." + ], + "heightened": { + "X": { + "6": [ + "The duration lasts until you next make your daily preparations, and the range increases to 120 feet." + ] + } + } + }, + { + "name": "Illuminate", + "source": "RoE", + "remaster": true, + "page": 120, + "type": "Cantrip", + "level": 1, + "traits": [ + "cantrip", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "30-foot emanation (see text)", + "types": [ + "Emanation" + ] + }, + "entries": [ + "You light all non-magical light sources in the area that use fire to provide their light\u2014such as candles, lamps, and sconces. You can choose to make the emanation smaller than its maximum, to any distance of your choice. If a light source is attended by an unwilling creature, that creature can attempt a Reflex save to snuff the light out before it becomes noticeable." + ], + "heightened": { + "plusX": { + "1": [ + "The maximum area increases by 10 feet." + ] + } + } + }, + { + "name": "Phoenix Ward", + "source": "RoE", + "remaster": true, + "page": 120, + "level": 4, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You raise a fiery shield around yourself, gaining resistance 10 to fire. If you take fire damage that would reduce you to 0 Hit Points, the phoenix ward absorbs any damage beyond the amount that would bring you to 1 Hit Point. The ward then heals you in a brilliant display of flames in the shape of a phoenix's wings and envelop you in light. You regain Hit Points equal to {@dice 4d8} + the absorbed damage; this is a healing vitality effect. The phoenix ward then ends, and you can't cast it again for 24 hours." + ], + "heightened": { + "plusX": { + "1": [ + "The healing increases by {@dice 1d8}." + ] + } + } + }, + { + "name": "Rainbow Fumarole", + "source": "RoE", + "remaster": true, + "page": 121, + "level": 8, + "traits": [ + "concentrate", + "fire", + "incapacitation", + "light", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 500 + }, + "area": { + "entry": "20-foot radius, 60-foot-tall cylinder", + "types": [ + "Cylinder" + ] + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Multi-hued flames break through cracks in the ground, reaching high into the sky and giving off dangerous fumes. When you cast the spell, roll {@dice 1d8} on the table below to determine the effects of the fumarole. Any creature caught inside the area of rainbow fumarole when you cast it takes the indicated damage with a basic Reflex save and, on a failure, takes any added effect listed. Creatures must also attempt a saving throw when they move through the spell's area or end their turn in it. Squares within the area of the rainbow fumarole are difficult terrain.", + { + "type": "table", + "labelRowIdx": [ + 0 + ], + "colSizes": [ + 1, + 2, + 4, + 4 + ], + "colStyles": [ + "text-center", + "text-center", + "text-left", + "text-center" + ], + "rows": [ + [ + "{@dice 1d8}", + "Color", + "Damage", + "Added Effect" + ], + [ + "1", + "Red", + "50 fire plus {@dice 2d6} {@condition persistent damage||persistent fire}", + "\u2014" + ], + [ + "2", + "Orange", + "50 fire", + "Knocked {@condition prone}" + ], + [ + "3", + "Yellow", + "30 fire plus 20 bludgeoning", + "Pushed 10 feet" + ], + [ + "4", + "Green", + "20 fire plus 20 acid", + "{@condition Sickened} 2" + ], + [ + "5", + "Blue", + "30 fire", + "{@condition Paralyzed} for 1 round" + ], + [ + "6", + "Blue", + "30 fire", + "{@condition Confused} for 1 minute" + ], + [ + "7", + "Blue", + "30 fire", + "{@condition Slowed} 1 for 1 minute" + ], + [ + "8", + "Blue", + "Choose the color for each affected creature and use that color's damage and added effect; if a creature is affected again, you can choose a different color.", + "\u2014" + ] + ] + } + ] + }, + { + "name": "Signal Skyrocket", + "source": "RoE", + "remaster": true, + "page": 121, + "level": 1, + "traits": [ + "concentrate", + "fire", + "manipulate", + "sonic" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 1000 + }, + "area": { + "entry": "30-foot burst", + "types": [ + "Burst" + ] + }, + "entries": [ + "With a pinch of metallic powder and gunpowder, you call forth blistering red energy that shoots straight upward into the air and explodes, unleashing a crackling boom. Over time, you might even customize your own pattern and color for the skyrocket as you refine the spell.", + "You can't change the direction or distance of the rocket\u2014it must go straight up, continuing up to the maximum range if possible. If the rocket explodes at its maximum height, the bright light can be seen up to 10 miles away, and the sound of the explosion can be heard up to 1 mile away under clear weather conditions.", + "If the rocket explodes in an enclosed space smaller than the full size of the burst, each creature in the area takes {@damage 1d10} sonic damage depending on the result of its 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 dazzled} for 1 round." + ], + "Critical Failure": [ + "The creature takes double damage and is {@condition blinded} for 1 round." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The sonic damage increases by {@damage 1d10}." + ] + } + } + }, + { + "name": "Thermal Remed", + "source": "RoE", + "remaster": true, + "page": 121, + "level": 2, + "traits": [ + "concentrate", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "unit": "touch" + }, + "targets": "up to 1 gallon of non-magical liquid or up to 5 pounds of food", + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You adjust the delicate levels of bitter ingredients in food and drink to draw out their full restorative and fortifying properties. Choose one of the benefits listed below. Any creature that consumes the targeted drink or food gains that benefit. Up to 10 creatures can partake in the meal, and a creature gets no extra benefit for consuming more than one portion.", + { + "type": "list", + "items": [ + "Gain 5 temporary Hit Points.", + "Gain resistance 2 to fire.", + "Gain a +1 circumstance bonus to saves against disease." + ] + } + ], + "heightened": { + "X": { + "4": [ + "Your remedy provides two benefits of your choice instead of one. The temporary Hit Points increase to 10, the resistance to fire increases to 3, the bonus against disease increases to +2, and the duration is 2 hours." + ], + "7": [ + "The remedy provides all three benefits. The temporary Hit Points increase to 15, the resistance to fire increases to 5, the bonus against disease increases to +3, and the duration is 8 hours." + ] + } + } + }, + { + "name": "Ymeri's Mark", + "source": "RoE", + "remaster": true, + "page": 121, + "level": 4, + "traits": [ + "concentrate", + "curse", + "detection", + "fire", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "unit": "unknown", + "entry": "varies" + }, + "entries": [ + "You place the fiery mark of the Queen of the Inferno on the target, burning into the creature's very essence. The mark gives off a heat that only you can sense; as long as you're on the same plane as the target, you can sense the direction it's in. The target is {@condition fatigued} and can't reduce the value of this condition normally.", + "You can detonate the mark at any point during its duration by Dismissing the spell. The rune explodes in a 10-foot emanation centered on the target that deals {@damage 5d6} fire damage with a basic Reflex save. You choose whether the mark's target is included in the explosion.", + "When you cast the spell, the target attempts a Fortitude save to determine how long the mark lasts. If the spell's duration elapses, the rune doesn't detonate.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The target is unaffected." + ], + "Success": [ + "The duration is 1 minute." + ], + "Failure": [ + "The duration is 1 week." + ], + "Critical Failure": [ + "The duration is unlimited." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 2d6}." + ] + } + } + }, + { + "name": "Beheading Buzz Saw", + "source": "RoE", + "remaster": true, + "page": 142, + "level": 7, + "traits": [ + "concentrate", + "manipulate", + "metal" + ], + "traditions": [ + "arcane" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "60-foot line", + "types": [ + "Line" + ] + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "entries": [ + "You compress molten scraps pulled from the Plane of Metal into a spinning disc with gruesome blades protruding from its edges. It wheels forward, slicing through anyone in its path. Each creature in the area takes {@damage 5d10} slashing damage and {@damage 4d6} {@condition persistent damage||persistent bleed damage}, with a Reflex save.", + { + "type": "successDegree", + "entries": { + "Success": [ + "The creature is unaffected." + ], + "Failure": [ + "The creature takes full damage." + ], + "Critical Failure": [ + "The creature takes double damage. If the creature has a head, it must succeed at a Fortitude save or be decapitated; this kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head. This second save has the {@trait death} and {@trait incapacitation} traits." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The slashing damage increases by {@damage 1d10}, and the {@condition persistent damage||persistent bleed damage} increases by {@damage 1d6}." + ] + } + } + }, + { + "name": "Clad in Metal", + "source": "RoE", + "remaster": true, + "page": 142, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "metal" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "targets": "1 metal object of 5 Bulk or less that's unattended or attended by a willing creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You briefly swap the outer surface of the metal in an object with a suitable amount of a common precious metal from the {@plane Plane of Metal|RoE}. You can instead choose an uncommon or rare metal if you have access to it or the GM has given you access to it.", + "The object functions as an item of that metal, provided the item would be 2nd level or lower. For example, you could make a dagger into a cold iron or silver dagger (2nd-level items) but couldn't make full plate into cold iron armor or silver armor (5th-level items). This imparts any special properties of the precious metal\u2014a weapon clad in cold iron activates weaknesses to cold iron, for example\u2014and suppresses any special properties of the original metal of which the item was made.", + "The spell neither changes the structural integrity of the item nor damages it. The object can pass a cursory inspection, but the {@trait magical} effect is obvious to anyone who studies the item closely, so it doesn't alter the Price of the item if you attempt to sell it." + ], + "heightened": { + "plusX": { + "1": [ + "The maximum level of the precious metal increases by 2." + ] + } + } + }, + { + "name": "Conductive Weapon", + "source": "RoE", + "remaster": true, + "page": 142, + "level": 1, + "traits": [ + "electricity", + "concentrate", + "manipulate", + "metal" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "targets": "1 metal weapon that is unattended or is wielded by you or a willing ally", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You channel powerful electric current through the metal of a weapon, zapping anyone the item hits. The target becomes a +1 shock weapon. If any target of an attack with the weapon is wearing metal armor or is primarily made of metal, the electricity damage die from the shock rune is {@dice 1d12}." + ] + }, + { + "name": "Detect Metal", + "source": "RoE", + "remaster": true, + "page": 142, + "type": "Cantrip", + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "detection", + "manipulate", + "metal" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "30-foot emanation", + "types": [ + "Emanation" + ] + }, + "entries": [ + "You attune yourself to magnetic fields, becoming aware of the presence or absence of metallic objects, veins, and deposits within the area. You can choose to ignore metal you're fully aware of, such as the gear you and your allies wear and carry.", + "You detect metal {@condition hidden} by illusions (such as invisibility) only if the illusion has a lower rank than your detect metal spell. Against deceptive illusions, detect metal always notices an absence of metal when a non-metallic object is disguised as metallic. However, if the deception involves disguising one metallic object as another, such as pretending a copper coin is made of gold, detect metal registers only the presence of metal, not its type, even if the rank of your detect metal spell exceeds that of the {@trait illusion} effect." + ], + "heightened": { + "X": { + "3": [ + "You can discern all types of metal you detected. Your spell can overcome deceptive illusory spells hiding one metal as another if the magic effect's rank is lower than that of your detect metal spell." + ] + } + } + }, + { + "name": "Ferrous Form", + "source": "RoE", + "remaster": true, + "page": 142, + "level": 8, + "traits": [ + "concentrate", + "metal", + "manipulate", + "polymorph" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "Your body transforms entirely into flexible iron. You gain resistance 10 to physical damage, except adamantine. You're immune to {@trait death} effects, disease, {@condition drained}, {@condition fatigued}, healing, nonlethal attacks, {@condition paralyzed}, poison, {@condition sickened}, vitality, and void; any of those conditions you had when the spell is cast are suspended until the spell ends, then return with their remaining duration when the spell ends. While made of iron, you're subject to rusting effects like the {@spell rust cloud|RoE} spell.", + "Your fist {@action Strike||Strikes} have a {@dice 1d10} damage die, and your metal spells deal one additional die of damage (of the same damage die and damage type the spell uses). You can cast {@spell needle darts|RoE} as an innate spell; the casting is reduced from 2 actions to 1.", + "In this form, you don't need to breathe. Your Bulk doubles (to 6 if you're Small or 12 if you're Medium), and you become too dense to {@action Swim} in water, automatically sinking to the bottom. You can {@action Dismiss} the spell." + ], + "heightened": { + "X": { + "9": [ + "The resistance increases to 15." + ] + } + } + }, + { + "name": "Field of Razors", + "source": "RoE", + "remaster": true, + "page": 143, + "level": 6, + "traits": [ + "concentrate", + "manipulate", + "metal" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "area": { + "entry": "20-foot burst", + "types": [ + "Burst" + ] + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You grind a chunk of your choice of metal to fine dust between your hands and blow it into the air, where it grows into a tangle of wires covered in razor-sharp prongs. The metal must be of a type you currently have in your possession. The covered area is difficult terrain. A creature that moves through the area takes 5 slashing damage per square traversed.", + "If a creature takes slashing, piercing, or {@condition persistent damage||persistent bleed damage} while inside the thicket, you can spend a reaction to grow the iron in the shed blood into additional wires, expanding the burst by 5 feet. You can grow the area four times in this way, to a maximum of a 40-foot burst.", + "The barbed wires are made of the metal you chose and activate resistances, weaknesses, and the like normally. The metal reforms in your possession when the spell ends." + ], + "heightened": { + "plusX": { + "1": [ + "The damage per square increases by 2." + ] + } + } + }, + { + "name": "Fold Metal", + "source": "RoE", + "remaster": true, + "page": 143, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "metal" + ], + "traditions": [ + "arcane" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "targets": "1 unattended metallic object up to 5 Bulk", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "You bend the target object into a smooth metallic ball no larger than an egg. The target reverts to its original shape only when you {@action Dismiss} the spell, the duration expires, or if the ball touches water or fire, whichever comes first.", + "Creatures that see the reshaped object can attempt a {@skill Perception} check against your spell DC to notice the ball might not actually be what it seems. If the object is magical, it retains its magical auras but can't be worn, affixed, or Activated." + ], + "heightened": { + "X": { + "3": [ + "The spell duration becomes 1 hour." + ] + } + } + }, + { + "name": "Magnetic Dominion", + "source": "RoE", + "remaster": true, + "page": 143, + "level": 9, + "traits": [ + "concentrate", + "manipulate", + "metal" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "100-foot emanation", + "types": [ + "Emanation" + ] + }, + "targets": "any number of creatures wearing metal armor, creatures made of metal, creatures that have the {@trait metal} trait, and unattended metal objects", + "savingThrow": { + "type": [ + "R" + ] + }, + "duration": { + "unit": "minute", + "number": 1, + "sustained": true + }, + "entries": [ + "The roiling magnetic fields of the {@plane Plane of Metal|RoE} radiate from you as you channel and reshape them at your merest thought. When you {@action Cast a spell||Cast this Spell}, you can relocate each affected target to any other unoccupied space within the emanation. You can't move yourself in this way. An unwilling target can resist being moved with a successful Reflex save.", + "The creatures move all at once\u2014after you know the results of all the saves, you determine which target occupies each space in whatever order you choose. You can move a creature into a space that was previously occupied by another creature so long as you also relocate the first creature elsewhere as part of the movement. If you move a target into the air, it descends to the ground harmlessly after being moved unless it chooses not to.", + "You can choose to be affected by an 8th-rank {@spell magnetic repulsion|SoM} spell that lasts for the duration of magnetic dominion. Each time you {@action Sustain a spell||Sustain the spell}, you can move one creature in the emanation, with the same targeting restrictions and stipulations as above." + ] + }, + { + "name": "Mantle of the Melting Heart", + "source": "RoE", + "remaster": true, + "page": 143, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "metal", + "morph" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You bathe yourself in a mantle of liquid metal, gilding your skin and armor with an oily sheen. Upon Casting this Spell, pick two of the options below. As a single action, which has the {@trait concentrate} trait, you can change one of your chosen abilities to a different option from the list.", + { + "type": "list", + "items": [ + "Copper Core You draw electricity toward you, then disperse it. You gain resistance 10 to electricity. All {@trait electricity} effects within 30 feet of you must succeed at a counteract check against your spell DC or target you and only you.", + "Golden Flesh Your body gains the chemical inertness of gold, barely reacting to substances that would otherwise greatly disturb your physiology. You become immune to poison and disease and gain a +2 circumstance bonus to your checks against any {@trait poison} and {@trait disease} effects currently affecting you.", + "Reactive Touch Your touch reacts easily with other metals. Any metal that touches you or that you touch takes {@damage 2d6} acid damage that bypasses Hardness.", + "Weighted Grasp Your arms become long cables, your fists heavy as anchors. You gain a cabled fist unarmed attack with the disarm, finesse, {@trait reach}, and {@trait trip} traits and that's in the flail group. Your cabled fist deals {@damage 1d4} bludgeoning damage plus an additional {@damage 1d6} poison damage and Grab." + ] + } + ] + }, + { + "name": "Mercurial Stride", + "source": "RoE", + "remaster": true, + "page": 144, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "metal", + "poison" + ], + "traditions": [ + "arcane", + "occult" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "savingThrow": { + "type": [ + "F" + ] + }, + "entries": [ + "Your form ripples as you take on the fluidity and toxicity of quicksilver. You partially shift into a liquid metal form and {@action Stride} up to twice your speed. During this movement, you can pass through one creature's space\u2014without needing to attempt a check to {@action Tumble Through}\u2014by splitting into droplets of mercury and reforming on the other side, though you can't end your turn in such a space. Passing through a creature's space in this way exposes it to mercury poisoning, with a Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The target is unaffected." + ], + "Success": [ + "The target becomes {@condition sickened||sickened 1}." + ], + "Failure": [ + "The target becomes {@condition sickened||sickened 2} and takes {@damage 6d6} poison damage." + ], + "Critical Failure": [ + "The target becomes {@condition sickened||sickened 2} and takes {@damage 12d6} poison damage." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 1d6} on a failure and {@dice 2d6} on a critical failure." + ] + } + } + }, + { + "name": "Needle Darts", + "source": "RoE", + "remaster": true, + "page": 144, + "type": "Cantrip", + "level": 1, + "traits": [ + "attack", + "cantrip", + "concentrate", + "manipulate", + "metal" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "targets": "1 creature", + "entries": [ + "You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC.", + "The needles deal {@damage 3d4} piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The target takes double damage and 1 {@condition persistent damage||persistent bleed damage}." + ], + "Success": [ + "The target takes full damage." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "You send one additional needle, increasing the regular damage by {@dice 1d4} and increasing the {@condition persistent damage||persistent bleed damage} on a critical hit by 1." + ] + } + } + }, + { + "name": "Noxious Metals", + "source": "RoE", + "remaster": true, + "page": 145, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "metal", + "poison" + ], + "traditions": [ + "arcane" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "area": { + "entry": "20-foot burst", + "types": [ + "Burst" + ] + }, + "savingThrow": { + "type": [ + "F" + ], + "basic": true + }, + "entries": [ + "This spell forces toxic metal to coalesce on the skin or surface of all living creatures in the area, dealing {@damage 4d6} poison damage with a basic Fortitude save. Any creature that has the {@trait plant} trait, has the {@trait wood} trait, or has an anathema toward metal, takes the following effects depending on the result of that Fortitude save.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The creature suffers no additional effects." + ], + "Success": [ + "The creature takes 1 {@condition persistent damage||persistent poison damage} and is {@condition sickened||sickened 1} as long as it takes this {@condition persistent damage}." + ], + "Failure": [ + "As success, except {@damage 1d4} {@condition persistent damage||persistent poison damage} and {@condition sickened||sickened 2}." + ], + "Critical Failure": [ + "As success, except {@damage 1d8} {@condition persistent damage||persistent poison damage} and {@condition sickened||sickened 3}." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The initial poison damage increases by {@damage 2d6}." + ] + } + } + }, + { + "name": "Rust Cloud", + "source": "RoE", + "remaster": true, + "page": 145, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "metal" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "area": { + "entry": "20-foot burst", + "types": [ + "Burst" + ] + }, + "savingThrow": { + "type": [ + "F" + ], + "basic": true + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Red-blown flecks of rust jitter in the air, forming a cloud of agitated particles. All creatures within the cloud become {@condition concealed}, and all creatures outside the cloud become {@condition concealed} to creatures within it. The cloud deals {@damage 5d10} slashing damage to any creature that starts its turn in the area, with a basic Fortitude save.", + "Metal that rusts off of a creature adds to the cloud. When a metal creature takes damage from the cloud, the cloud's area increases by 5 feet (to a maximum of a 40-foot burst), and the creature starts to rust, taking {@damage 1d4} {@condition persistent damage||persistent slashing damage}. You can {@action Dismiss} the cloud." + ], + "heightened": { + "plusX": { + "2": [ + "The cloud's slashing damage increases by {@damage 1d10} and the {@condition persistent damage} increases by {@damage 1d4}." + ] + } + } + }, + { + "name": "Shielded Arm", + "source": "RoE", + "remaster": true, + "page": 145, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "metal" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "targets": "1 willing creature", + "duration": { + "number": 1, + "unit": "minute", + "entry": "1 minute or until expended" + }, + "entries": [ + "Reinforcing veins of ore run through the target's arm, letting it ward off blows with its bare skin. It can use the {@action Raise a Shield} action to instead raise its arm, gaining a +2 circumstance bonus to AC. It can Shield Block with its Raised arm as well; when it does, the target reduces the damage as if it had a shield with Hardness 4 and 15 Hit Points. This shield doesn't have a {@condition Broken} Threshold, and the spell ends if the shield's Hit Points are expended.", + "This spell doesn't modify the target's unarmed attacks and can't be used to make a shield bash {@action Strike}. Casting or coming under the effects of this spell also counts as using a metallic item with regards to anathema." + ], + "heightened": { + "plusX": { + "2": [ + "The Hardness increases by4, and the Hit Points increase by 15." + ] + } + } + }, + { + "name": "Wall of Metal", + "source": "RoE", + "remaster": true, + "page": 145, + "level": 6, + "traits": [ + "concentrate", + "manipulate", + "metal" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You call forth a sheet of metal, forming a wall of iron, low‑grade cold iron, or standard-grade silver up to 60 feet long, 30 feet high, and 1/4 inch thick. The wall doesn't need to stand vertically but must form a straight line in an unbroken open space so it doesn't pass through any creatures or objects, or the spell is lost. Each 10-foot-by-10- foot section of the wall has AC 10 and is immune to critical hits and precision damage. The wall's Hardness, HP, and BT use the statistics of a structure of the material you chose (see GM Core for material statistics). Creatures can move through a section of the wall that's {@condition broken}." + ], + "heightened": { + "X": { + "7": [ + "The wall is high-grade silver or standard-grade dawnsilver." + ], + "8": [ + "The wall is standard-grade cold iron." + ], + "9": [ + "The wall is high-grade dawnsilver." + ], + "10": [ + "The wall is high-grade cold iron or standard-grade adamantine." + ] + } + } + }, + { + "name": "Serrate", + "source": "RoE", + "remaster": true, + "page": 145, + "type": "Focus", + "level": 1, + "traits": [ + "uncommon", + "focus", + "manipulate", + "metal" + ], + "domains": [ + "Metal" + ], + "range": { + "unit": "touch" + }, + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "targets": "1 metal weapon", + "entries": [ + "With a pinch, the metal of a weapon twists, adding numerous jagged blades along its surface. Strikes with the target weapon deal an additional {@damage 1d4} slashing damage until the start of your next turn." + ], + "heightened": { + "plusX": { + "2": [ + "The extra damage increases by {@damage 1d4}." + ] + } + } + }, + { + "name": "Repel Metal", + "source": "RoE", + "remaster": true, + "page": 145, + "type": "Focus", + "level": 4, + "traits": [ + "uncommon", + "focus", + "manipulate", + "metal" + ], + "domains": [ + "Metal" + ], + "trigger": [ + "a {@action Strike} with a metallic weapon or projectile would hit you or an ally within range." + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "targets": "the creature targeted by the triggering {@action Strike}", + "entries": [ + "You call forth a repelling field. The target gains a +2 circumstance bonus to AC against the triggering attack. If the attack then misses, you direct the {@action Strike} back at the attacker, who compares the attack roll to their own AC. The target then becomes immune to this spell for 10 minutes." + ] + }, + { + "name": "Brine Dragon Bile", + "source": "RoE", + "remaster": true, + "page": 172, + "level": 2, + "traits": [ + "acid", + "concentrate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "trigger": [ + "A creature within range takes damage from a slashing or piercing attack, or one that inflicts {@condition persistent damage||persistent bleed damage}." + ], + "targets": [ + "the creature that took damage" + ], + "entries": [ + "You spit a glob of caustic saltwater that stings the wounds of the creature. Make a ranged spell attack against the triggering creature's AC. On a hit, salt scours its open wound, dealing {@damage 2d6} {@condition persistent damage||persistent acid damage}." + ], + "heightened": { + "plusX": { + "2": [ + "The {@condition persistent damage} increases by {@damage 2d6}." + ] + } + } + }, + { + "name": "Buoyant Bubbles", + "source": "RoE", + "remaster": true, + "page": 172, + "level": 1, + "traits": [ + "concentrate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "targets": "1 creature", + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You create a thin layer of foamy bubbles that adhere to the target, causing it to float in water and similar liquids. The target doesn't sink, even if it hasn't succeeded at a {@action Swim} check this round; an already-sinking target resurfaces with the bubbles' help over the course of 1 round. If on a plane where the water or liquid has a surface, the bubbles also prevent the target from diving beneath that surface unless it succeeds at a Fortitude save against your spell DC." + ], + "heightened": { + "X": { + "4": [ + "You can target up to 5 creatures." + ] + } + } + }, + { + "name": "Coral Scourge", + "source": "RoE", + "remaster": true, + "page": 172, + "level": 3, + "traits": [ + "concentrate", + "incapacitation", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "R" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Barnacles, coral, and other rough aquatic creatures grow on the target's body, getting in between their joints and stiffening their movement. This impedes the target's movement depending on the result of its saving throw.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The target is unaffected." + ], + "Success": [ + "The target is {@condition clumsy||clumsy 1}. The target can {@action Interact} to scrape the coral growths from its body, decreasing the {@condition clumsy} condition to 0 and ending the spell." + ], + "Failure": [ + "The target is {@condition clumsy||clumsy 2}. Each round at the beginning of its turn, the target becomes {@condition clumsy||clumsy 1} or increases its {@condition clumsy} condition by 1, to a maximum of 4. The target can {@action Interact} to scrape the coral growths from its body, decreasing the {@condition clumsy} condition to 0 and ending the spell. If the target's {@condition clumsy} condition caused by coral scourge reaches 4, the growths spread to cover the target's entire body, and the target becomes {@condition paralyzed}." + ], + "Critical Failure": [ + "As failure, but when the target Interacts to scrape the coral growths from its body, it reduces its {@condition clumsy} condition by 1, instead of decreasing it to 0, and decreasing the {@condition clumsy} condition to 0 doesn't end the spell." + ] + } + } + ] + }, + { + "name": "Dancing Fountain", + "source": "RoE", + "remaster": true, + "page": 172, + "level": 7, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "30-foot burst centered on you", + "types": [ + "Burst" + ] + }, + "duration": { + "sustained": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "Tapping the ground, you create a shallow pool of water that spreads over the affected area, and majestic sprays, jets, and mists of water erupt forth in a dazzling water show. When you Cast the Spell, and the first time each round you {@action Sustain a spell||Sustain the spell}, you can command the fountain to use one of the following displays, which is accompanied by a loud burst of music. The dancing fountain is somewhat fickle in its desire for novelty, meaning it can't be commanded to use the same display on two consecutive turns.", + { + "type": "list", + "items": [ + "Chasing Jets A series of vertical jets shoot up in a chase sequence, forcing one creature within the fountain to move 15 feet in a direction of your choice unless it succeeds at a Reflex save against your spell DC. The fountain can't make a creature move outside its area.", + "Flashing Spray Diffuse fog fills the area of the emanation. All creatures within the fountain become {@condition concealed}, and all creatures outside the fountain become {@condition concealed} to creatures within it. The spray persists until the beginning of your next turn.", + "Power Rings The fountain blasts a series of rings of water into the air that land with a crash in a 10-foot burst centered on a location of your choice within the fountain. The falling torrent deals {@damage 10d6} bludgeoning damage to all creatures within the burst (basic Reflex)." + ] + } + ] + }, + { + "name": "Dive and Breach", + "source": "RoE", + "remaster": true, + "page": 172, + "level": 3, + "traits": [ + "attack", + "concentrate", + "manipulate", + "teleportation", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "You make the briefest of dives through the Plane of Water. You {@action Leap} 10 feet, and where you would land on the ground, you instead disappear in a splash of water, your body entering the surface like a diver entering a pool. You then exit from an unoccupied surface within 40 feet, appearing in another splash of water as you {@action Leap} out, landing 10 feet away from where you exited. Each splash deals {@damage 3d10} bludgeoning damage to all creatures in a 5-foot emanation; creatures in multiple splash zones take damage only once." + ], + "heightened": { + "plusX": { + "1": [ + "The damage dealt by each splash increases by {@dice 1d10}." + ] + } + } + }, + { + "name": "Draw Moisture", + "source": "RoE", + "remaster": true, + "page": 173, + "type": "Cantrip", + "level": 1, + "traits": [ + "concentrate", + "cantrip", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 10 + }, + "targets": "1 object", + "entries": [ + "You draw water out of an object, possibly to clean up spills or quickly dry a soaked book or shirt. You draw up to a pint of water from the object; this dries objects of less than 1 Bulk. The water collects in a globule floating in your hand, which you can direct into a nearby container as part of Casting the Spell; otherwise, it splashes to the ground. Repeated applications of draw moisture can be used to dry larger objects, although doing so might take significant time. You can use this spell in especially humid environments to condense drinkable water from the air, though typically, you can't draw more than a few cups before depleting the ambient moisture." + ] + }, + { + "name": "Freezing Rain", + "source": "RoE", + "remaster": true, + "page": 173, + "level": 5, + "traits": [ + "cold", + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "area": { + "entry": "20-foot burst", + "types": [ + "Burst" + ] + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "duration": { + "number": 10, + "unit": "minute", + "sustained": true + }, + "entries": [ + "Intense cold rain comes from nowhere, a microcosm of a sudden downpour, and a magical tweak can turn the rain to freezing sleet. The driving rain and pooling water make the area difficult terrain and extinguish non-magical fires.", + "On subsequent rounds, the first time you {@action Sustain a spell||Sustain the spell} each round, you can move the area up to 20 feet and can also freeze the rain. If you freeze the rain, each creature in the area takes {@damage 4d6} cold damage and might be {@condition slowed}, depending on result of its Reflex save.", + { + "successDegree": { + "entries": { + "Critical Success": [ + "The creature is unaffected." + ], + "Success": [ + "The creature takes half damage." + ], + "Failure": [ + "The creature takes full damage and is {@condition slowed||slowed 1} for 1 round." + ], + "Critical Failure": [ + "The creature takes double damage and is {@condition slowed||slowed 2} for 1 round." + ] + }, + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 1d6}." + ] + } + } + } + } + ] + }, + { + "name": "Frost Pillar", + "source": "RoE", + "remaster": true, + "page": 173, + "level": 6, + "traits": [ + "cold", + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "R" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "Ice crystallizes around a creature, imprisoning it within an icy pillar. On a successful saving throw, the creature is pushed to an adjacent space of its choice; otherwise, it's frozen inside the pillar and becomes {@condition restrained} as its body can barely move within the ice. The ice has AC 10, Hardness 10, and 60 Hit Point; it's immune to critical hits, cold damage, and precision damage, and it has weakness 15 to fire. If the ice is destroyed, the creature within is freed and the spell immediately ends." + ] + }, + { + "name": "Grasp of the Deep", + "source": "RoE", + "remaster": true, + "page": 173, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "mental", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "targets": "1 creature", + "savingThrow": { + "type": [ + "W" + ] + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You grip one target with the phantasmal pressure of the deep sea, disorienting and crushing its lungs and joints. The target takes {@damage 6d6} bludgeoning damage and other effects, depending on its Will saving throw.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The creature is unaffected." + ], + "Success": [ + "The target takes half damage." + ], + "Failure": [ + "The target takes half damage, and feels as though it's being crushed. The target becomes {@condition grabbed} and takes {@damage 6d6} bludgeoning damage; it can attempt to {@action Escape} with an {@action Escape} DC equal to your spell DC." + ], + "Critical Failure": [ + "As failure, but the target takes double damage." + ] + } + } + ], + "heightened": { + "X": { + "6": [ + "You can target up to 5 creatures." + ] + } + } + }, + { + "name": "Hungry Depths", + "source": "RoE", + "remaster": true, + "page": 173, + "level": 7, + "traits": [ + "concentrate", + "manipulate", + "void", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "area": { + "entry": "5-foot burst (see text)", + "types": [ + "Burst", + "Cylinder" + ] + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "A spiral of dark, corrupted water appears in the ground, plunging open a door to the depths that seems to descend for miles. Disembodied glowing eyes and gnashing teeth spin within the vortex, consuming anything that crosses their path.", + "All creatures in the area take {@damage 4d8} piercing damage plus {@damage 4d4} void damage (basic Reflex save). Each time you {@action Sustain a spell||Sustain the spell}, you can increase the vortex's radius by 5 feet, to a maximum of 15 feet, or you can move the vortex up to 10 feet in a straight line. Each creature the vortex moves through takes the damage with a basic Reflex save. A creature can take damage from hungry depths only once per round.", + "If cast underwater, hungry depths instead fills a 40-foot‑tall cylinder with a 5-foot radius." + ], + "heightened": { + "X": { + "9": [ + "The vortex deals {@damage 5d8} piercing damage and {@damage 5d4} void damage." + ] + } + } + }, + { + "name": "Misty Memory", + "source": "RoE", + "remaster": true, + "page": 173, + "level": 4, + "traits": [ + "uncommon", + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "duration": { + "sustained": true, + "number": 10, + "unit": "minute" + }, + "targets": "1 body of water of at least 5 square feet", + "entries": [ + "Some say water holds memories or impressions of the past, and you can raise those memories to the surface to glimpse recent events. When you Cast the Spell, you fix your mind on an amount of time in the past, up to 24 hours ago. A mist rises from the target body of water, filling a 30-foot burst and coalescing into a misty scene of the events that took place at that time within 60 feet of the water.", + "Any creature who can see the area can observe the images produced, which are a translucent white color and detailed enough to show a silhouette, outline, or contour of creatures and objects that passed through the area and the motions hey took. Fine details, such as facial features or written letters, are too precise for the mist to form, and the scene is silent.", + "You can {@action Sustain a spell||Sustain the spell} to cause the mist to play events backward or forward, with each minute spent {@action Sustain a spell||Sustaining} corresponding to a minute of playback.", + "Strong winds from a magical source can disrupt this spell if the effect succeeds at a counteract check against your spell DC." + ] + }, + { + "name": "Personal Ocean", + "source": "RoE", + "remaster": true, + "page": 174, + "level": 6, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You surround yourself in a bubble-like shroud of seawater that fills your space completely and moves with you. You can breathe, speak, and perceive normally while within your personal ocean, and you gain a swim Speed equal to your land Speed if you don't have one. The rules of aquatic combat apply to you, attacks targeting you, or attacks passing through your square. For instance, a bludgeoning or slashing melee attack targeting you would take a \u20132 circumstance penalty, and you can't cast fire spells or use actions with the {@trait fire} trait.", + "Each time you move, you extinguish non-magical fires in spaces you pass through and can attempt to counteract magical fires you move through. If you successfully counteract a fire larger than the spaces you moved through, you merely push it out of the spaces along your path. If you fail to counteract a given fire, you can't counteract that fire for the duration of the spell.", + "You can {@action Dismiss} the spell." + ] + }, + { + "name": "Pillar of Water", + "source": "RoE", + "remaster": true, + "page": 174, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You create a large, self-contained cylinder of still, clear fresh water. You choose the radius and height of the pillar, to a maximum radius of 15 feet and a maximum height of 60 feet. Creatures inside the pillar can {@action Swim} through the water as normal ({@skill Athletics} DC 10), or if the spell was cast on solid ground, walk along the bottom (which is difficult terrain). Any creature that exits the pillar falls or lands accordingly." + ] + }, + { + "name": "Rousing Splash", + "source": "RoE", + "remaster": true, + "page": 174, + "type": "Cantrip", + "level": 1, + "traits": [ + "manipulate", + "water" + ], + "traditions": [ + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "targets": "1 creature", + "entries": [ + "You cause a splash of cold water to descend on an ally's head, granting some temporary vigor. The target gains {@dice 1d4} temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance." + ], + "heightened": { + "plusX": { + "1": [ + "The amount of temporary Hit Points granted increases by {@dice 1d4}." + ] + } + } + }, + { + "name": "Scrying Ripple", + "source": "RoE", + "remaster": true, + "page": 175, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "scrying", + "water" + ], + "traditions": [ + "arcane", + "divine", + "occult", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "unit": "touch" + }, + "targets": "1 gallon of water or more", + "duration": { + "number": 10, + "unit": "minute", + "sustained": true + }, + "entries": [ + "You touch the water's surface, and as the ripples spread out, so do your senses. When you Cast this Spell, you automatically know the location of any unoccupied, flowing water with a surface area of at least 1 square within 500 feet. You can pick any one of these streams to see and hear out of for the duration of the spell, though your field of vision is perpendicular to the flowing surface. For example, you could look normally out of a waterfall but would look straight up from out of a river. Each time you {@action Sustain a spell||Sustain the spell}, you can change to a different water source or move elsewhere along the same one.", + "If the water you're scrying through ceases flowing, such as by a faucet turning off, a river damming, or a waterfall freezing over, this spell ends. Additionally, your face appears as a faint reflection in the water's surface as you peek through. A creature that Seeks and succeeds at their {@skill Perception} check against your spell DC detects your presence in the water." + ], + "heightened": { + "X": { + "5": [ + "You know the location of and can scry through flowing water within 1 mile." + ] + } + } + }, + { + "name": "Waterproof", + "source": "RoE", + "remaster": true, + "page": 175, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "targets": "1 objectup to 10 Bulk", + "duration": { + "number": 1, + "unit": "hour" + }, + "entries": [ + "You prevent the target item from taking on water or becoming wet for the duration of the spell. The hydrophobic properties of the spell also grant resistance 10 to acid and a +2 bonus to saves and DCs against damaging effects with the {@trait water} or {@trait acid} traits." + ], + "heightened": { + "X": { + "4": [ + "The duration is 1 day." + ], + "8": [ + "The duration is unlimited." + ] + } + } + }, + { + "name": "Whirlpool", + "source": "RoE", + "remaster": true, + "page": 175, + "level": 8, + "traits": [ + "concentrate", + "manipulate", + "water" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 500 + }, + "area": { + "entry": "25-foot radius, 20-foot tall cylinder", + "types": [ + "Cylinder" + ] + }, + "savingThrow": { + "type": [ + "R" + ] + }, + "duration": { + "number": 1, + "unit": "minute", + "sustained": true + }, + "entries": [ + "With a spin of your hand, you create a large swirling vortex of storming waves. All squares in the whirlpool are difficult terrain. The constant churning of the fierce waves means that creatures are constantly tossed between areas of air and water, allowing both air- and water-breathing creatures to breathe within the vortex. Any creature with a swim Speed can {@action Swim} instead of {@action Stride} to move within the whirlpool; the DC to {@action Swim} within it is equal to your spell DC.", + "All creatures in the area take {@damage 6d10} bludgeoning damage as the waves crash into them. On subsequent rounds, the first time you {@action Sustain a Spell||Sustain the spell} each round, the waves crash again with the same effect.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The creature is unaffected." + ], + "Success": [ + "The creature takes half damage." + ], + "Failure": [ + "The creature takes full damage and is drawn 10 feet toward the center of the whirlpool." + ], + "Critical Failure": [ + "The creature takes double damage and is drawn to the center of the whirlpool." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The bludgeoning damage increases by {@damage 1d10}." + ] + } + } + }, + { + "name": "Arrow Salvo", + "source": "RoE", + "remaster": true, + "page": 196, + "level": 6, + "traits": [ + "concentrate", + "manipulate", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 100 + }, + "area": { + "entry": "30-foot burst", + "types": [ + "Burst" + ] + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "You conjure an immense wooden bow that launches a salvo of massive arrows at all nearby enemies. All creatures in the affected area take {@damage 8d10} piercing damage, with a basic Reflex save. On a critical failure, the target is knocked {@condition prone} from the force of the impact." + ], + "heightened": { + "plusX": { + "1": [ + "Increase the damage by {@dice 1d10}." + ] + } + } + }, + { + "name": "Entwined Roots", + "source": "RoE", + "remaster": true, + "page": 196, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "area": { + "entry": "20-foot burst", + "types": [ + "Burst" + ] + }, + "cast": { + "number": 1, + "unit": "minute" + }, + "targets": "Up to 5 willing living creatures", + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "Slithering roots gird you and your allies in layers of flexible wooden protection. Each affected creature gains resistance 5 to bludgeoning and piercing damage. Whenever a creature protected by these roots is targeted by a ranged weapon attack but takes no damage (such as if the attack missed or the damage was reduced to 0 by resistance), the roots snatch up the ammunition or thrown weapon and hold it. The protected creature can retrieve the thrown weapon or ammunition as an {@action Interact} action." + ], + "heightened": { + "X": { + "7": [ + "The resistances increase to 10." + ], + "9": [ + "The resistances increase to 15." + ] + } + } + }, + { + "name": "Flourishing Flora", + "source": "RoE", + "remaster": true, + "page": 196, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "targets": "5-foot burst", + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "Plants rapidly grow up from the ground. All creatures in the target area take {@dice 2d4} damage. The type of damage depends on the type of plant you choose to grow. On a critical failure, targets experience additional effects, also depending on what you choose to grow. The type of plant and its effects are chosen when you Cast the Spell.", + { + "type": "list", + "items": [ + "{@b Cacti} Piercing damage, and 1 {@condition persistent damage||persistent bleed damage} on a critical failure.", + "{@b Flowers} Poison damage, and {@condition dazzled} for 2 rounds on a critical failure.", + "{@b Fruits} Bludgeoning damage, and {@condition clumsy||clumsy 1} for 2 rounds on a critical failure.", + "{@b Roots} Bludgeoning damage, and the affected creatures fall {@condition prone} on a critical failure." + ] + } + ] + }, + { + "name": "Helpful Wood Spirits", + "source": "RoE", + "remaster": true, + "page": 196, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "area": { + "entry": "5-foot burst", + "types": [ + "Burst" + ] + }, + "duration": { + "sustained": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "Upon casting this spell, a cluster of little wood spirits tumbles into the area. They perform a simple task each round. These spirits are a magical echo of the true spirits that live on the {@plane Plane of Wood|RoE} and can't be attacked, damaged, or otherwise interfered with. These spirits often look like kodama but can appear in any of the countless varieties of wood spirits that inhabit the Plane of Wood.", + "Choose the kind of aid your wood spirits supply from the list below when you {@action Cast a spell||Cast the Spell}. The first time each round you {@action Sustain a spell||Sustain the spell}, you can move the area occupied by the apparitions up to 10 feet and you can choose the kind of aid they provide this round.", + { + "type": "list", + "items": [ + "{@b Chores} The wood spirits perform a minor manual task of your choice, such as cleaning, opening a door, picking up an unattended object, or carrying an object from one location to another. The spirits can't pick up or carry an object of greater than 2 Bulk.", + "{@b Distract} The wood spirits distract your foes, clambering all over their feet and bodies and being a nuisance. Creatures in the area are off-guard unless they succeed at a Reflex save.", + "{@b Obstacle} The wood spirits fill the area as a chaotic, bouncing mass. The area they occupy is difficult terrain.", + "{@b Search} The wood spirits {@action Seek} in the area they occupy, using your {@skill Perception} check as their own. You learn anything they do from Seeking in this way." + ] + } + ] + }, + { + "name": "Life-Draining Roots", + "source": "RoE", + "remaster": true, + "page": 196, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "30-foot line", + "types": [ + "Misc." + ] + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "Thorny roots erupt from your hands in a tangled cascade, puncturing creatures in the way of their growth and revitalizing you. You deal {@damage 8d6} piercing damage to creatures in the line (basic Reflex save). You gain {@dice 1d4} temporary Hit Points for every living creature in the line, as the roots transfer nutrients from those damaged into you. The temporary Hit Points last for 1 minute." + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 2d6}" + ] + } + } + }, + { + "name": "Lignify", + "source": "RoE", + "remaster": true, + "page": 197, + "level": 6, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "targets": "1 creature mode of flesh", + "savingThrow": { + "type": [ + "F" + ] + }, + "duration": { + "unit": "unknown", + "entry": "varies" + }, + "entries": [ + "You turn the target's flesh slowly into wood. The target must attempt a Fortitude save. Creatures with the {@trait plant} trait have a +2 circumstance bonus to saves against this spell.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The target is unaffected." + ], + "Success": [ + "The target is {@condition slowed||slowed 1} for 1 round." + ], + "Failure": [ + "The target is {@condition slowed||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 increases by 1 (or 2 on a critical failure). A successful save reduces the {@condition slowed} condition by 1. When a creature is unable to act due to the {@condition slowed} condition from lignify, the creature is permanently non-magically {@condition petrified}, though it's turned to wood instead of stone. The spell ends if the creature is magically {@condition petrified} or the {@condition slowed} condition is removed." + ], + "Critical Failure": [ + "As failure, but the target is initially {@condition slowed||slowed 2}." + ] + } + } + ] + }, + { + "name": "Lotus Walk", + "source": "RoE", + "remaster": true, + "page": 197, + "level": 3, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Lotuses, water lilies, and other watery plants bloom at your feet, allowing you to walk on the surface of water and other liquids. You can go underwater if you wish, but in that case, you must {@action Swim} normally. As you {@action Stride} or {@action Step} on water, you leave a trail of oversized lily pads, lotus leaves, or spatterdock that fill the squares' surfaces in your wake. Each square of this trail can withstand the weight of 1 Medium creature and lasts until the end of your next turn. You can {@action Dismiss} this spell early." + ], + "heightened": { + "X": { + "4": [ + "The duration of this spell increases to 10 minutes. The trail lasts until the spell ends or you {@action Dismiss} the spell on you, whichever comes first." + ], + "6": [ + "The duration increases to 1 hour. Your trail is permanent even if you {@action Dismiss} the spell on you, although if the water can't support such plants, they'll die in a week. The trail can be removed by dispel magic or a similar spell." + ] + } + } + }, + { + "name": "Mantle of the Unwavering Heart", + "source": "RoE", + "remaster": true, + "page": 197, + "level": 5, + "traits": [ + "concentrate", + "manipulate", + "morph", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Vines and branches envelop you in an instant, growing a wild bloom of colors that open to reveal your new form. Upon Casting this Spell, pick two of the options below. As a single action, which has the {@trait concentrate} trait, you can change one of your chosen abilities to a different option from the list.", + { + "type": "list", + "items": [ + "{@b Evergreen Vitality} You gain fast healing 3 and a +2 bonus to saves against poison and disease. This effect has the {@trait healing} and {@trait vitality} traits.", + "{@b Overwhelming Perfume} (aura, olfactory) A cloud of potent floral scent surrounds you in a 15-foot emanation. Creatures in the aura can't benefit from the scent ability and are {@condition sickened||sickened 1} as long as they remain in the aura. The sickness is a {@trait disease} effect.", + "{@b Towering Trunk} You grow to a considerable height. Increase your size to Large. You're {@condition clumsy||clumsy 1}. Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a grasping branch unarmed attack; this attack is in the brawling weapon group and deals {@damage 2d8} bludgeoning damage plus Grab.", + "{@b Unyielding Will} Your mind becomes incredibly resilient to change. You're immune to being {@condition fascinated}, and you get a +1 bonus to saves and DCs against {@trait mental} effects." + ] + } + ] + }, + { + "name": "Pollen Pods", + "source": "RoE", + "remaster": true, + "page": 197, + "level": 7, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 100 + }, + "area": { + "entry": "four unoccupied 5-foot squares, each of which is at least 20 feet apart", + "types": [ + "Misc." + ] + }, + "duration": { + "number": 12, + "unit": "hour" + }, + "entries": [ + "You cultivate four wooden bulbs, each filled with toxic pollen and sensitive to motion. When a creature enters a space adjacent to a bulb, or when a bulb is touched or damaged (each bulb has AC 5), the bulb blossoms and releases pollen in a 15-foot emanation. Creatures in the area take {@damage 8d8} poison damage and must attempt a Fortitude save with the following results.", + { + "type": "successDegree", + "entries": { + "Critical Success": [ + "The creature is unaffected." + ], + "Success": [ + "The creature takes half damage and becomes {@condition dazzled} for 1 round." + ], + "Failure": [ + "The creature takes full damage, becomes {@condition dazzled} for 1 round, and becomes {@condition stupefied||stupefied 1} for 1 minute." + ], + "Critical Failure": [ + "The creature takes double damage, is {@condition dazzled} for 1 round, and becomes {@condition stupefied||stupefied 2} for 1 minute." + ] + } + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 2d8}." + ] + } + } + }, + { + "name": "Rigid Form", + "source": "RoE", + "remaster": true, + "page": 197, + "level": 4, + "traits": [ + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You utilize wood's rigidity to prevent harmful shapechanging effects. For the duration of this spell, whenever you're targeted by a harmful {@trait polymorph} effect, you can use your reaction to attempt to counteract the effect." + ], + "heightened": { + "X": { + "6": [ + "The duration increases to 10 minutes." + ] + } + } + }, + { + "name": "Root Reading", + "source": "RoE", + "remaster": true, + "page": 197, + "type": "Cantrip", + "level": 1, + "traits": [ + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "30-foot emanation", + "types": [ + "Emanation" + ] + }, + "entries": [ + "You gain general insights into the immediate vicinity by sending your sense through the root systems of trees and bushes. If there are any {@condition unnoticed} Medium or larger creatures in the area, you learn of their presence and they're {@condition undetected} to you. You can immediately attempt to {@action Seek} an {@condition undetected} creature, and you gain a +1 status bonus to this attempt and any of your other attempts to {@action Seek} {@condition hidden} or {@condition undetected} creatures until the end of your next turn. You also learn if any such creatures passed through this area in the last hour, although you get only the vaguest sense of direction from the spell. If you begin to {@action Track} a creature detected in this way, you gain a +1 status bonus to the initial check." + ] + }, + { + "name": "Splinter Volley", + "source": "RoE", + "remaster": true, + "page": 198, + "level": 2, + "traits": [ + "concentrate", + "manipulate", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 60 + }, + "targets": "1 or 2 creatures", + "entries": [ + "You launch a volley of splinters at your foes. Make a spell attack roll against a single creature. On a hit, the splinters deal {@damage 4d6} piercing damage. The splinters deal double damage on a critical hit and 1 {@condition persistent damage||persistent bleed damage}. You can spend a third action while casting this spell to fire splinters at two different targets instead of one. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make both spell attack rolls for splinter volley." + ], + "heightened": { + "plusX": { + "2": [ + "Increase the damage dealt to each target by {@dice 4d6} and the {@condition persistent damage||persistent bleed damage} by 1." + ] + } + } + }, + { + "name": "Take Root", + "source": "RoE", + "remaster": true, + "page": 198, + "type": "Cantrip", + "level": 1, + "traits": [ + "cantrip", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "targets": "1 willing creature", + "duration": { + "number": 1, + "unit": "round" + }, + "entries": [ + "Roots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creature gains a +1 circumstance bonus to their Fortitude DC against attempts to {@action Shove} them and a +1 circumstance bonus to their Reflex DC against attempts to {@action Disarm} or {@action Trip} them. This bonus also applies to saving throws against spells or effects that would attempt to remove a held item from their grasp." + ] + }, + { + "name": "Timber", + "source": "RoE", + "remaster": true, + "page": 196, + "type": "Cantrip", + "level": 1, + "traits": [ + "cantrip", + "concentrate", + "manipulate", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "area": { + "entry": "15-foot line", + "types": [ + "Line" + ] + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes {@damage 2d4} bludgeoning damage, with a basic Reflex saving throw. A creature that critically fails its save is knocked for a loop, making it {@condition dazzled} until the end of its next turn." + ], + "heightened": { + "plusX": { + "1": [ + "The initial damage increases by {@damage 1d4}." + ] + } + } + }, + { + "name": "Verdant Sprout", + "source": "RoE", + "remaster": true, + "page": 199, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 30 + }, + "entries": [ + "You create a single plant seed imbued with primal energy and throw it onto a surface, where it gradually sprouts into a Medium plant. After 10 minutes, the plant is sturdy enough to provide standard cover, and its space is difficult terrain. The plant is laden with nutritious nuts or fruit sufficient to feed one Medium creature for a day. The plant has AC 10, Hardness 5, and 20 Hit Points." + ], + "heightened": { + "plusX": { + "1": [ + "You create and throw an additional seed, which grows into an additional plant within range." + ] + } + } + }, + { + "name": "Wall of Shrubs", + "source": "RoE", + "remaster": true, + "page": 199, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "plant", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 120 + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "You call forth a line of bushes native to the region to spring from the ground. The wall of shrubs stands in a line 60 feet long, is less than 5 feet tall, and is a foot thick, providing lesser cover." + ], + "heightened": { + "X": { + "3": [ + "The shrubs are now 10 feet tall and 5 feet thick and provide standard cover. The duration of the spell increases to 10 minutes." + ], + "5": [ + "Instead of a line, the shrubs can be made in a ring with a diameter of up to 30 feet that's 10 feet tall and 5 feet thick. The shrubs provide greater cover. The duration of the spell increases to 1 hour." + ] + } + } + }, + { + "name": "Weave Wood", + "source": "RoE", + "remaster": true, + "page": 199, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "minute" + }, + "range": { + "unit": "touch" + }, + "targets": "1 piece of unprocessed wood, reeds, or plant fiber of 1 Bulk or less", + "entries": [ + "With a touch, you cause the target to break into fibrous strands that then weave themselves into a woven mundane object of the same Bulk or less, such as a basket, hat, shield, or mat. You can create up to 4 objects with one casting of this spell, providing their total Bulk doesn't exceed the Bulk of your target. The objects have Hardness 2 and 8 Hit Points." + ], + "heightened": { + "plusX": { + "1": [ + "Increase the maximum Bulk that you can target by 1 and the maximum number of objects you can create by 2." + ] + } + } + }, + { + "name": "Wooden Double", + "source": "RoE", + "remaster": true, + "page": 199, + "level": 3, + "traits": [ + "manipulate", + "wood" + ], + "traditions": [ + "arcane", + "occult", + "primal" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "S", + "V" + ] + ], + "trigger": "You're critically hit by a damage-dealing effect or a {@action Strike}.", + "entries": [ + "A wooden double appears out of nowhere and takes the blow in your place. Take a {@action Step} action. A wooden block of your size and roughly shaped like you appears in the space you left and absorbs the hit. This block has Hardness 5 and 20 Hit Points. If the wooden block is destroyed, you take any excess damage that the block didn't absorb. After taking the blow, the wooden block collapses into a pile of splinters and dust." + ], + "heightened": { + "plusX": { + "1": [ + "The block's Hit Points increase by 10." + ] + } + } + }, + { + "name": "Wooden Fists", + "source": "RoE", + "remaster": true, + "page": 199, + "level": 1, + "traits": [ + "concentrate", + "manipulate", + "morph", + "wood" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 1, + "unit": "minute" + }, + "entries": [ + "Your arms and hands swell with new growth, transforming into tree trunks twice as big as their current size. Your fists deal {@damage 1d6} bludgeoning damage, lose the {@trait nonlethal} trait, and have reach." + ], + "heightened": { + "X": { + "3": [ + "Your fists gain the {@trait magical} trait and become a striking weapon, increasing the damage your fists deal to {@damage 2d6} bludgeoning." + ], + "7": [ + "Your fists gain the {@trait magical} trait and become a greater striking weapon, increasing the damage your fists deal to {@damage 3d6} bludgeoning. The duration is 10 minutes." + ], + "9": [ + "Your fists gain the {@trait magical} trait and become a major striking weapon, increasing the damage your fists deal to {@damage 4d6} bludgeoning. The duration is 1 hour." + ] + } + } + }, + { + "name": "Arms of Nature", + "source": "RoE", + "remaster": true, + "page": 199, + "type": "Focus", + "level": 1, + "traits": [ + "uncommon", + "concentrate", + "focus", + "manipulate", + "wood" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "touch" + }, + "duration": { + "number": 1, + "unit": "minute" + }, + "targets": "1 wooden object or plant of at least 4 Bulk", + "entries": [ + "All wood, dead or alive, is your armory. When you cast this spell, you draw forth a +1 weapon of your choice from the target. The weapon must be 2 Bulk or less. This weapon is of the same material as the target." + ], + "heightened": { + "X": { + "3": [ + "The weapon is a +1 striking weapon." + ], + "5": [ + "The weapon is a +2 striking weapon." + ], + "7": [ + "The weapon is a +3 greater striking weapon." + ] + } + } + }, + { + "name": "Wood Walk", + "source": "RoE", + "remaster": true, + "page": 199, + "type": "Focus", + "level": 4, + "traits": [ + "uncommon", + "focus", + "concentrate", + "manipulate", + "wood" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "sustained": true, + "number": 1, + "unit": "minute" + }, + "entries": [ + "Wood shapes itself according to your will readily, making staircases appear as you climb up the side of a tree, automatically weaving vines into ladders, or lowering branches to lift you up to the top. Move up to your Speed in any direction or along any surface, so long as there are living plants or trees of size Large or larger within 15 feet of you. The wood allows you to move but doesn't protect you from hazardous terrain or other dangers.", + "Each time you Sustain this spell, you can move again in the same way." + ], + "heightened": { + "X": { + "8": [ + "The duration of this spell becomes 10 minutes. You no longer need to {@action Sustain a spell||Sustain the spell} to extend its duration, but you can {@action Sustain a spell||Sustain} it to move as described." + ] + } + } + }, + { + "name": "Elemental Breath", + "source": "RoE", + "remaster": true, + "page": 222, + "level": 5, + "traits": [ + "concentrate", + "manipulate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action", + "entry": "{@as 2} to {@as 3}" + }, + "range": { + "unit": "feet", + "number": 30 + }, + "area": { + "entry": "60-foot cone", + "types": [ + "Cone" + ] + }, + "savingThrow": { + "type": [ + "R" + ], + "basic": true + }, + "entries": [ + "You open a miniature portal to an elemental plane within your mouth, then exhale a powerful explosion of the plane's element. Roll {@dice 1d6} to determine the element. If you used 3 actions to {@action Cast a spell||Cast this Spell}, you can choose the element instead. This spell gains the trait matching the element. Each creature in the cone must attempt a basic Reflex save.", + { + "type": "list", + "items": [ + "{@b Air} Strong winds and lightning strikes buffet creatures in the cone, dealing {@damage 6d10} electricity damage. A creature that fails its save is also pushed 10 feet.", + "{@b Earth} A cone of mud deals {@damage 5d10} bludgeoning damage to creatures in the area. A creature on the ground that fails its save slips and falls {@condition prone}.", + "{@b Fire} A surging cone of fire deals {@damage 7d10} fire damage.", + "{@b Metal} A cone of rust slices flesh and damages metal. Each creature in the area takes {@damage 5d10} slashing damage. A creature made of metal gets a result one degree of success worse than it rolled, and an unattended metal object gets a critical failure.", + "{@b Water} A torrent of chilled water deals {@damage 3d10} cold damage and {@damage 3d10} bludgeoning damage.", + "{@b Wood} Branches rip through creatures, dealing {@damage 3d10} piercing damage and {@damage 3d10} slashing damage. Ground in the area becomes difficult terrain for 1 minute." + ] + } + ], + "heightened": { + "plusX": { + "1": [ + "The damage increases by {@damage 1d10}. For water and wood, you can choose which damage type increases for each rank the spell is heightened." + ] + } + } + }, + { + "name": "Elemental Counter", + "source": "RoE", + "remaster": true, + "page": 222, + "type": "Cantrip", + "level": 1, + "traits": [ + "uncommon", + "cantrip", + "concentrate" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 1, + "unit": "reaction" + }, + "components": [ + [ + "S", + "V" + ] + ], + "trigger": "You or a creature within 60 feet rolls a saving throw against a spell with the {@trait earth}, {@trait fire}, {@trait metal}, {@trait plant}, {@trait water}, or {@trait wood} trait, or are targeted by a spell attack with such a trait.", + "requirements": "You have a spell slot from which you could {@action Cast a Spell} of the triggering spell's countering element; see text.", + "entries": [ + "Each element in the elemental cycle counters another (as described on pages 8\u20139), and you can use your elemental spells to protect against elements they counter. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell, using the rank of the spell you lost for the counteract rank. You can lose a plant or wood spell to counter earth, an earth spell to counter water, a water spell to counter fire, a fire spell to counter metal, or a metal spell to counter plant or wood." + ] + }, + { + "name": "Elemental Sense", + "source": "RoE", + "remaster": true, + "page": 222, + "level": 4, + "traits": [ + "concentrate", + "manipulate", + "revelation" + ], + "traditions": [ + "arcane", + "primal" + ], + "cast": { + "number": 2, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "duration": { + "number": 10, + "unit": "minute" + }, + "entries": [ + "The elements grant you sensory enhancements. Choose one of the options below. The spell gains the listed trait or traits.", + { + "type": "list", + "items": [ + "{@b Aquatic} Echolocation ({@trait water}) You use your hearing as a precise sense when underwater.", + "{@b Heatsense} ({@trait fire}) You can sense creatures with a temperature of 90º Fahrenheit or higher within 30 feet as an imprecise sense.", + "{@b Magnetoreception} ({@trait metal|RoE}) You can sense creatures carrying metal items with a total of 1 Bulk or greater; this is an imprecise sense with a range of 30 feet. If a creature is made of metal or has the {@trait metal} trait, you can detect it as though magnetoreception were a precise sense. In addition, you continuously know which direction is north.", + "{@b Mechanoreception} (air) You can see {@condition invisible} creatures and objects. They appear to you as translucent shapes, and they are {@condition concealed} to you.", + "{@b Tremorsense} ({@trait earth}) You gain {@ability tremorsense} (imprecise) with a range of 30 feet.", + "{@b Woodsense} ({@trait plant}, {@trait wood|RoE}) You can sense creatures carrying wood items with a total of 1 Bulk or greater; this is an imprecise sense with a range of 30 feet. If a creature is made of wood or has the {@trait plant} or {@trait wood} trait, you can detect it as though woodsense were a precise sense." + ] + } + ], + "heightened": { + "X": { + "6": [ + "The duration increases to 8 hours, and you can take 1 minute to recalibrate the sense, switching from your current elemental sense to a different one." + ] + } + } + }, + { + "name": "Summon Elemental Herald", + "source": "RoE", + "remaster": true, + "page": 222, + "level": 8, + "traits": [ + "concentrate", + "incarnate", + "manipulate" + ], + "traditions": [ + "arcane", + "divine", + "primal" + ], + "cast": { + "number": 3, + "unit": "action" + }, + "components": [ + [ + "S", + "V" + ] + ], + "range": { + "unit": "feet", + "number": 100 + }, + "duration": { + "unit": "turn", + "entry": "until the end of your next turn" + }, + "entries": [ + "Your meditation into the different elemental planes connects you to them deeply, and this connection allows you to summon a herald of an elemental lord. The herald arrives in the form of a natural disaster centralized on your enemies. The herald occupies the space of a Huge creature. When you {@action Cast a Spell||Cast this Spell}, choose one of the elemental heralds below to summon; if you're a divine spellcaster who worships an elemental lord, you must choose the option matching your deity's element. This spell gains the trait ({@trait air}, {@trait earth}, {@trait fire}, {@trait metal|RoE}, {@trait water}, or {@trait wood|RoE}) matching your choice.", + { + "type": "list", + "items": [ + "{@b Air} Speed fly 60 feet; {@b Arrive} ({@trait air}) {@i Supercell Front} The herald of air arrives in the form of a twisting tornado, with high-speed winds slamming into your enemies. Each enemy in a 100-foot emanation takes {@damage 10d8} bludgeoning damage with a basic Fortitude save; {@b Depart} ({@trait air}) {@i Twister Downdraft} Each enemy in a 60-foot line must attempt a Fortitude save. A creature that fails is knocked {@condition prone} if it's on the ground or descends 40 feet if it's in the air. A creature that descends takes falling damage if this forced movement brings it to the ground.", + "{@b Earth} Speed 50 feet, burrow 30 feet; {@b Arrive} ({@trait earth}) {@i Tectonic Rise} The herald of earth erupts from the ground, splitting it open in a 50-foot emanation. Each enemy in the emanation takes {@damage 10d6} slashing damage from the flying debris with a basic Reflex save. Enemies who critically fail fall 30 feet into the crevasse, taking falling damage (the sides of the fissure require successful DC 15 {@skill Athletics} checks to {@action Climb}); {@b Depart} ({@trait sonic}) {@i Plate Crash} The herald of earth sinks back into the ground, and the sides of the crevasse slam together with a deafening blow, dealing {@damage 5d10} sonic damage with a basic Fortitude save to all enemies in a 30-foot emanation. An enemy that critically fails is {@condition deafened} for 10 minutes.", + "{@b Fire} Speed 60 feet, fly 40 feet; {@b Arrive} (fire) {@i Magma Flow} The herald of fire flows into the area as living magma, dealing {@damage 10d6} fire damage and {@damage 3d6} {@condition persistent damage||persistent fire damage} to all enemies in a 60-foot emanation with a basic Reflex save; {@b Depart} (fire) {@i Flame Vortex} Each enemy in a 60‑foot line takes {@damage 6d6} fire damage and {@damage 3d6} {@condition persistent damage||persistent fire damage} with a basic Reflex save as the fire herald whips into a fire pillar before vanishing.", + "{@b Metal} Speed 50 feet, fly 50 feet; {@b Arrive} ({@trait metal|RoE}) {@i Shard Cloud} The herald of metal arrives as a cloud of metal shards and static electricity, dealing {@damage 4d8} slashing damage and {@damage 4d12} electricity damage to all enemies in a 50-foot emanation with a basic Reflex save; {@b Depart} ({@trait metal|RoE}) {@i Rust Mist} The shards in the cloud rapidly rust and cling to enemies in the 50-foot emanation, dealing {@dice 10d6} damage to metal creatures and objects in the area with a basic Reflex save, ignoring Hardness. Unattended objects automatically critically fail this save.", + "{@b Water} Speed 40 feet, swim 60 feet; {@b Arrive} ({@trait cold}, {@trait water}) Hurricane Formation The herald of water forms as a miniature hurricane. Each enemy in a 60-foot emanation takes {@damage 4d10} bludgeoning damage from the slamming rains and {@damage 4d10} cold damage from the falling hail with a basic Fortitude save; {@b Depart} ({@trait cold}, {@trait water}) {@i Cataclysmic Deluge} The hurricane collapses into a rushing flood, dealing {@damage 6d8} bludgeoning damage to all enemies in a 120-foot cone with a basic Fortitude save. A creature that fails its save is pushed 20 feet away from the herald (or 40 feet on a critical failure).", + "{@b Wood} Speed 50 feet, burrow 30 feet; {@b Arrive} ({@trait plant}, {@trait wood|RoE}) {@i Advantageous Roots} The herald of wood bursts forth from the ground as a complex root system. Each enemy in a 50-foot emanation takes {@damage 6d10} piercing damage with a basic Reflex save as the roots skewer its limbs and body. Each enemy that fails its save takes a \u201310-foot status penalty to its Speeds until the herald departs; {@b Depart} ({@trait plant}, {@trait wood|RoE}) {@i Retreat to Soil} The roots retreat into the ground, dealing {@damage 6d10} piercing damage to each enemy in a 50-foot emanation with a basic Reflex save. Any creature with a penalty to Speeds from its initial save automatically takes {@damage 2d6} {@condition persistent damage||persistent bleed damage}. The ground in the emanation is difficult terrain after the roots retreat." + ] + } + ] + } + ] +} diff --git a/data/spells/spells-som.json b/data/spells/spells-som.json index 5c1c51ca39..ec38519618 100644 --- a/data/spells/spells-som.json +++ b/data/spells/spells-som.json @@ -1509,6 +1509,11 @@ "name": "Combustion", "source": "SoM", "page": 200, + "otherSources": { + "Expanded": [ + "RoE|62" + ] + }, "focus": true, "level": 3, "traits": [ @@ -1822,6 +1827,11 @@ "name": "Crushing Ground", "source": "SoM", "page": 200, + "otherSources": { + "Expanded": [ + "RoE|62" + ] + }, "focus": true, "level": 1, "traits": [ @@ -2403,10 +2413,16 @@ "name": "Draw The Lightning", "source": "SoM", "page": 101, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 4, "traits": [ "electricity", - "evocation" + "evocation", + "metal" ], "traditions": [ "arcane", @@ -2646,6 +2662,11 @@ "name": "Elemental Absorption", "source": "SoM", "page": 102, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 3, "traits": [ "abjuration" @@ -2672,7 +2693,7 @@ "unit": "minute" }, "entries": [ - "You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen {@trait elemental} trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell.", + "You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, metal, water or wood. You gain resistance 5 to damage dealt by effects with the chosen {@trait elemental} trait; if you choose water, you also gain resistance to cold damage. If you choose metal, you gain resistance to {@trait electricty} and slashing damage, if you choose wood, you gain resistance to bludgeoning or {@trait vitality} damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell.", "As a 2-action activity, which has the {@trait concentrate} trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost." ], "heightened": { @@ -2687,13 +2708,20 @@ "name": "Elemental Annihilation Wave", "source": "SoM", "page": 102, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 3, "traits": [ "air", "earth", "evocation", "fire", - "water" + "metal", + "water", + "wood" ], "traditions": [ "arcane", @@ -2748,13 +2776,20 @@ "name": "Elemental Confluence", "source": "SoM", "page": 102, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 6, "traits": [ "air", "conjuration", "earth", "fire", - "water" + "metal", + "water", + "wood" ], "traditions": [ "arcane", @@ -2797,8 +2832,10 @@ "{@bold Air} ({@trait air}, {@trait electricity}) The elemental looses a bolt of electricity from the confluence, dealing {@damage 4d4} electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence.", "{@bold Earth} ({@trait earth}) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round.", "{@bold Fire} ({@trait fire}) Flames roar through the confluence, dealing {@damage 1d6} {@condition persistent damage||persistent fire damage} to those partially or entirely inside the confluence.", + "{@bold Metal} ({@trait metal}) The elemental flings shards of metal through the confluence, dealing {@damage 2d6} slashing damage to those partially or entirely inside the confluence with a basic Reflex save. A creature that critically fails also takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}.", "{@bold Water} ({@trait attack}, {@trait water}) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence.", - "The water deals {@damage 4d6} bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty." + "The water deals {@damage 4d6} bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty.", + "{@bold Wood} ({@trait wood}) Roots and stumps grow, making ground in the area diffcult terrain." ] } ] @@ -2807,6 +2844,11 @@ "name": "Elemental Gift", "source": "SoM", "page": 103, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 4, "traits": [ "transmutation" @@ -2845,7 +2887,9 @@ "{@bold Air} The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus.", "{@bold Earth} While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would {@action Shove} or {@action Trip} it, and to saves against effects that would attempt to knock it {@condition prone}. In addition, the ground adjacent to the target is {@quickref difficult terrain||3|terrain}, and the {@quickref difficult terrain||3|terrain} moves with the target, though the target ignores this {@quickref difficult terrain||3|terrain} with its own movement.", "{@bold Fire} The target's melee unarmed {@action Strike||Strikes} and melee weapon {@action Strike||Strikes} deal {@damage 1d6} {@condition persistent damage||persistent fire damage} on a hit.", - "{@bold Water} The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed." + "{@bold Metal} The target's Strikes using a metal weapon or an {@trait unarmed} attack deal an additional {@damage 1d4} {@trait electricity} damage on a hit and get a +1 status bonus to the attack roll if the target is made of metal or wearing metal armor.", + "{@bold Water} The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.", + "{@bold Wood} The target gains a number of temporary Hit Points equal to the spell's rank, then gains half that number of temporary HP at the start of each of its turns." ] } ], @@ -2861,6 +2905,11 @@ "name": "Elemental Zone", "source": "SoM", "page": 104, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 2, "traits": [ "evocation" @@ -2897,7 +2946,7 @@ "unit": "minute" }, "entries": [ - "Select an elemental trait: {@trait air}, {@trait earth}, {@trait fire}, or {@trait water}. Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for {@trait air}, bludgeoning for {@trait earth}, fire for {@trait fire}, and bludgeoning or cold for {@trait water}. The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell).", + "Select an elemental trait: {@trait air}, {@trait earth}, {@trait fire}, {@trait metal}, {@trait water} or {@trait wood}. Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for {@trait air}, bludgeoning for {@trait earth}, fire for {@trait fire}, electricty or slashing for {@trait metal}, bludgeoning or cold for {@trait water} and bludgeoning or vitality for {@trait wood}. The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell).", "The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type." ], "heightened": { @@ -4513,11 +4562,17 @@ "name": "Instant Armor", "source": "SoM", "page": 112, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 2, "traits": [ "conjuration", "contingency", - "extradimensional" + "extradimensional", + "metal" ], "traditions": [ "arcane", @@ -4954,10 +5009,16 @@ "name": "Magnetic Acceleration", "source": "SoM", "page": 114, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 3, "traits": [ "attack", - "evocation" + "evocation", + "metal" ], "traditions": [ "arcane", @@ -4993,9 +5054,15 @@ "name": "Magnetic Attraction", "source": "SoM", "page": 114, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 2, "traits": [ - "evocation" + "evocation", + "metal" ], "traditions": [ "arcane", @@ -5026,9 +5093,15 @@ "name": "Magnetic Repulsion", "source": "SoM", "page": 115, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 2, "traits": [ - "abjuration" + "abjuration", + "metal" ], "traditions": [ "arcane", @@ -5369,11 +5442,17 @@ "name": "Murderous Vine", "source": "SoM", "page": 117, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 4, "traits": [ "attack", "conjuration", - "plant" + "plant", + "wood" ], "traditions": [ "primal" @@ -5416,11 +5495,17 @@ "name": "Nature's Reprisal", "source": "SoM", "page": 117, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 6, "traits": [ "plant", "poison", - "transmutation" + "transmutation", + "wood" ], "traditions": [ "primal" @@ -6071,11 +6156,17 @@ "name": "Petal Storm", "source": "SoM", "page": 121, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 4, "traits": [ "air", "conjuration", - "plant" + "plant", + "wood" ], "traditions": [ "primal" @@ -6362,6 +6453,11 @@ "name": "Powerful Inhalation", "source": "SoM", "page": 201, + "otherSources": { + "Expanded": [ + "RoE|61" + ] + }, "focus": true, "level": 3, "traits": [ @@ -6537,10 +6633,16 @@ "name": "Protector Tree", "source": "SoM", "page": 123, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 1, "traits": [ "conjuration", - "plant" + "plant", + "wood" ], "traditions": [ "primal" @@ -6635,6 +6737,11 @@ "name": "Pulverizing Cascade", "source": "SoM", "page": 201, + "otherSources": { + "Expanded": [ + "RoE|62" + ] + }, "focus": true, "level": 3, "traits": [ @@ -7130,6 +7237,11 @@ "name": "Rising Surf", "source": "SoM", "page": 201, + "otherSources": { + "Expanded": [ + "RoE|62" + ] + }, "focus": true, "level": 1, "traits": [ @@ -7878,10 +7990,16 @@ "name": "Soothing Blossoms", "source": "SoM", "page": 129, + "otherSources": { + "Expanded": [ + "RoE|55" + ] + }, "level": 3, "traits": [ "conjuration", - "plant" + "plant", + "wood" ], "traditions": [ "divine", @@ -8089,6 +8207,11 @@ "name": "Stone Lance", "source": "SoM", "page": 201, + "otherSources": { + "Expanded": [ + "RoE|62" + ] + }, "focus": true, "level": 3, "traits": [ @@ -9263,6 +9386,11 @@ "name": "Updraft", "source": "SoM", "page": 201, + "otherSources": { + "Expanded": [ + "RoE|61" + ] + }, "focus": true, "level": 1, "traits": [ @@ -9691,6 +9819,11 @@ "name": "Wildfire", "source": "SoM", "page": 201, + "otherSources": { + "Expanded": [ + "RoE|62" + ] + }, "focus": true, "level": 1, "traits": [ diff --git a/data/tables.json b/data/tables.json index 5750adf918..70c57acc3b 100644 --- a/data/tables.json +++ b/data/tables.json @@ -15191,4 +15191,4 @@ ] } ] -} \ No newline at end of file +} diff --git a/data/traits.json b/data/traits.json index 3aa9407886..5934e6c787 100644 --- a/data/traits.json +++ b/data/traits.json @@ -1,60 +1,72 @@ { "trait": [ { - "name": "Wood", + "name": "Ardande", "source": "RoE", - "page": 238, + "page": 235, "categories": [ - "Energy & Element", - "Planar" + "Ancestry & Heritage" ], "entries": [ - "Effects with the metal trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood." + "Ardandes are planar scions descended from {@creature kizidhar|RoE} and other beings of elemental wood." ] }, { - "name": "Metal", + "name": "Bottled Breath", "source": "RoE", - "page": 237, + "page": 235, "categories": [ - "Energy & Element", - "Planar" + "Equipment" ], "entries": [ - "Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal." + "Bottles of breath are enchanted bottles of cloud and mist, first developed by the denizens of the {@place Plane of Air|GMG}. You can Activate an item with the bottled breath trait as you inhale it or cause another creature to inhale it. You can make another creature inhale bottled breath only if that creature is within reach and willing or so helpless that it can't resist. You usually need only one hand to consume a bottled breath or make another creature inhale it.", + "The bottled breath is held in a user's lungs, and its effects last as long as the user holds its breath. This is typically a maximum number of rounds equal to 5 + its Constitution modifier, but this time can be reduced due to the creature's actions or it taking damage, or extended by abilities that increase the amount of time a creature can hold its breath.", + "Some bottled breath consumables have a special effect when you exhale them. Since you're exhaling the breath, doing this expends the item." ] }, { - "name": "Overflow", + "name": "Censer", "source": "RoE", - "page": 15, + "page": 123, "categories": [ - "Action & Ability" + "Equipment" ], "entries": [ - "Powerful impulses temporarily overdraw the energy of your kinetic gate. When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with {@action Channel Elements|RoE}). Extinguishing your element this severely is taxing, and consequently, you can use only one overflow impulse per round, even if you reactivate your kinetic gate." + "An item with the censer trait must be filled with incense to Activate it, which ignites the incense and causes the censer to exude a cloud of smoke. The smoke creates an aura in an emanation from the censer's square. The smoke lasts for 1 minute but is immediately dispersed by a strong wind (ending the activation) or if you Dismiss the activation to snuff out the incense. Unless specifically noted otherwise, the smoke from a censer isn't thick enough to make creatures {@condition concealed}, and you can choose to be immune to the smoke of any censer you Activate. You must be holding a censer to Activate it, but if you Release the censer, the incense continues to burn from the censer's location.", + "A magical censer requires incense, as noted in its activation, which can be purchased in most settlements. You can use an alchemical or magical incense item for this purpose, but the magic of the censer overwhelms the incense and negates any other magical or alchemical properties it has. You can typically use the censer without activating it to burn incense as though it were a mundane censer." ] }, { - "name": "Infusion", + "name": "Composite", "source": "RoE", "page": 15, "categories": [ "Action & Ability" ], "entries": [ - "Actions with the infusion trait tweak your kineticist impulses. You must use an infusion action directly before the impulse action you want to alter. If you use any action (including free actions and reactions) other than an impulse action directly after, you waste the benefits of the infusion action. Any additional effects added by an infusion action are part of the impulse's effect, not of the infusion action itself." + "A composite impulse combines multiple elements. You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits." ] }, { - "name": "Composite", + "name": "Figurehead", "source": "RoE", - "page": 15, + "page": 177, "categories": [ - "Action & Ability" + "Equipment" ], "entries": [ - "A composite impulse combines multiple elements. You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits." + "While many ships are adorned with decorative carvings, daring crews sometimes procure magical figureheads for their vessels. Installing an item with the figurehead trait takes 1 hour. The item then shifts slightly to match the vessel's purpose or crew as determined by the attuned creature, such as gaining avian features on a {@ancestry tengu|RoE} vessel. A ship can have only one figurehead attached to it at a time; attaching another one suppresses all the figureheads.", + "A figurehead can be activated only by a creature that's attuned to it, a process that takes 1 hour and can be performed while the creature is installing the figurehead. Only one creature can be attuned to the figurehead at a time unless otherwise noted. The attuned creature can activate the figurehead from anywhere aboard the vessel. Typically, the owner or captain of the vessel attunes to their vessel's figurehead.", + "The figureheads presented here TODO assume the vehicles they attach to are sailing ships or similar aquatic vessels, but figureheads might be modified or crafted to function on other vehicles instead." + ] + }, + { + "name": "Focus", + "source": "RoE", + "page": 236, + "categories": [], + "entries": [ + "A spell you can cast by spending a Focus Point, and that is automatically heightened to half your level rounded up." ] }, { @@ -68,6 +80,17 @@ "The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the {@trait concentrate} trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait." ] }, + { + "name": "Infusion", + "source": "RoE", + "page": 15, + "categories": [ + "Action & Ability" + ], + "entries": [ + "Actions with the infusion trait tweak your kineticist impulses. You must use an infusion action directly before the impulse action you want to alter. If you use any action (including free actions and reactions) other than an impulse action directly after, you waste the benefits of the infusion action. Any additional effects added by an infusion action are part of the impulse's effect, not of the infusion action itself." + ] + }, { "name": "Kineticist", "source": "RoE", @@ -79,6 +102,85 @@ "This indicates abilities from the kineticist class." ] }, + { + "name": "Metal", + "source": "RoE", + "page": 237, + "categories": [ + "Energy & Element", + "Planar" + ], + "entries": [ + "Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal." + ] + }, + { + "name": "Overflow", + "source": "RoE", + "page": 15, + "categories": [ + "Action & Ability" + ], + "entries": [ + "Powerful impulses temporarily overdraw the energy of your kinetic gate. When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with {@action Channel Elements|RoE}). Extinguishing your element this severely is taxing, and consequently, you can use only one overflow impulse per round, even if you reactivate your kinetic gate." + ] + }, + { + "name": "Spellshape", + "source": "RoE", + "page": 238, + "categories": [ + "General" + ], + "entries": [ + "Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself." + ] + }, + { + "name": "Talos", + "source": "RoE", + "page": 238, + "categories": [ + "Ancestry & Heritage" + ], + "entries": [ + "Taloses are planar scions descended from {@creature zuhra|RoE|zuhras}." + ] + }, + { + "name": "Vitality", + "source": "RoE", + "page": 238, + "categories": [ + "Energy & Element" + ], + "entries": [ + "Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to {@trait undead}, or manipulate vitality energy." + ] + }, + { + "name": "Void", + "source": "RoE", + "page": 238, + "categories": [ + "Energy & Element" + ], + "entries": [ + "Effects with this trait heal {@trait undead} creatures with void energy, deal void damage to living creatures, or manipulate void energy" + ] + }, + { + "name": "Wood", + "source": "RoE", + "page": 238, + "categories": [ + "Energy & Element", + "Planar" + ], + "entries": [ + "Effects with the metal trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood." + ] + }, { "name": "Charau-ka", "source": "LOME", @@ -3924,17 +4026,6 @@ "These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish." ] }, - { - "name": "Spellshape", - "source": "RoE", - "page": 238, - "categories": [ - "General" - ], - "entries": [ - "Actions with the spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself." - ] - }, { "name": "Metamagic", "source": "CRB", @@ -6453,4 +6544,4 @@ ] } ] -} \ No newline at end of file +} diff --git a/data/variantrules.json b/data/variantrules.json index c84a042d70..cf5dd7e4a0 100644 --- a/data/variantrules.json +++ b/data/variantrules.json @@ -430,7 +430,7 @@ "items": [ "The crafter's dazzling success and passion imbue a fragment of their self into the item, causing it to become an {@trait intelligent} item.", "If the crafter was creating a max-level item, they can pay more to create an item above their level that they normally couldn't {@action Craft}. For instance, while trying to {@action Craft} a {@item 3rd-Level Spell Magic Wand||wand of fireball} (a 7th-level item), a 7th-level wizard might be able to create a {@item 4rd-Level Spell Magic Wand||wand of 4th-level fireball} (a 9th-level item).", - "The item has a minor beneficial special ability beyond other items of its type. This can be whatever you choose, but it's usually another minor activation with a daily frequency. The benefit should be better than a {@variantRule Item Quirks|GMG|quirk} (as quirks are meant to be neutral).", + "The item has a minor beneficial special ability beyond other items of its type. This can be whatever you choose, but it's usually another minor activation with a daily frequency. The benefit should be better than a {@variantrule Item Quirks|GMG|quirk} (as quirks are meant to be neutral).", "The item is so well made that it's nearly impossible to damage, doubling its Hardness or greatly increasing its total Hit Points. The item might also be resistant to grime, tarnishing, or other cosmetic changes.", "The item is so beautifully made that it grants a bonus to {@skill Diplomacy} and {@skill Intimidation} checks when displayed or used as part of the check. Alternatively, it could be worth more than usual just as an art object.", "The item is so finely crafted that it distracts the attention of opponents when used in battle, granting a bonus to checks made to {@action Feint} or {@action Create a Diversion} when used as part of the check.", @@ -441,7 +441,7 @@ }, { "type": "pf2-h3", - "name": "Critical Success", + "name": "Critical Failure", "entries": [ { "type": "list", @@ -6173,7 +6173,7 @@ "type": "pf2-brown-box", "name": "Binary Mindscape Statistics", "entries": [ - "Psychic duels take place in a binary mindscape, which is much like a very simple plane or dimension. The stat block for a binary mindscape is as follows and uses {@book planar traits|GMG|3|Planar Traits}.", + "Psychic duels take place in a binary mindscape, which is much like a very simple plane or dimension. The stat block for a binary mindscape is as follows and uses planar traits.", { "name": "Binary Mindscape", "source": "DA", @@ -9005,7 +9005,7 @@ "page": 230, "entries": [ "{@b Rarity:} {@trait Rare}", - "Soul seeds are a special type of intangible {@book relic|gmg|3|Relics}, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have {@action Interact} activations.", + "Soul seeds are a special type of intangible relic, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have {@action Interact} activations.", { "type": "pf2-sample-box", "name": "Using Soul Seeds", @@ -9028,7 +9028,7 @@ "source": "SoM", "page": 230, "entries": [ - "The GM should follow the same {@book guidelines and rules|gmg|3|Relics} for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds.", + "The GM should follow the same guidelines and rules for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds.", "{@note Please visit the {@filter relic gifts page|relicgifts||miscellaneous=soul seed gift} to view all soul seed gifts.}" ] } @@ -9611,7 +9611,7 @@ "type": "pf2-sidebar", "name": "ROLEPLAYING ACADEMIA", "entries": [ - "The academia subsystem is at its best when the players and GM use the opportunity as a backdrop for roleplaying events and occurrences that highlight the reality of life at a magic academy, rather than just quickly rolling some skill checks and tallying up branch levels. Maybe one hero has to go on a hunt for a book that should be available in the library but has been lent out multiple times, while another must convince a straitlaced professor to allow them to conduct a potentially dangerous experiment. For more guidance on ideas for downtime events and how to intersperse them throughout downtime, refer to pages {@book 22|GMG|2|Running Downtime} and {@book 25|GMG|2|Tasks and Events} of the {@book Gamemastery Guide|gmg}." + "The academia subsystem is at its best when the players and GM use the opportunity as a backdrop for roleplaying events and occurrences that highlight the reality of life at a magic academy, rather than just quickly rolling some skill checks and tallying up branch levels. Maybe one hero has to go on a hunt for a book that should be available in the library but has been lent out multiple times, while another must convince a straitlaced professor to allow them to conduct a potentially dangerous experiment. For more guidance on ideas for downtime events and how to intersperse them throughout downtime, refer to pages 22 and 25 of the Gamemastery Guide." ] }, { diff --git a/data/vehicles.json b/data/vehicles.json index bfafed661d..8a4fa54be9 100644 --- a/data/vehicles.json +++ b/data/vehicles.json @@ -1,5 +1,140 @@ { "vehicle": [ + { + "name": "Planar Skiff", + "source": "RoE", + "page": 225, + "level": 15, + "traits": [ + "rare", + "magical" + ], + "price": { + "coin": "gp", + "amount": 19500 + }, + "space": { + "long": { + "number": 30, + "unit": "feet" + }, + "wide": { + "number": 15, + "unit": "feet" + }, + "high": { + "number": 20, + "unit": "feet" + } + }, + "crew": [ + { + "type": "pilot", + "number": 1 + }, + { + "type": "crew", + "number": 3 + } + ], + "passengers": 6, + "pilotingCheck": [ + { + "skill": "Arcana", + "dc": 36 + }, + { + "skill": "Nature", + "dc": 36 + }, + { + "skill": "Occultism", + "dc": 36 + }, + { + "skill": "Religion", + "dc": 36 + }, + { + "skill": "Sailing Lore", + "dc": 34 + } + ], + "defenses": { + "ac": { + "default": 34 + }, + "savingThrows": { + "fort": 26 + }, + "hardness": { + "default": 20 + }, + "hp": { + "default": 230 + }, + "bt": { + "default": 115 + }, + "immunities": [ + "object immunities" + ], + "resistances": [ + "acid 15", + "cold 15", + "electricity 15", + "fire 15", + "sonic 15" + ] + }, + "speed": [ + { + "type": "fly", + "speed": 50, + "note": "magical" + } + ], + "collision": { + "damage": "{@dice 9d10}", + "dc": 32 + }, + "abilities": { + "bot": [ + { + "name": "Adaption Aura", + "traits": [ + "aura" + ], + "entries": [ + "10 feet. The vehicle has a warding {@trait aura} that protects its passengers. Creatures and objects in the {@trait aura} gain resistance 10 to {@trait acid}, {@trait cold}, {@trait electricity}, {@trait fire}, {@trait force}, {@trait sonic}, {@trait vitality}, and {@trait void} damage. They are also protected from severe cold, severe heat, extreme cold, and extreme heat. The {@trait aura} also provides breathable air for all passengers, though this air can still become filled with smoke and similar substances." + ] + }, + { + "name": "Journey the Planes", + "entries": [ + "(10 minutes) The pilot locks onto a plane, using one of the vehicle's planar keys as a focus. A canal of planar energy from the destination plane appears ahead of the ship. The pilot spends 10 minutes navigating the passage, then attempts a piloting check (typically DC 34). On a success, the vehicle casts {@spell plane shift||interplanar teleport}, transporting itself and all passengers and cargo to the destination plane as it reaches the terminus of the canal. The pilot is considered the target of the spell for the purposes of determining the location at which the vehicle arrives on the plane. The skiff can't {@spell plane shift||interplanar teleport} again for 8 hours." + ] + }, + { + "name": "Planar Evacuation", + "activity": { + "number": 3, + "unit": "action" + }, + "traits": [ + "move", + "reckless" + ], + "entries": [ + "The pilot overcharges one of the vehicle's planar keys, forcing an emergency transport of the ship. The pilot attempts a DC 44 piloting check. On a success, the vehicle casts {@spell plane shift||interplanar teleport} as noted in Journey the Planes. (The pilot can't succeed on the check if the vessel is unable to {@spell plane shift||interplanar teleport}.) This process severely taxes the vehicle, and it can't {@spell plane shift||interplanar teleport} again for {@dice 1d4} days." + ] + } + ] + }, + "entries": [ + "A planar skiff is a flat-bottomed ship designed to travel the Great Beyond. A wide variety of skiffs course the planes, with designs incorporating their home planes' fashions and materials. Their magical sails allow them to catch planar currents, and their wards protect travelers as they move across planar boundaries. To allow travel to multiple planes, a planar skiff can have multiple planar keys installed (including items like a {@item cipher of the elemental planes|RoE}). Installing or removing one takes 10 minutes. A planar skiff is typically built with one planar key from its plane of manufacture and a second for a destination plane." + ] + }, { "name": "Adaptable Paddleboat", "source": "G&G", diff --git a/js/filter-backgrounds.js b/js/filter-backgrounds.js index 924ac74cee..6c35665365 100644 --- a/js/filter-backgrounds.js +++ b/js/filter-backgrounds.js @@ -4,33 +4,65 @@ class PageFilterBackgrounds extends PageFilter { constructor () { super(); - this._traitsFilter = new TraitsFilter({header: "Traits"}) - this._skillFilter = new Filter({header: "Skill Proficiencies", displayFn: (it) => it.toTitleCase()}); - this._loreFilter = new Filter({header: "Lore Proficiencies", displayFn: (it) => it.toTitleCase()}); + this._traitsFilter = new TraitsFilter({ header: "Traits" }); + this._skillFilter = new Filter({ + header: "Skill Proficiencies", + displayFn: (it) => it.toTitleCase(), + }); + this._loreFilter = new Filter({ + header: "Lore Proficiencies", + displayFn: (it) => it.toTitleCase(), + }); this._boostFilter = new Filter({ header: "Ability Boosts", - items: ["Strength", "Dexterity", "Constitution", "Intelligence", "Wisdom", "Charisma", "Free"], + items: [ + "Strength", + "Dexterity", + "Constitution", + "Intelligence", + "Wisdom", + "Charisma", + "Free", + ], itemSortFn: null, }); - this._featFilter = new Filter({header: "Feats", displayFn: (it) => it.toTitleCase()}); - this._spellFilter = new Filter({header: "Spells", displayFn: (it) => it.toTitleCase()}); + this._featFilter = new Filter({ + header: "Feats", + displayFn: (it) => it.toTitleCase(), + }); + this._spellFilter = new Filter({ + header: "Spells", + displayFn: (it) => it.toTitleCase(), + }); this._miscFilter = new Filter({ header: "Miscellaneous", - items: ["Grants Ability", "Grants Equipment", "Grants Sense", "Grants Situational Benefit", "Has Drawback"], + items: [ + "Grants Ability", + "Grants Equipment", + "Grants Sense", + "Grants Situational Benefit", + "Has Drawback", + ], }); } mutateForFilters (bg) { bg._fSources = SourceFilter.getCompleteFilterSources(bg); - bg._fTraits = (bg.traits || []).map(t => Parser.getTraitName(t)); - bg._fSpells = (bg.spells || []).map(s => s.split("|")[0]); - bg._fMisc = (bg.miscTags || []).map(tag => { + bg._fTraits = (bg.traits || []).map((t) => Parser.getTraitName(t)); + bg._fSpells = (bg.spells || []).map((s) => s.split("|")[0]); + bg._fBoosts = (bg.boosts || []).map((s) => s.toTitleCase()); + bg._fMisc = (bg.miscTags || []).map((tag) => { switch (tag) { - case "ability": return "Grants Ability"; - case "equipment": return "Grants Equipment"; - case "sense": return "Grants Sense"; - case "situationalBenefit": return "Grants Situational Benefit"; - case "drawback": return "Has Drawback"; + case "ability": + return "Grants Ability"; + case "equipment": + return "Grants Equipment"; + case "sense": + return "Grants Sense"; + case "situationalBenefit": + return "Grants Situational Benefit"; + case "drawback": + return "Has Drawback"; } }); } @@ -42,9 +74,9 @@ class PageFilterBackgrounds extends PageFilter { this._traitsFilter.addItem(bg._fTraits); this._skillFilter.addItem(bg.skills); this._loreFilter.addItem(bg.lore); - this._boostFilter.addItem(bg.boosts); + this._boostFilter.addItem(bg._fBoosts); this._featFilter.addItem(bg.feats); - this._spellFilter.addItem(bg._fSpells) + this._spellFilter.addItem(bg._fSpells); this._miscFilter.addItem(bg._fMisc); } @@ -66,12 +98,12 @@ class PageFilterBackgrounds extends PageFilter { values, bg._fSources, bg._fTraits, - bg.boosts, + bg._fBoosts, bg.skills, bg.lore, bg.feats, bg._fSpells, bg._fMisc, - ) + ); } } diff --git a/js/filter-spells.js b/js/filter-spells.js index 6ffdabce9d..6f5c21416a 100644 --- a/js/filter-spells.js +++ b/js/filter-spells.js @@ -9,12 +9,35 @@ class PageFilterSpells extends PageFilter { // region static static sortSpells (a, b, o) { switch (o.sortBy) { - case "name": return SortUtil.compareListNames(a, b); - case "source": return SortUtil.ascSort(a.values.source, b.values.source) || SortUtil.compareListNames(a, b); - case "level": return SortUtil.ascSort(a.values.level, b.values.level) || SortUtil.compareListNames(a, b); - case "type": return SortUtil.ascSort(a.values.type, b.values.type) || SortUtil.compareListNames(a, b); - case "school": return SortUtil.ascSort(a.values.school, b.values.school) || SortUtil.compareListNames(a, b); - case "time": return SortUtil.ascSort(a.values.normalisedTime, b.values.normalisedTime) || SortUtil.compareListNames(a, b); + case "name": + return SortUtil.compareListNames(a, b); + case "source": + return ( + SortUtil.ascSort(a.values.source, b.values.source) + || SortUtil.compareListNames(a, b) + ); + case "level": + return ( + SortUtil.ascSort(a.values.level, b.values.level) + || SortUtil.compareListNames(a, b) + ); + case "type": + return ( + SortUtil.ascSort(a.values.type, b.values.type) + || SortUtil.compareListNames(a, b) + ); + case "school": + return ( + SortUtil.ascSort(a.values.school, b.values.school) + || SortUtil.compareListNames(a, b) + ); + case "time": + return ( + SortUtil.ascSort( + a.values.normalisedTime, + b.values.normalisedTime, + ) || SortUtil.compareListNames(a, b) + ); } } @@ -29,9 +52,7 @@ class PageFilterSpells extends PageFilter { this._sourceFilter = new SourceFilter(); this._levelFilter = new Filter({ header: "Level", - items: [ - 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, - ], + items: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10], displayFn: PageFilterSpells.getFltrSpellLevelStr, }); this._traditionFilter = new Filter({ @@ -44,7 +65,7 @@ class PageFilterSpells extends PageFilter { items: ["Focus", "Spell", "Cantrip"], itemSortFn: null, }); - this._classFilter = new Filter({header: "Class"}); + this._classFilter = new Filter({ header: "Class" }); this._subClassFilter = new Filter({ header: "Subclass", displayFn: (it) => it.toTitleCase(), @@ -57,7 +78,11 @@ class PageFilterSpells extends PageFilter { }); this._multiFocusFilter = new MultiFilter({ header: "Focus Spells", - filters: [this._domainFilter, this._classFilter, this._subClassFilter], + filters: [ + this._domainFilter, + this._classFilter, + this._subClassFilter, + ], }); this._componentsFilter = new Filter({ header: "Components", @@ -75,27 +100,50 @@ class PageFilterSpells extends PageFilter { header: "Duration", isLabelled: true, labelSortFn: null, - labels: ["Instant", "1 Round", "1 Minute", "10 Minutes", "1 Hour", "8 Hours", "24+ Hours", "Unlimited", "Special"], + labels: [ + "Instant", + "1 Round", + "1 Minute", + "10 Minutes", + "1 Hour", + "8 Hours", + "24+ Hours", + "Unlimited", + "Special", + ], }); this._rangeFilter = new RangeFilter({ header: "Range", isLabelled: true, labelSortFn: null, - labels: ["Touch", "5 feet", "10 feet", "25 feet", "50 feet", "100 feet", "500 feet", "1 mile", "Planetary", "Unlimited", "Varies"], + labels: [ + "Touch", + "5 feet", + "10 feet", + "25 feet", + "50 feet", + "100 feet", + "500 feet", + "1 mile", + "Planetary", + "Unlimited", + "Varies", + ], }); this._savingThrowFilter = new Filter({ header: "Saving Throw", items: ["Basic", "Fortitude", "Reflex", "Will"], }); - this._traitFilter = new TraitsFilter({header: "Traits", + this._traitFilter = new TraitsFilter({ + header: "Traits", discardCategories: { Class: true, - "School": true, + School: true, }, }); this._schoolFilter = new Filter({ header: "School", - displayFn: it => it.toTitleCase(), + displayFn: (it) => it.toTitleCase(), }); this._miscFilter = new Filter({ header: "Miscellaneous", @@ -107,63 +155,118 @@ class PageFilterSpells extends PageFilter { // used for sorting spell._normalisedTime = Parser.getNormalisedTime(spell.cast); spell._normalisedRange = Parser.getNormalisedRange(spell.range); - spell._normalisedType = spell.traits.includes("cantrip") && spell.focus ? "FC" : spell.traits.includes("cantrip") ? "C" : spell.focus ? "F" : "S"; + spell._normalisedType = + spell.traits.includes("cantrip") && spell.focus + ? "FC" + : spell.traits.includes("cantrip") + ? "C" + : spell.focus + ? "F" + : "S"; // used for filtering spell._fSources = SourceFilter.getCompleteFilterSources(spell); spell._fTraditions = (spell.traditions || []) .concat(spell.spellLists || []) - .concat(spell.traditions ? spell.traditions.map(x => x.toLowerCase()).includes("primal" || "arcane") ? "Halcyon" : [] : []).map(t => t.toTitleCase()); - spell._fSpellType = spell.traits.includes("cantrip") && spell.focus ? ["Focus", "Cantrip"] : spell.traits.includes("cantrip") ? ["Cantrip"] : spell.focus ? ["Focus"] : ["Spell"]; - spell._fTraits = spell.traits.map(t => Parser.getTraitName(t)); - if (!spell._fTraits.map(t => Renderer.trait.isTraitInCategory(t, "Rarity")).some(Boolean)) spell._fTraits.push("Common"); - spell._fClasses = spell._fTraits.filter(t => Renderer.trait.isTraitInCategory(t, "Class")) || []; - spell._fSubClasses = Object.entries(spell.subclass || {}).map(([k, v]) => { - return v.map(sc => { - const [subCls, cls] = k.split("|") - return new FilterItem({ - item: sc, - nest: `${subCls} (${cls.replace(/\|.+/g, "")})`, + .concat( + spell.traditions + ? spell.traditions + .map((x) => x.toLowerCase()) + .includes("primal" || "arcane") + ? "Halcyon" + : [] + : [], + ) + .map((t) => t.toTitleCase()); + spell._fSpellType = + spell.traits.includes("cantrip") && spell.focus + ? ["Focus", "Cantrip"] + : spell.traits.includes("cantrip") + ? ["Cantrip"] + : spell.focus + ? ["Focus"] + : ["Spell"]; + spell._fTraits = spell.traits.map((t) => Parser.getTraitName(t)); + if ( + !spell._fTraits + .map((t) => Renderer.trait.isTraitInCategory(t, "Rarity")) + .some(Boolean) + ) { spell._fTraits.push("Common"); } + spell._fClasses = + spell._fTraits.filter((t) => + Renderer.trait.isTraitInCategory(t, "Class"), + ) || []; + spell._fSubClasses = Object.entries(spell.subclass || {}) + .map(([k, v]) => { + return v.map((sc) => { + const [subCls, cls] = k.split("|"); + return new FilterItem({ + item: sc, + nest: `${subCls} (${cls.replace(/\|.+/g, "")})`, + }); }); - }); - }).flat(); - this.handleTraitImplies(spell, { traitProp: "_fTraits", entityTypes: ["spell"] }); + }) + .flat(); + this.handleTraitImplies(spell, { + traitProp: "_fTraits", + entityTypes: ["spell"], + }); spell._fSchool = (spell._fSchool || [])[0]; spell._fTime = Parser.timeToActivityType(spell.cast); spell._fDurationType = Parser.getFilterDuration(spell); spell._areaTypes = spell.area ? spell.area.types : []; spell._fRange = Parser.getFilterRange(spell); if (spell.savingThrow) { - if (spell.savingThrow.type) spell._fSavingThrow = spell.savingThrow.type.map(t => Parser.savingThrowAbvToFull(t)) + if (spell.savingThrow.type) { + spell._fSavingThrow = spell.savingThrow.type.map((t) => + Parser.savingThrowAbvToFull(t), + ); + } if (spell.savingThrow.basic) spell._fSavingThrow.push("Basic"); } // TODO: Figure out how to make various configurations of components work in filters // Example: [V], [V and S], [V and S and M] // Right now we'll just live with this. - spell._fComponents = [...new Set((spell.components || []).flat())].map(x => Parser.COMPONENTS_TO_FULL[x].toTitleCase()); + spell._fComponents = [...new Set((spell.components || []).flat())].map( + (x) => Parser.COMPONENTS_TO_FULL[x].toTitleCase(), + ); if (spell.cost != null) spell._fComponents.push("Cost"); spell._fMisc = []; if (spell.requirements) spell._fMisc.push("Has Requirements"); if (spell.trigger) spell._fMisc.push("Has Trigger"); if (spell.targets) spell._fMisc.push("Has Targets"); if (spell.heightened) spell._fMisc.push("Can be Heightened"); - if (spell.duration && spell.duration.sustain) spell._fMisc.push("Sustained"); - if (spell.duration && spell.duration.dismiss) spell._fMisc.push("Can be Dismissed"); + if (spell.duration && spell.duration.sustain) { spell._fMisc.push("Sustained"); } + if (spell.duration && spell.duration.dismiss) { spell._fMisc.push("Can be Dismissed"); } if (spell.summoning) spell._fMisc.push("Summoning"); if (spell.miscTags) { - spell.miscTags.forEach(element => { + spell.miscTags.forEach((element) => { switch (element) { - case "THP": spell._fMisc.push("Grants Temporary Hit Points"); break; - case "SM": spell._fMisc.push("Summoning"); break; - case "BF": spell._fMisc.push("Has Battle Form"); break; + case "THP": + spell._fMisc.push("Grants Temporary Hit Points"); + break; + case "SM": + spell._fMisc.push("Summoning"); + break; + case "BF": + spell._fMisc.push("Has Battle Form"); + break; } }); } // "Possible Elementalist Spell" shenanigans, could be optimised? - if (!spell._fTraditions.includes("Elemental") - && (spell.traits.some((trait) => trait.includes("Fire" || "Water" || "Earth" || "Air")) - || (spell._fTraditions.includes("Arcane") && spell._fTraditions.includes("Occult") && spell._fTraditions.includes("Primal") && spell._fTraditions.includes("Divine")) - )) spell._fMisc.push("Possible Elementalist Spells"); + if ( + !spell._fTraditions.includes("Elemental") + && (spell.traits.some((trait) => + trait.includes("Fire" || "Water" || "Earth" || "Air"), + ) + || (spell._fTraditions.includes("Arcane") + && spell._fTraditions.includes("Occult") + && spell._fTraditions.includes("Primal") + && spell._fTraditions.includes("Divine"))) + ) { spell._fMisc.push("Possible Elementalist Spells"); } + // Remaster hack + if (spell.remaster) spell._fMisc.push("Remaster"); } addToFilters (spell, isExcluded) { @@ -178,8 +281,8 @@ class PageFilterSpells extends PageFilter { this._classFilter.addItem(spell._fClasses); this._domainFilter.addItem(spell.domains); this._componentsFilter.addItem(spell._fComponents); - spell._fSubClasses.forEach(sc => { - this._subClassFilter.addNest(sc.nest, {isHidden: true}); + spell._fSubClasses.forEach((sc) => { + this._subClassFilter.addNest(sc.nest, { isHidden: true }); this._subClassFilter.addItem(sc); }); this._traitFilter.addItem(spell._fTraits); @@ -221,13 +324,9 @@ class PageFilterSpells extends PageFilter { s._areaTypes, s._fRange, s._fSavingThrow, - [ - s.domains, - s._fClasses, - s._fSubClasses, - ], + [s.domains, s._fClasses, s._fSubClasses], s._fTraits, s._fMisc, - ) + ); } } diff --git a/js/parser.js b/js/parser.js index fba3ffe5a9..68187d0ccb 100644 --- a/js/parser.js +++ b/js/parser.js @@ -507,7 +507,12 @@ Parser.FULL_CURRENCY_CONVERSION_TABLE = [ }, ]; Parser.getCurrencyConversionTable = function (currencyConversionId) { - const fromBrew = currencyConversionId ? MiscUtil.get(BrewUtil.homebrewMeta, "currencyConversions", currencyConversionId) + const fromBrew = currencyConversionId + ? MiscUtil.get( + BrewUtil.homebrewMeta, + "currencyConversions", + currencyConversionId, + ) : null; const conversionTable = fromBrew && fromBrew.length @@ -1584,6 +1589,7 @@ SRC_BotD = "BotD"; SRC_CFD = "CFD"; SRC_CHD = "CHD"; SRC_CRB = "CRB"; +SRC_PC1 = "PC1"; SRC_DA = "DA"; SRC_EC0 = "EC0"; SRC_EC1 = "EC1"; @@ -1694,6 +1700,7 @@ Parser.SOURCE_JSON_TO_FULL[SRC_BotD] = "Book of the Dead"; Parser.SOURCE_JSON_TO_FULL[SRC_CFD] = "Critical Fumble Deck"; Parser.SOURCE_JSON_TO_FULL[SRC_CHD] = "Critical Hit Deck"; Parser.SOURCE_JSON_TO_FULL[SRC_CRB] = "Core Rulebook"; +Parser.SOURCE_JSON_TO_FULL[SRC_PC1] = "Player Core"; Parser.SOURCE_JSON_TO_FULL[SRC_DA] = "Dark Archive"; Parser.SOURCE_JSON_TO_FULL[SRC_EC0] = "Extinction Curse Player's Guide"; Parser.SOURCE_JSON_TO_FULL[SRC_EC1] = @@ -1820,6 +1827,7 @@ Parser.SOURCE_JSON_TO_ABV[SRC_BotD] = "BotD"; Parser.SOURCE_JSON_TO_ABV[SRC_CFD] = "CFD"; Parser.SOURCE_JSON_TO_ABV[SRC_CHD] = "CHD"; Parser.SOURCE_JSON_TO_ABV[SRC_CRB] = "CRB"; +Parser.SOURCE_JSON_TO_ABV[SRC_PC1] = "PC1"; Parser.SOURCE_JSON_TO_ABV[SRC_DA] = "DA"; Parser.SOURCE_JSON_TO_ABV[SRC_EC0] = "EC0"; Parser.SOURCE_JSON_TO_ABV[SRC_EC1] = "EC1"; @@ -1920,6 +1928,7 @@ Parser.SOURCE_JSON_TO_DATE[SRC_BotD] = "2022-04-27"; Parser.SOURCE_JSON_TO_DATE[SRC_CFD] = "2019-10-16"; Parser.SOURCE_JSON_TO_DATE[SRC_CHD] = "2019-10-16"; Parser.SOURCE_JSON_TO_DATE[SRC_CRB] = "2019-08-01"; +Parser.SOURCE_JSON_TO_DATE[SRC_PC1] = "2023-11-15"; Parser.SOURCE_JSON_TO_DATE[SRC_DA] = "2022-07-27"; Parser.SOURCE_JSON_TO_DATE[SRC_EC0] = "2020-01-13"; Parser.SOURCE_JSON_TO_DATE[SRC_EC1] = "2020-01-30"; @@ -2024,6 +2033,7 @@ Parser.SOURCE_JSON_TO_STORE[SRC_BotD] = "https://paizo.com/products/btq02c0j"; Parser.SOURCE_JSON_TO_STORE[SRC_CFD] = "https://paizo.com/products/btq024ud"; Parser.SOURCE_JSON_TO_STORE[SRC_CHD] = "https://paizo.com/products/btq024tn"; Parser.SOURCE_JSON_TO_STORE[SRC_CRB] = "https://paizo.com/products/btq01zp3"; +Parser.SOURCE_JSON_TO_STORE[SRC_PC1] = "https://paizo.com/products/btq02ej2"; Parser.SOURCE_JSON_TO_STORE[SRC_DA] = "https://paizo.com/products/btq02arq"; Parser.SOURCE_JSON_TO_STORE[SRC_EC0] = "https://paizo.com/products/btq022ks"; Parser.SOURCE_JSON_TO_STORE[SRC_EC1] = "https://paizo.com/products/btq01zqb"; @@ -2169,6 +2179,7 @@ Parser.SOURCES_VANILLA = new Set([ SRC_B3, SRC_BotD, SRC_CRB, + SRC_PC1, SRC_DA, SRC_GnG, SRC_GMG, @@ -2230,6 +2241,7 @@ Parser.TAG_TO_DEFAULT_SOURCE = { SRC_CFD, SRC_CHD, SRC_CRB, + SRC_PC1, SRC_DA, SRC_GnG, SRC_GMG, @@ -2356,7 +2368,7 @@ Parser.getTraitName = function (trait) { : ""; if (name === name.toUpperCase()) return name; else if (name.length <= 2) { - return name.toUpperCase() // Alignment traits: CG, LE, ... + return name.toUpperCase(); // Alignment traits: CG, LE, ... } else return name.toTitleCase(); }; @@ -2591,7 +2603,7 @@ Parser.parseSkills = function (array, opts) { // Naked: Scatter 10 ft. // Tag: {@trait Scatter||Scatter 10 ft.} /** - @param {Object[]} array Array of traits + @param {Object[]} array Array of traits @param {Object} opts Options object. @param {string} opts.toTags Convert to tags. @param {string} opts.toNaked Remove brackets {}. diff --git a/js/utils.js b/js/utils.js index 63328e82db..d2b0eb2e5f 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 */"0.8.7"/* PF2ETOOLS_VERSION__CLOSE */; +VERSION_NUMBER = /* PF2ETOOLS_VERSION__OPEN */"0.8.8"/* PF2ETOOLS_VERSION__CLOSE */; DEPLOYED_STATIC_ROOT = ""; // ""; // FIXME re-enable this when we have a CDN again IS_VTT = false; diff --git a/package.json b/package.json index e0a420ada8..212b745b17 100644 --- a/package.json +++ b/package.json @@ -1,7 +1,7 @@ { "name": "pf2etools", "author": "Pf2eTools", - "version": "0.8.7", + "version": "0.8.8", "license": "MIT", "description": "A site dedicated to making playing games with your friends as easy as possible.", "scripts": { diff --git a/test/schema-template/_generated/sources.json b/test/schema-template/_generated/sources.json index 00508c98e3..a8d702a841 100644 --- a/test/schema-template/_generated/sources.json +++ b/test/schema-template/_generated/sources.json @@ -82,6 +82,7 @@ "OoA1", "OoA2", "OoA3", + "PC1", "PFUM", "POS1", "QFF0", @@ -107,4 +108,4 @@ ] } } -} \ No newline at end of file +} diff --git a/test/schema-template/_generated/traits.json b/test/schema-template/_generated/traits.json index 3614fe3361..1548210cc5 100644 --- a/test/schema-template/_generated/traits.json +++ b/test/schema-template/_generated/traits.json @@ -10,9 +10,6 @@ "type": "string", "description": "Any Trait in the game.", "anyOf": [ - { - "$ref": "#/definitions/equipmentTrait" - }, { "$ref": "#/definitions/morphicTrait" }, @@ -49,12 +46,6 @@ { "$ref": "#/definitions/weaponTrait" }, - { - "$ref": "#/definitions/unknownTrait" - }, - { - "$ref": "#/definitions/generalTrait" - }, { "$ref": "#/definitions/schoolTrait" }, @@ -73,9 +64,6 @@ { "$ref": "#/definitions/featTrait" }, - { - "$ref": "#/definitions/ancestryHeritageTrait" - }, { "$ref": "#/definitions/settlementTrait" }, @@ -88,68 +76,102 @@ { "$ref": "#/definitions/creatureTrait" }, + { + "$ref": "#/definitions/generalTrait" + }, + { + "$ref": "#/definitions/planarTrait" + }, + { + "$ref": "#/definitions/energyElementTrait" + }, { "$ref": "#/definitions/classTrait" }, + { + "$ref": "#/definitions/unknownTrait" + }, { "$ref": "#/definitions/actionAbilityTrait" }, { - "$ref": "#/definitions/planarTrait" + "$ref": "#/definitions/equipmentTrait" }, { - "$ref": "#/definitions/energyElementTrait" + "$ref": "#/definitions/ancestryHeritageTrait" } ], "uniqueItems": true }, - "energyElementTrait": { + "ancestryHeritageTrait": { "type": "string", - "description": "A list of all Energy & Element traits.", + "description": "A list of all Ancestry & Heritage traits.", "enum": [ - "acid", - "air", - "cold", - "earth", - "electricity", - "energy", - "fire", - "force", - "metal", - "negative", - "positive", - "sonic", - "water", - "wood" + "aasimar", + "anadi", + "android", + "aphorite", + "ardande", + "automaton", + "azarketi", + "beastkin", + "catfolk", + "changeling", + "conrasu", + "dhampir", + "duskwalker", + "dwarf", + "elf", + "fetchling", + "fleshwarp", + "ganzi", + "geniekin", + "ghoran", + "gnoll", + "gnome", + "goblin", + "goloma", + "grippli", + "half-elf", + "half-orc", + "halfling", + "hobgoblin", + "human", + "ifrit", + "kashrishi", + "kitsune", + "kobold", + "leshy", + "lizardfolk", + "nagaji", + "orc", + "oread", + "poppet", + "ratfolk", + "reflection", + "shisk", + "shoony", + "skeleton", + "sprite", + "strix", + "suli", + "sylph", + "talos", + "tengu", + "tiefling", + "undine", + "vanara", + "vishkanya" ] }, - "planarTrait": { + "equipmentTrait": { "type": "string", - "description": "A list of all Planar traits.", + "description": "A list of all Equipment traits.", "enum": [ - "air", - "chaotic", - "earth", - "erratic", - "evil", - "finite", - "fire", - "flowing", - "good", - "high gravity", - "immeasurable", - "lawful", - "low gravity", - "metal", - "microgravity", - "sentient", - "static", - "strange gravity", - "subjective gravity", - "timeless", - "unbounded", - "water", - "wood" + "bottled breath", + "censer", + "figurehead", + "spellheart" ] }, "actionAbilityTrait": { @@ -172,6 +194,23 @@ "tandem" ] }, + "unknownTrait": { + "type": "string", + "description": "A list of all Unknown traits.", + "enum": [ + "adjustment", + "charm", + "clockwork", + "focus", + "gadget", + "hellknight", + "kaiju", + "lineage", + "saggorak", + "steam", + "unstable" + ] + }, "classTrait": { "type": "string", "description": "A list of all Class traits.", @@ -206,6 +245,75 @@ "wizard" ] }, + "energyElementTrait": { + "type": "string", + "description": "A list of all Energy & Element traits.", + "enum": [ + "acid", + "air", + "cold", + "earth", + "electricity", + "energy", + "fire", + "force", + "metal", + "negative", + "positive", + "sonic", + "vitality", + "void", + "water", + "wood" + ] + }, + "planarTrait": { + "type": "string", + "description": "A list of all Planar traits.", + "enum": [ + "air", + "chaotic", + "earth", + "erratic", + "evil", + "finite", + "fire", + "flowing", + "good", + "high gravity", + "immeasurable", + "lawful", + "low gravity", + "metal", + "microgravity", + "sentient", + "static", + "strange gravity", + "subjective gravity", + "timeless", + "unbounded", + "water", + "wood" + ] + }, + "generalTrait": { + "type": "string", + "description": "A list of all General traits.", + "enum": [ + "academic", + "manipulate", + "metamagic", + "militaristic", + "pervasive magic", + "revolutionary", + "secret", + "shadow", + "spellshape", + "structure", + "true name", + "wayfaring" + ] + }, "creatureTrait": { "type": "string", "description": "A list of all Creature traits.", @@ -446,65 +554,6 @@ "village" ] }, - "ancestryHeritageTrait": { - "type": "string", - "description": "A list of all Ancestry & Heritage traits.", - "enum": [ - "aasimar", - "anadi", - "android", - "aphorite", - "automaton", - "azarketi", - "beastkin", - "catfolk", - "changeling", - "conrasu", - "dhampir", - "duskwalker", - "dwarf", - "elf", - "fetchling", - "fleshwarp", - "ganzi", - "geniekin", - "ghoran", - "gnoll", - "gnome", - "goblin", - "goloma", - "grippli", - "half-elf", - "half-orc", - "halfling", - "hobgoblin", - "human", - "ifrit", - "kashrishi", - "kitsune", - "kobold", - "leshy", - "lizardfolk", - "nagaji", - "orc", - "oread", - "poppet", - "ratfolk", - "reflection", - "shisk", - "shoony", - "skeleton", - "sprite", - "strix", - "suli", - "sylph", - "tengu", - "tiefling", - "undine", - "vanara", - "vishkanya" - ] - }, "featTrait": { "type": "string", "description": "A list of all Feat traits.", @@ -613,40 +662,6 @@ "transmutation" ] }, - "generalTrait": { - "type": "string", - "description": "A list of all General traits.", - "enum": [ - "academic", - "manipulate", - "metamagic", - "militaristic", - "pervasive magic", - "revolutionary", - "secret", - "shadow", - "spellshape", - "structure", - "true name", - "wayfaring" - ] - }, - "unknownTrait": { - "type": "string", - "description": "A list of all Unknown traits.", - "enum": [ - "adjustment", - "charm", - "clockwork", - "gadget", - "hellknight", - "kaiju", - "lineage", - "saggorak", - "steam", - "unstable" - ] - }, "weaponTrait": { "type": "string", "description": "A list of all Weapon traits.", @@ -905,13 +920,6 @@ "metamorphic", "sentient" ] - }, - "equipmentTrait": { - "type": "string", - "description": "A list of all Equipment traits.", - "enum": [ - "spellheart" - ] } } -} \ No newline at end of file +} diff --git a/test/schema-template/spells.json b/test/schema-template/spells.json index 43bea03a84..e00fee02ed 100644 --- a/test/schema-template/spells.json +++ b/test/schema-template/spells.json @@ -290,6 +290,9 @@ }, "heightened": { "$ref": "utils.json#/definitions/heightened" + }, + "remaster": { + "const": true } }, "required": [